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	<updated>2026-05-15T07:57:57Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102304</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102304"/>
		<updated>2009-02-07T23:39:08Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5/Soldier 1&lt;br /&gt;
&lt;br /&gt;
Reputation : 47&lt;br /&gt;
&lt;br /&gt;
XP : 17,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 30&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
 &lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Rifle, Shotgun, Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +13/+10 (9 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (9 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +3/+4 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +13 (9 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Survival +3/+3 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: conspiracy theories, music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Fight On: Carter gains two additional weapons proficiencies (Rifle, Shotgun).&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Marksmanship Basics: Each time Carter takes an Aim action, he may also Brace as a free action. Further, he may take a Brace action even when no obvious surface is available to brace against. Finally, Carter suffers only a -1 penalty with Reflex saves while braced instead of the standard -4.&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Makarov PM (w/ standard loadout); Simonov SKS (w/ standard loadout); flak jacket; police scanner; GPS unit (commercial); &lt;br /&gt;
grapple gun; parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Also has low profile armor purchased before mission.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102303</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102303"/>
		<updated>2009-02-07T23:38:39Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5/Soldier 1&lt;br /&gt;
&lt;br /&gt;
Reputation : 47&lt;br /&gt;
&lt;br /&gt;
XP : 17,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 30&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
 &lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Rifle, Shotgun, Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +13/+10 (9 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (9 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +3/+4 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +13 (9 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Survival +3/+3 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Fight On: Carter gains two additional weapons proficiencies (Rifle, Shotgun).&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Marksmanship Basics: Each time Carter takes an Aim action, he may also Brace as a free action. Further, he may take a Brace action even when no obvious surface is available to brace against. Finally, Carter suffers only a -1 penalty with Reflex saves while braced instead of the standard -4.&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Makarov PM (w/ standard loadout); Simonov SKS (w/ standard loadout); flak jacket; police scanner; GPS unit (commercial); &lt;br /&gt;
grapple gun; parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Also has low profile armor purchased before mission.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102301</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102301"/>
		<updated>2009-02-07T23:32:07Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5/Soldier 1&lt;br /&gt;
&lt;br /&gt;
Reputation : 47&lt;br /&gt;
&lt;br /&gt;
XP : 17,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 30&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
 &lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Rifle, Shotgun, Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +13/+10 (9 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (9 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +3/+4 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +13 (9 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Survival +3/+3 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Fight On: Carter gains two additional weapons proficiencies (Rifle, Shotgun).&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Makarov PM (w/ standard loadout); Simonov SKS (w/ standard loadout); flak jacket; police scanner; GPS unit (commercial); &lt;br /&gt;
grapple gun; parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Also has low profile armor purchased before mission.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102300</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102300"/>
		<updated>2009-02-07T23:29:06Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5/Soldier 1&lt;br /&gt;
&lt;br /&gt;
Reputation : 47&lt;br /&gt;
&lt;br /&gt;
XP : 17,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 30&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
 &lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Rifle, Shotgun, Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= 5&lt;br /&gt;
&lt;br /&gt;
Analysis +13/+10 (9 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +2 (1 rank, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (9 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve &lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +13 (9 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Fight On: Carter gains two additional weapons proficiencies (Rifle, Shotgun).&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Makarov PM (w/ standard loadout); Simonov SKS (w/ standard loadout); flak jacket; police scanner; GPS unit (commercial); &lt;br /&gt;
grapple gun; parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Also has low profile armor purchased before mission.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102298</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102298"/>
		<updated>2009-02-07T23:25:37Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Derived Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5/Soldier 1&lt;br /&gt;
&lt;br /&gt;
Reputation : 47&lt;br /&gt;
&lt;br /&gt;
XP : 17,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 30&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
 &lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Rifle, Shotgun, Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +12/+9 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (8 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +12 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Fight On: Carter gains two additional weapons proficiencies (Rifle, Shotgun).&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Makarov PM (w/ standard loadout); Simonov SKS (w/ standard loadout); flak jacket; police scanner; GPS unit (commercial); &lt;br /&gt;
grapple gun; parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Also has low profile armor purchased before mission.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102297</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102297"/>
		<updated>2009-02-07T23:23:17Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5/Soldier 1&lt;br /&gt;
&lt;br /&gt;
Reputation : 47&lt;br /&gt;
&lt;br /&gt;
XP : 17,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 23&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
 &lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Rifle, Shotgun, Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +12/+9 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (8 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +12 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Fight On: Carter gains two additional weapons proficiencies (Rifle, Shotgun).&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Makarov PM (w/ standard loadout); Simonov SKS (w/ standard loadout); flak jacket; police scanner; GPS unit (commercial); &lt;br /&gt;
grapple gun; parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Also has low profile armor purchased before mission.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102294</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102294"/>
		<updated>2009-02-07T23:20:41Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Derived Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5/Soldier 1&lt;br /&gt;
&lt;br /&gt;
Reputation : 47&lt;br /&gt;
&lt;br /&gt;
XP : 17,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 23&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +6 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
 &lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Rifle, Shotgun, Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +12/+9 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (8 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +12 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Black Hat: Once per mission, during the Intel phase, Carter can chose one temporary Tradecraft feat and use it until the end of the current mission.&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Makarov PM (w/ standard loadout); Simonov SKS (w/ standard loadout); flak jacket; police scanner; GPS unit (commercial); &lt;br /&gt;
grapple gun; parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Also has low profile armor purchased before mission.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102107</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=102107"/>
		<updated>2009-02-05T14:36:11Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 6&lt;br /&gt;
&lt;br /&gt;
Reputation : 47&lt;br /&gt;
&lt;br /&gt;
XP : 17,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 23&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +3 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 16&lt;br /&gt;
&lt;br /&gt;
Initiative: +4 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
 &lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Simonov SKS, untrained +3 (-4 Initiative, error increase +2), 3d6, Error/Threat 1/20, Ammo 10S60, Recoil 12, Range 200 ft., Qualities: Dependable (+1 AD to activate error), Rugged (+2 damage saves)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Makarov PM, +4, 2d4, Error/Threat 1-2/20, Ammo 8M7, Recoil 10, Range 20 ft., Qualities: (none)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +12/+9 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (8 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +12 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Makarov PM (w/ standard loadout); Simonov SKS (w/ standard loadout); flak jacket; police scanner; GPS unit (commercial); &lt;br /&gt;
grapple gun; parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Also has low profile armor purchased before mission.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
3 stress damage&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=102105</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=102105"/>
		<updated>2009-02-05T14:28:04Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: vandalism revert. Again.&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;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
TheLazyBlank, as [[SHELTER:Hailee_Wyatt|&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;]], DEA agent&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;
Psyke, as [[SHELTER:John_Vaught|&#039;&#039;&#039;John Vaught&#039;&#039;&#039;]], FBI agent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&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;
&lt;br /&gt;
=The Story So Far=&lt;br /&gt;
&lt;br /&gt;
The mission team operating under the codename SHELTER met at the NSA headquarters building in Fort Meade, Maryland. They were introduced to one of their three administrators, codenamed Y, a highly ranked NSA official. Y told them of the theft of a secret encryption system known as WAVER, taken from a NSA front company in Baltimore. He identified the thief as a professional corporate spy named Rebecca Van Lewton, and the team was given the task of locating Van Lewton and recovering WAVER. Upon their arrival in Baltimore, however, they found that Van Lewton had been shot and killed during a Project Pitfall raid on her apartment. &lt;br /&gt;
&lt;br /&gt;
Pitfall claimed to have targeted Van Lewton as an agent of the terrorist group Banshee Net, but the team found no proof to back this up. Investigating Van Lewton&#039;s associates, they learned that she had been hired to steal WAVER through a criminal contact named Sonny Charlton. Negotiating with Charlton, they discovered that he had in turn been hired by Avery Mitchell, husband of Senator Gwen Lockheart and  a highly ranked agent of Project Pitfall. Tailing Mitchell and doing surveillance on his home, the team was able to learn that he was selling classified intelligence secrets to a group known as the Peace Cartel. The team gathered evidence of Mitchell&#039;s treason and encountered operatives of the Peace Cartel, including a former associate of Simon&#039;s named Johnathan Roberts. Carter came into contact with an encryption expert on the internet, learning what he could about WAVER. He discovered, among other things, that the code related to one he&#039;d personally come across from a suspicious website. Grabbing WAVER before Mitchell could exchange it with the criminal organization&#039;s representatives, they foiled the Cartel&#039;s plans. Y then used the evidence of Mitchell&#039;s secret activities to blackmail him into providing SHELTER with information on Pitfall activities as well as reducing Pitfall interference in future SHELTER operations.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission, given by a CIA supervisor codenamed &#039;X&#039;, involved a branch of the Franchise known as The Apothecary, a drug organization that was trading in biochemical agents on the black market. The team was to meet Apothecary operative Nelson Grakos, an amoral and hedonistic drug designer, and try to learn the location of an illegal hot lab used in creating lethal toxins. Arriving in New York City, they adopted the guises of an Albanian smuggler and his entourage, and managed to get an invitation to one of Grakos&#039; infamous parties in his downtown penthouse. As part of the arrangement, however, they were tasked with killing a former associate of Grakos named Tommy Laredo. Laredo was an accountant for his operation who had become a security risk through heroin addiction. Locating Laredo in the vicinity of Coney Island, they captured him. Planning to escort Laredo to an agency safehouse, they were interrupted by the arrival of crooked NYPD Narcotics Detective Larry Bloch. Bloch tried to negotiate for a piece of the action, but he eventually gave up, warning the team to watch their backs.&lt;br /&gt;
&lt;br /&gt;
After some surveillance of the heavily secured penthouse, the team attended the weekend party Grakos was throwing. During the party they saw Grakos meet with representatives of an Indonesian terrorist group known as True Faith. Damian recognized Grakos&#039; live-in girlfriend, Katja, as being connected with a Russian organized crime figure he had investigated while with the FBI. Katja in turn revealed to Bill that she recognized him as a friend of a friend, a KGB operative Bill had encountered during his time in Serbia. Katja stated that she and this mutual acquaintance were actually with the Krypt, and that she was under orders to make sure nothing untoward happened to Grakos or his organization. She also hinted that Bill&#039;s agency was not all that it seemed. Meanwhile, Charlotte and Damian accessed Grakos&#039; office and his personal computer. After downloading encrypted files on the hot lab and the deal The Apothecary was making with the Indonesian terrorists, the team quietly left the party. &lt;br /&gt;
&lt;br /&gt;
Finding that the hot lab was hidden within an apparently abandoned hospital in the Bronx, the team identified the security and power set up for the facility. After Simon had a close call with a guard, Damian sabotaged the power to the hot lab and the team surrounded its exits, threatening to set it on fire if the Apothecary guards inside did not surrender. After the team lit one door, the Apothecary operatives attempted to flee, and the SHELTER team was able to subdue three of them and kill a fourth. A fifth one was wounded but escaped from the scene. The team quickly sabotaged the equipment in the laboratory, destroyed the more dangerous samples inside, and set the entire facility on fire. The team reported their mission success to X and were told to await further orders. Charlotte was redeployed to a different cell. &lt;br /&gt;
&lt;br /&gt;
In the period between missions, Carter received an email from the username &amp;quot;BigNothing&amp;quot;, a contact he made during his investigation into WAVER. The email was asking Carter and his teammates for a favor on behalf of BigNothing&#039;s unnamed backers. An agent of theirs was injured, hiding from Project Pitfall, and needed to be escorted safely to a container vessel in the Atlantic Ocean. In exchange for this favor, BigNothing offered to provide intel related to the team&#039;s personal mysteries. Carter approached the others about this offer, and they agreed to take part in the rescue operation. Finding the safehouse, they met Yvette Brown (probably an alias), a young woman who had been shot in the leg and who was somewhat delirious. After tending to her injury, they got her into a car and talked their way past a police checkpoint, escaping the area before a Pitfall strike team arrived at the safehouse. The team drove to a dock where a boat was prepared to take them out to the container ship. On their way to the boat, however, they were attacked by a hit squad composed of a sniper and several assaulters using a speedboat. Carter was injured in the ensuing shootout, and a security guard and several assaulters were killed. Searching the bodies, the team found an old photograph of Simon Jordan in one assassin&#039;s possession. &lt;br /&gt;
&lt;br /&gt;
The team left the dock and found a rental boat at another location, taking it out to meet the container ship before it left the coast. Aboard the Pearl of Tangiers, Carter, Damian, and Simon handed Yvette over to a man who called himself &amp;quot;Marin&amp;quot;. Marin didn&#039;t offer many explanations, but did give the team an envelope filled with intelligence data. The data included, among other things, surveillance on Jonathan Roberts, pictures of ex-CIA station chief Francis Prosper, and an assessment of SHELTER. The latter was a fully decrypted version of the same file Carter had intercepted and tried to decrypt earlier, and it implied that SHELTER was in fact a cover operation for the organization known as the Shadow Patriots. The team decided to hand over all of the other intel, keeping the assessment secret from their control for the time being.&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;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP) Each time a player character gains any non-Covert feat choice, he may choose a Covert feat instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: Tell me five things about yourself, four of them true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: I&#039;m sorry?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: It&#039;s a game we used to play, at the subanalytical unit. Keep ourselves sharp. It&#039;s lie detection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: Oh. I don&#039;t think I&#039;d be much good at bluffing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: That would&#039;ve counted as your lie, right there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Breach (2007)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP) All player characters are subject to the Faction gear rules. Further, Faction characters may only gain Reputation, not Net Worth. Finally, the Freelance campaign quality may not also be in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Joseph Palmi: You&#039;re the guys that scare me. You&#039;re the people that make big wars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edward Wilson: No, we make sure the wars are small ones.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Good Shepard (2006)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP) The cost to activate a critical injury inflicted on a player or special character decreases by 1 action die (minimum 0). Further, the range of damage at which a Fortitude save must be made to avoid a critical injury becomes 16-25, and the threshold at which a Fortitude save must be made to avoid dropping to -9 wound points become 26+. Finally, the DCs of all Medicine checks increase by 5, and the error ranges of all such checks increase by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tom Bishop: Ah, Jesus Christ, you just... You don&#039;t just trade these people like they&#039;re baseball cards! It&#039;s not a fucking game!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nathan Muir: Oh, yes it is. It&#039;s exactly what it is. And it&#039;s no kid&#039;s game either. This is a whole other game. And it&#039;s serious and it&#039;s dangerous. And it&#039;s not one you want to lose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Spy Game (2001)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP) All special and player characters gain a +4 morale bonus with Blend/Stealth and Sneak/Hide checks made to determine who benefits from a surprise round (see page 323). Further, all characters of any type suffer a –4 morale penalty with skill checks made to shift a target’s disposition or convince a target to take or participate in any action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jason Bourne: I can tell you the license plate numbers of all six cars outside. I can tell you that our waitress is left-handed and the guy sitting up at the counter weighs two hundred fifteen pounds and knows how to handle himself. I know the best place to look for a gun is the cab of the gray truck outside, and at this altitude, I can run flat out for a half mile before my hands start shaking. Now why would I know that? How can I know that and not know who I am?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Bourne Identity (2002)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear System&lt;br /&gt;
&lt;br /&gt;
We&#039;re using the &#039;&#039;&#039;Stockpile System&#039;&#039;&#039; from The Big Score supplement.&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;Campaign Qualities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Carter: &lt;br /&gt;
&lt;br /&gt;
Damian: &lt;br /&gt;
&lt;br /&gt;
Hailee: &lt;br /&gt;
&lt;br /&gt;
John: &lt;br /&gt;
&lt;br /&gt;
Simon: &lt;br /&gt;
&lt;br /&gt;
GC:&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool:&lt;br /&gt;
&lt;br /&gt;
=Fragile Playlist=&lt;br /&gt;
&lt;br /&gt;
The following is an iTunes playlist I concocted for listening to while working on the game:&lt;br /&gt;
&lt;br /&gt;
1. Dangerous World, Mychael Danna, Breach&lt;br /&gt;
&lt;br /&gt;
2. Gimme Shelter, The Rolling Stones, Let It Bleed&lt;br /&gt;
&lt;br /&gt;
3. The Drive to Paris, John Powell, The Bourne Identity&lt;br /&gt;
&lt;br /&gt;
4. Everybody&#039;s Been Burned, The Byrds, Younger Than Yesterday&lt;br /&gt;
&lt;br /&gt;
5. New Memories, John Powell, The Bourne Supremacy&lt;br /&gt;
&lt;br /&gt;
6. Signal to Noise, Peter Gabriel, Up&lt;br /&gt;
&lt;br /&gt;
7. License: 2 Kills, David Arnold, Casino Royale&lt;br /&gt;
&lt;br /&gt;
8. Life During Wartime, Talking Heads, Fear of Music&lt;br /&gt;
&lt;br /&gt;
9. Assets and Targets, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
10. Happiness is a Warm Gun, The Beatles, The White Album&lt;br /&gt;
&lt;br /&gt;
11. The Lighthouse, Amon Tobin, Chaos Theory: Splinter Cell 3&lt;br /&gt;
&lt;br /&gt;
12. Thinking of Marie, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
13. Code of Silence, Bruce Springsteen, The Essential Bruce Springsteen&lt;br /&gt;
&lt;br /&gt;
14. Man Versus Man, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
15. The Man Who Sold the World, David Bowie, The Man Who Sold The World&lt;br /&gt;
&lt;br /&gt;
16. Paint It Black, The Rolling Stones, Aftermath&lt;br /&gt;
&lt;br /&gt;
17. Faces Without Names, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
18. Wish You Were Here, Pink Floyd, Wish You Were Here&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;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=102052</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=102052"/>
		<updated>2009-02-05T05:05:20Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: revert. Thanks Jonny. Yawn.&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;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
TheLazyBlank, as [[SHELTER:Hailee_Wyatt|&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;]], DEA agent&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;
Psyke, as [[SHELTER:John_Vaught|&#039;&#039;&#039;John Vaught&#039;&#039;&#039;]], FBI agent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&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;
&lt;br /&gt;
=The Story So Far=&lt;br /&gt;
&lt;br /&gt;
The mission team operating under the codename SHELTER met at the NSA headquarters building in Fort Meade, Maryland. They were introduced to one of their three administrators, codenamed Y, a highly ranked NSA official. Y told them of the theft of a secret encryption system known as WAVER, taken from a NSA front company in Baltimore. He identified the thief as a professional corporate spy named Rebecca Van Lewton, and the team was given the task of locating Van Lewton and recovering WAVER. Upon their arrival in Baltimore, however, they found that Van Lewton had been shot and killed during a Project Pitfall raid on her apartment. &lt;br /&gt;
&lt;br /&gt;
Pitfall claimed to have targeted Van Lewton as an agent of the terrorist group Banshee Net, but the team found no proof to back this up. Investigating Van Lewton&#039;s associates, they learned that she had been hired to steal WAVER through a criminal contact named Sonny Charlton. Negotiating with Charlton, they discovered that he had in turn been hired by Avery Mitchell, husband of Senator Gwen Lockheart and  a highly ranked agent of Project Pitfall. Tailing Mitchell and doing surveillance on his home, the team was able to learn that he was selling classified intelligence secrets to a group known as the Peace Cartel. The team gathered evidence of Mitchell&#039;s treason and encountered operatives of the Peace Cartel, including a former associate of Simon&#039;s named Johnathan Roberts. Carter came into contact with an encryption expert on the internet, learning what he could about WAVER. He discovered, among other things, that the code related to one he&#039;d personally come across from a suspicious website. Grabbing WAVER before Mitchell could exchange it with the criminal organization&#039;s representatives, they foiled the Cartel&#039;s plans. Y then used the evidence of Mitchell&#039;s secret activities to blackmail him into providing SHELTER with information on Pitfall activities as well as reducing Pitfall interference in future SHELTER operations.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission, given by a CIA supervisor codenamed &#039;X&#039;, involved a branch of the Franchise known as The Apothecary, a drug organization that was trading in biochemical agents on the black market. The team was to meet Apothecary operative Nelson Grakos, an amoral and hedonistic drug designer, and try to learn the location of an illegal hot lab used in creating lethal toxins. Arriving in New York City, they adopted the guises of an Albanian smuggler and his entourage, and managed to get an invitation to one of Grakos&#039; infamous parties in his downtown penthouse. As part of the arrangement, however, they were tasked with killing a former associate of Grakos named Tommy Laredo. Laredo was an accountant for his operation who had become a security risk through heroin addiction. Locating Laredo in the vicinity of Coney Island, they captured him. Planning to escort Laredo to an agency safehouse, they were interrupted by the arrival of crooked NYPD Narcotics Detective Larry Bloch. Bloch tried to negotiate for a piece of the action, but he eventually gave up, warning the team to watch their backs.&lt;br /&gt;
&lt;br /&gt;
After some surveillance of the heavily secured penthouse, the team attended the weekend party Grakos was throwing. During the party they saw Grakos meet with representatives of an Indonesian terrorist group known as True Faith. Damian recognized Grakos&#039; live-in girlfriend, Katja, as being connected with a Russian organized crime figure he had investigated while with the FBI. Katja in turn revealed to Bill that she recognized him as a friend of a friend, a KGB operative Bill had encountered during his time in Serbia. Katja stated that she and this mutual acquaintance were actually with the Krypt, and that she was under orders to make sure nothing untoward happened to Grakos or his organization. She also hinted that Bill&#039;s agency was not all that it seemed. Meanwhile, Charlotte and Damian accessed Grakos&#039; office and his personal computer. After downloading encrypted files on the hot lab and the deal The Apothecary was making with the Indonesian terrorists, the team quietly left the party. &lt;br /&gt;
&lt;br /&gt;
Finding that the hot lab was hidden within an apparently abandoned hospital in the Bronx, the team identified the security and power set up for the facility. After Simon had a close call with a guard, Damian sabotaged the power to the hot lab and the team surrounded its exits, threatening to set it on fire if the Apothecary guards inside did not surrender. After the team lit one door, the Apothecary operatives attempted to flee, and the SHELTER team was able to subdue three of them and kill a fourth. A fifth one was wounded but escaped from the scene. The team quickly sabotaged the equipment in the laboratory, destroyed the more dangerous samples inside, and set the entire facility on fire. The team reported their mission success to X and were told to await further orders. Charlotte was redeployed to a different cell. &lt;br /&gt;
&lt;br /&gt;
In the period between missions, Carter received an email from the username &amp;quot;BigNothing&amp;quot;, a contact he made during his investigation into WAVER. The email was asking Carter and his teammates for a favor on behalf of BigNothing&#039;s unnamed backers. An agent of theirs was injured, hiding from Project Pitfall, and needed to be escorted safely to a container vessel in the Atlantic Ocean. In exchange for this favor, BigNothing offered to provide intel related to the team&#039;s personal mysteries. Carter approached the others about this offer, and they agreed to take part in the rescue operation. Finding the safehouse, they met Yvette Brown (probably an alias), a young woman who had been shot in the leg and who was somewhat delirious. After tending to her injury, they got her into a car and talked their way past a police checkpoint, escaping the area before a Pitfall strike team arrived at the safehouse. The team drove to a dock where a boat was prepared to take them out to the container ship. On their way to the boat, however, they were attacked by a hit squad composed of a sniper and several assaulters using a speedboat. Carter was injured in the ensuing shootout, and a security guard and several assaulters were killed. Searching the bodies, the team found an old photograph of Simon Jordan in one assassin&#039;s possession. &lt;br /&gt;
&lt;br /&gt;
The team left the dock and found a rental boat at another location, taking it out to meet the container ship before it left the coast. Aboard the Pearl of Tangiers, Carter, Damian, and Simon handed Yvette over to a man who called himself &amp;quot;Marin&amp;quot;. Marin didn&#039;t offer many explanations, but did give the team an envelope filled with intelligence data. The data included, among other things, surveillance on Jonathan Roberts, pictures of ex-CIA station chief Francis Prosper, and an assessment of SHELTER. The latter was a fully decrypted version of the same file Carter had intercepted and tried to decrypt earlier, and it implied that SHELTER was in fact a cover operation for the organization known as the Shadow Patriots. The team decided to hand over all of the other intel, keeping the assessment secret from their control for the time being.&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;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP) Each time a player character gains any non-Covert feat choice, he may choose a Covert feat instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: Tell me five things about yourself, four of them true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: I&#039;m sorry?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: It&#039;s a game we used to play, at the subanalytical unit. Keep ourselves sharp. It&#039;s lie detection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: Oh. I don&#039;t think I&#039;d be much good at bluffing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: That would&#039;ve counted as your lie, right there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Breach (2007)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP) All player characters are subject to the Faction gear rules. Further, Faction characters may only gain Reputation, not Net Worth. Finally, the Freelance campaign quality may not also be in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Joseph Palmi: You&#039;re the guys that scare me. You&#039;re the people that make big wars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edward Wilson: No, we make sure the wars are small ones.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Good Shepard (2006)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP) The cost to activate a critical injury inflicted on a player or special character decreases by 1 action die (minimum 0). Further, the range of damage at which a Fortitude save must be made to avoid a critical injury becomes 16-25, and the threshold at which a Fortitude save must be made to avoid dropping to -9 wound points become 26+. Finally, the DCs of all Medicine checks increase by 5, and the error ranges of all such checks increase by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tom Bishop: Ah, Jesus Christ, you just... You don&#039;t just trade these people like they&#039;re baseball cards! It&#039;s not a fucking game!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nathan Muir: Oh, yes it is. It&#039;s exactly what it is. And it&#039;s no kid&#039;s game either. This is a whole other game. And it&#039;s serious and it&#039;s dangerous. And it&#039;s not one you want to lose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Spy Game (2001)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP) All special and player characters gain a +4 morale bonus with Blend/Stealth and Sneak/Hide checks made to determine who benefits from a surprise round (see page 323). Further, all characters of any type suffer a –4 morale penalty with skill checks made to shift a target’s disposition or convince a target to take or participate in any action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jason Bourne: I can tell you the license plate numbers of all six cars outside. I can tell you that our waitress is left-handed and the guy sitting up at the counter weighs two hundred fifteen pounds and knows how to handle himself. I know the best place to look for a gun is the cab of the gray truck outside, and at this altitude, I can run flat out for a half mile before my hands start shaking. Now why would I know that? How can I know that and not know who I am?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Bourne Identity (2002)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear System&lt;br /&gt;
&lt;br /&gt;
We&#039;re using the &#039;&#039;&#039;Stockpile System&#039;&#039;&#039; from The Big Score supplement.&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;Campaign Qualities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Carter: &lt;br /&gt;
&lt;br /&gt;
Damian: &lt;br /&gt;
&lt;br /&gt;
Hailee: &lt;br /&gt;
&lt;br /&gt;
John: &lt;br /&gt;
&lt;br /&gt;
Simon: &lt;br /&gt;
&lt;br /&gt;
GC:&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool:&lt;br /&gt;
&lt;br /&gt;
=Fragile Playlist=&lt;br /&gt;
&lt;br /&gt;
The following is an iTunes playlist I concocted for listening to while working on the game:&lt;br /&gt;
&lt;br /&gt;
1. Dangerous World, Mychael Danna, Breach&lt;br /&gt;
&lt;br /&gt;
2. Gimme Shelter, The Rolling Stones, Let It Bleed&lt;br /&gt;
&lt;br /&gt;
3. The Drive to Paris, John Powell, The Bourne Identity&lt;br /&gt;
&lt;br /&gt;
4. Everybody&#039;s Been Burned, The Byrds, Younger Than Yesterday&lt;br /&gt;
&lt;br /&gt;
5. New Memories, John Powell, The Bourne Supremacy&lt;br /&gt;
&lt;br /&gt;
6. Signal to Noise, Peter Gabriel, Up&lt;br /&gt;
&lt;br /&gt;
7. License: 2 Kills, David Arnold, Casino Royale&lt;br /&gt;
&lt;br /&gt;
8. Life During Wartime, Talking Heads, Fear of Music&lt;br /&gt;
&lt;br /&gt;
9. Assets and Targets, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
10. Happiness is a Warm Gun, The Beatles, The White Album&lt;br /&gt;
&lt;br /&gt;
11. The Lighthouse, Amon Tobin, Chaos Theory: Splinter Cell 3&lt;br /&gt;
&lt;br /&gt;
12. Thinking of Marie, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
13. Code of Silence, Bruce Springsteen, The Essential Bruce Springsteen&lt;br /&gt;
&lt;br /&gt;
14. Man Versus Man, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
15. The Man Who Sold the World, David Bowie, The Man Who Sold The World&lt;br /&gt;
&lt;br /&gt;
16. Paint It Black, The Rolling Stones, Aftermath&lt;br /&gt;
&lt;br /&gt;
17. Faces Without Names, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
18. Wish You Were Here, Pink Floyd, Wish You Were Here&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;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=99576</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=99576"/>
		<updated>2009-01-10T13:37:06Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Currently Carrying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ben_Hartcourt.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $600,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 51&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflex: +8&lt;br /&gt;
&lt;br /&gt;
Will: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Unarmed (Dmg 1d6+2, 19-20)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +12/+12 (10 Ranks, +2 STR/+2 CON, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +7/+7 (5 Ranks, +2 STR/+2 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 Ranks, +2 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+9 (7 Ranks, +2 CON/+2 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Physics) +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +10 (9 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +8/+6 (6 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +7/+5 (5 Ranks, +2 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Ploy (Smack Down): When you make a Standard Unarmed Attack without applying any tricks, your attack gains the takedown quality. &lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing, -1 appearance modifer)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Hospital garb (wearing)&lt;br /&gt;
Gym bag w/ change of clothes (athletic wear), practice short staff.&lt;br /&gt;
Cigarette lighter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Weight:&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94671</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94671"/>
		<updated>2008-11-02T00:21:27Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 51&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +12/+12 (10 Ranks, +2 STR/+2 CON, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +7/+7 (5 Ranks, +2 STR/+2 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 Ranks, +2 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+9 (7 Ranks, +2 CON/+2 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Physics) +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +10 (9 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +8/+6 (6 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +7/+5 (5 Ranks, +2 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Ploy (Smack Down): When you make a Standard Unarmed Attack without applying any tricks, your attack gangs the takedown quality. &lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94532</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94532"/>
		<updated>2008-10-30T03:52:29Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 55&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +12/+12 (10 Ranks, +2 STR/+2 CON, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +7/+7 (5 Ranks, +2 STR/+2 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 Ranks, +2 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+9 (7 Ranks, +2 CON/+2 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Physics) +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +10 (9 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +8/+6 (6 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +7/+5 (5 Ranks, +2 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Ploy (Smack Down): When you make a Standard Unarmed Attack without applying any tricks, your attack gangs the takedown quality. &lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94531</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94531"/>
		<updated>2008-10-30T03:50:22Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Derived Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 55&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +12/+12 (10 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +7/+7 (5 Ranks, +2 STR/+2 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 Ranks, +2 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+9 (7 Ranks, +2 CON/+2 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Physics) +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +10 (9 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +8/+6 (6 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +7/+5 (5 Ranks, +2 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Ploy (Smack Down): When you make a Standard Unarmed Attack without applying any tricks, your attack gangs the takedown quality. &lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94530</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94530"/>
		<updated>2008-10-30T03:49:56Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 55&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +12/+12 (10 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +7/+7 (5 Ranks, +2 STR/+2 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 Ranks, +2 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+9 (7 Ranks, +2 CON/+2 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Physics) +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +10 (9 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +8/+6 (6 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +7/+5 (5 Ranks, +2 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Ploy (Smack Down): When you make a Standard Unarmed Attack without applying any tricks, your attack gangs the takedown quality. &lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94529</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94529"/>
		<updated>2008-10-30T03:46:00Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 55&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Ploy (Smack Down): When you make a Standard Unarmed Attack without applying any tricks, your attack gangs the takedown quality. &lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94528</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94528"/>
		<updated>2008-10-30T03:41:33Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 55&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94527</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94527"/>
		<updated>2008-10-30T03:41:23Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Wealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 55&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-26 vitality points&lt;br /&gt;
&lt;br /&gt;
4 stress damage&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94526</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94526"/>
		<updated>2008-10-30T03:41:12Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Wealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 55&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($100)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-26 vitality points&lt;br /&gt;
&lt;br /&gt;
4 stress damage&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94525</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94525"/>
		<updated>2008-10-30T03:40:50Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Derived Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 55&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&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;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-26 vitality points&lt;br /&gt;
&lt;br /&gt;
4 stress damage&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94524</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94524"/>
		<updated>2008-10-30T03:39:11Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Derived Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 45&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 22&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&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: +9&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&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;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-26 vitality points&lt;br /&gt;
&lt;br /&gt;
4 stress damage&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94523</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94523"/>
		<updated>2008-10-30T03:36:10Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 6&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 80,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 45&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +8&lt;br /&gt;
&lt;br /&gt;
Request Check: +7&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 21&lt;br /&gt;
&lt;br /&gt;
Initiative: +6&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 (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&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;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-26 vitality points&lt;br /&gt;
&lt;br /&gt;
4 stress damage&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94522</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94522"/>
		<updated>2008-10-30T03:35:41Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Derived Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 5&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 27,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 45&lt;br /&gt;
&lt;br /&gt;
Wound Points: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +8&lt;br /&gt;
&lt;br /&gt;
Request Check: +7&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 21&lt;br /&gt;
&lt;br /&gt;
Initiative: +6&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 (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&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;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-26 vitality points&lt;br /&gt;
&lt;br /&gt;
4 stress damage&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94521</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94521"/>
		<updated>2008-10-30T03:32:58Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Derived Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 5&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 27,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 44&lt;br /&gt;
&lt;br /&gt;
Wound Points: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +8&lt;br /&gt;
&lt;br /&gt;
Request Check: +7&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 21&lt;br /&gt;
&lt;br /&gt;
Initiative: +6&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 (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&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;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-26 vitality points&lt;br /&gt;
&lt;br /&gt;
4 stress damage&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94520</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=94520"/>
		<updated>2008-10-30T03:29:26Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player character|Ben Hartcourt]]&lt;br /&gt;
[[Category:Fragile|Ben Hartcourt]]&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 5&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
XP: 27,500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 44&lt;br /&gt;
&lt;br /&gt;
Wound Points: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +8&lt;br /&gt;
&lt;br /&gt;
Request Check: +7&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 21&lt;br /&gt;
&lt;br /&gt;
Initiative: +6&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 (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Survival Knife (Damage 1d6+3, Error/Threat 1/19–20, Size D/1h, Qualities AP (1), BLD)&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Improved Reach (+5 ft)&lt;br /&gt;
&lt;br /&gt;
Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore&lt;br /&gt;
the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.&lt;br /&gt;
&lt;br /&gt;
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).&lt;br /&gt;
&lt;br /&gt;
Stalker: At Level 1, each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.&lt;br /&gt;
&lt;br /&gt;
Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.&lt;br /&gt;
&lt;br /&gt;
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).&lt;br /&gt;
&lt;br /&gt;
Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the&lt;br /&gt;
following stance and trick. &lt;br /&gt;
&lt;br /&gt;
Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with&lt;br /&gt;
a hit.&lt;br /&gt;
&lt;br /&gt;
Knife Moves: You gain the following tricks.&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.&lt;br /&gt;
&lt;br /&gt;
Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&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;
Survival Knife (1 lbs.)&lt;br /&gt;
&lt;br /&gt;
Total Weight: 1 lbs.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-26 vitality points&lt;br /&gt;
&lt;br /&gt;
4 stress damage&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=93371</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=93371"/>
		<updated>2008-10-11T15:33:00Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Currently Carrying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5&lt;br /&gt;
&lt;br /&gt;
Reputation : 32&lt;br /&gt;
&lt;br /&gt;
XP : 14,779&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 23&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +3 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 16&lt;br /&gt;
&lt;br /&gt;
Initiative: +4 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
 &lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +12/+9 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (8 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +12 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Slight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Makarov PM (w/ standard loadout); Simonov SKS (w/ standard loadout); flak jacket; police scanner; GPS unit (commercial); &lt;br /&gt;
grapple gun; parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Also has low profile armor purchased before mission.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=91291</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=91291"/>
		<updated>2008-09-05T14:17:09Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Currently Carrying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5&lt;br /&gt;
&lt;br /&gt;
Reputation : 32&lt;br /&gt;
&lt;br /&gt;
XP : 14,779&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 23&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +3 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 16&lt;br /&gt;
&lt;br /&gt;
Initiative: +4 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
 &lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +12/+9 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (8 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +12 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Slight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Also has low profile armor purchased before mission.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=89002</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=89002"/>
		<updated>2008-08-11T22:54:27Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Derived Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5&lt;br /&gt;
&lt;br /&gt;
Reputation : 32&lt;br /&gt;
&lt;br /&gt;
XP : 14,779&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 23&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +3 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +9 &lt;br /&gt;
&lt;br /&gt;
Request: +6 &lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 16&lt;br /&gt;
&lt;br /&gt;
Initiative: +4 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
 &lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +12/+9 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (8 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +12 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Slight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&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;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=89001</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=89001"/>
		<updated>2008-08-11T22:54:00Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5&lt;br /&gt;
&lt;br /&gt;
Reputation : 32&lt;br /&gt;
&lt;br /&gt;
XP : 14,779&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He&#039;s made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 23&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +3 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 16&lt;br /&gt;
&lt;br /&gt;
Initiative: +4 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
 &lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft. &lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +12/+9 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (8 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +12 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Slight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&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;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=88999</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=88999"/>
		<updated>2008-08-11T22:48:44Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Carter Postma&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Class: Snoop 5&lt;br /&gt;
&lt;br /&gt;
Reputation : 27&lt;br /&gt;
&lt;br /&gt;
XP : 9,159&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 28&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: hazel&lt;br /&gt;
&lt;br /&gt;
Hair: brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots: &lt;br /&gt;
&lt;br /&gt;
Mystery (Carter intercepted a coded e-mail several months ago. He hasn&#039;t been able to break down the code completely, but based one what he&#039;s figured out so far there&#039;s a strong chance SHELTER is mentioned more than once. The sender -- root@nexus.org -- bounces back anything sent to it. The thing is, even after this, he&#039;s intercepted a few more e-mails from root; and again, SHELTER is almost definitely mentioned. Carter isn&#039;t sure of the content or context of the messages, but just the fact that they&#039;re mentioning SHELTER is something that&#039;s troubling him.) [COMPLETE]&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 23&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +3 &lt;br /&gt;
&lt;br /&gt;
Reflex: +6 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 16&lt;br /&gt;
&lt;br /&gt;
Initiative: +4 &lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
 &lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Submachine Guns, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft. &lt;br /&gt;
&lt;br /&gt;
=Skills= &lt;br /&gt;
&lt;br /&gt;
Analysis +12/+9 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +12/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (8 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +15 (11 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +12 (8 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Slight of Hand +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)&lt;br /&gt;
&lt;br /&gt;
Flawless Search: At Level 1, each time you fail an Analysis or Search 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 several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Intuition: At Level 2, as a 1-minute action, you may request a hint from the GC for which the GC gains no action dice (see page 398). If the GC refuses, you gain 1 bonus action die. You may use this ability a number of times per mission equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.&lt;br /&gt;
&lt;br /&gt;
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute). &lt;br /&gt;
&lt;br /&gt;
Bonus Feat:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Cryptographer: You may break, write, or request any code as if its Power Rating were 2 lower.&lt;br /&gt;
&lt;br /&gt;
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.&lt;br /&gt;
&lt;br /&gt;
Pack Rat: Your Possessions increase by 2 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&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;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=85935</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=85935"/>
		<updated>2008-07-04T16:24:27Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 5&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 29&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 151 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: brown&lt;br /&gt;
&lt;br /&gt;
Hair: black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 44&lt;br /&gt;
&lt;br /&gt;
Wound Points: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +8&lt;br /&gt;
&lt;br /&gt;
Request Check: +7&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 21&lt;br /&gt;
&lt;br /&gt;
Initiative: +6&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 (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Short Staff I (Dmg 1d6+2 subdual, E/T -/20, SZ/H S/1h, Qualities TRP (+1))&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed (Dmg 1d6+2)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Improved Reach (+5 ft), Life of Discipline (Discipline of the Mind), Rough Living (+2), Stalker, Unyielding&lt;br /&gt;
&lt;br /&gt;
Feats: Dirty Fighting Basics, Footwork Basics, Guts, Improvised Weapon Basics, Knife Basics, Knife Moves, Martial Arts (DEX), Training&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stances: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Circling Stance (if at least one adjacent square is unoccupied, target&#039;s dodge bonus to Defense is halved...following move, move into unoccupied space)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ready Stance (when you hit target with 1+ unarmed attacks, -2 attack checks &#039;til end of round)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (if not hit at the end of round, +1 Vitality)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricks: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Cheap Shot to Wisdom score w/ knife; if successful, opponent is blinded for a # of rounds equal to Melee feats, or until opponent wipes face with Full Round)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (for full-action Standard attack, +1 die sneak damage w/ a hit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (inflict 1 lethal damage to force opponent Will save (DC 10 + your Cha mod + # of melee feats)...fails, enraged for 1d6+1 rounds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gash (-2 attack = bleed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (accept -2 to Kick attack; target&#039;s move -10 feet and initiative -2 for one full round)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Low Blow (with successful unarmed attack, target must make successful Fort save (DC 10 + damage) or become sickened for 1d4 rounds)&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)&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;
Short Staff I (4 lbs.)&lt;br /&gt;
&lt;br /&gt;
gym bag&lt;br /&gt;
&lt;br /&gt;
Total Weight: 4 lbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=85569</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=85569"/>
		<updated>2008-06-30T05:37:07Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sheet=&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Snoop 4&lt;br /&gt;
&lt;br /&gt;
Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 27&lt;br /&gt;
&lt;br /&gt;
XP : 9.159&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 15&lt;br /&gt;
&lt;br /&gt;
Initiative: +3 &lt;br /&gt;
&lt;br /&gt;
Vitality: 19 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2 &lt;br /&gt;
&lt;br /&gt;
Melee: +2 &lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2 &lt;br /&gt;
&lt;br /&gt;
Reflex: +3 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute (action die spent on Int/Wis checks = 2 dice)&lt;br /&gt;
&lt;br /&gt;
Flawless search (any failed Analysis or Search check that isn&#039;t an error is considered success if DC =/&amp;lt; class level + 20)&lt;br /&gt;
&lt;br /&gt;
Intercept communication 1/session (intercept next phone call, e-mail, etc. from one person or place without making skill roll; also learn address, phone number, frequency, etc.)&lt;br /&gt;
&lt;br /&gt;
Intuition I (as a 1 minute action, Carter can request free hint from GC; if GC refuses, Carter gains 1 AD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
&lt;br /&gt;
Analysis +11/+8 (7 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +11 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +5 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +11/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (7 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +14 (10 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +11 (7 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Slight of Hand +6 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Cryptographer, Living Cipher, Unlocked Potential (Science (Mathematics)), Pack Rat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Carter intercepted a coded e-mail several months ago. He hasn&#039;t been able to break down the code completely, but based one what he&#039;s figured out so far there&#039;s a strong chance SHELTER is mentioned more than once. The sender -- root@nexus.org -- bounces back anything sent to it. The thing is, even after this, he&#039;s intercepted a few more e-mails from root; and again, SHELTER is almost definitely mentioned. Carter isn&#039;t sure of the content or context of the messages, but just the fact that they&#039;re mentioning SHELTER is something that&#039;s troubling him.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 3&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Astute, flawless search, intercept communication 1/session, intuition I, bonus feat (Faceless)&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=85568</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=85568"/>
		<updated>2008-06-30T05:35:05Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sheet=&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Snoop 4&lt;br /&gt;
&lt;br /&gt;
Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 27&lt;br /&gt;
&lt;br /&gt;
XP : 9.159&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 15&lt;br /&gt;
&lt;br /&gt;
Initiative: +3 &lt;br /&gt;
&lt;br /&gt;
Vitality: 19 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2 &lt;br /&gt;
&lt;br /&gt;
Melee: +2 &lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2 &lt;br /&gt;
&lt;br /&gt;
Reflex: +3 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute (action die spent on Int/Wis checks = 2 dice)&lt;br /&gt;
&lt;br /&gt;
Flawless search (any failed Analysis or Search check that isn&#039;t an error is considered success if DC =/&amp;lt; class level + 20)&lt;br /&gt;
&lt;br /&gt;
Intercept communication 1/session (intercept next phone call, e-mail, etc. from one person or place without making skill roll; also learn address, phone number, frequency, etc.)&lt;br /&gt;
&lt;br /&gt;
Intuition I (as a 1 minute action, Carter can request free hint from GC; if GC refuses, Carter gains 1 AD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
&lt;br /&gt;
Analysis +11/+8 (7 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +11 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +5 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +11/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (7 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +1 (Musician) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +14 (10 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +11 (7 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Slight of Hand +6 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Cryptographer, Living Cipher, Unlocked Potential (Science (Mathematics)), Pack Rat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Carter intercepted a coded e-mail several months ago. He hasn&#039;t been able to break down the code completely, but based one what he&#039;s figured out so far there&#039;s a strong chance SHELTER is mentioned more than once. The sender -- root@nexus.org -- bounces back anything sent to it. The thing is, even after this, he&#039;s intercepted a few more e-mails from root; and again, SHELTER is almost definitely mentioned. Carter isn&#039;t sure of the content or context of the messages, but just the fact that they&#039;re mentioning SHELTER is something that&#039;s troubling him.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 3&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
1/II &lt;br /&gt;
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Astute, flawless search, intercept communication 1/session, intuition I, bonus feat (Faceless)&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=85224</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=85224"/>
		<updated>2008-06-27T03:56:27Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: /* Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sheet=&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Snoop 4&lt;br /&gt;
&lt;br /&gt;
Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 27&lt;br /&gt;
&lt;br /&gt;
XP : 9.159&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 15&lt;br /&gt;
&lt;br /&gt;
Initiative: +3 &lt;br /&gt;
&lt;br /&gt;
Vitality: 19 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2 &lt;br /&gt;
&lt;br /&gt;
Melee: +2 &lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2 &lt;br /&gt;
&lt;br /&gt;
Reflex: +3 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute (action die spent on Int/Wis checks = 2 dice)&lt;br /&gt;
&lt;br /&gt;
Flawless search (any failed Analysis or Search check that isn&#039;t an error is considered success if DC =/&amp;lt; class level + 20)&lt;br /&gt;
&lt;br /&gt;
Intercept communication 1/session (intercept next phone call, e-mail, etc. from one person or place without making skill roll; also learn address, phone number, frequency, etc.)&lt;br /&gt;
&lt;br /&gt;
Intuition I (as a 1 minute action, Carter can request free hint from GC; if GC refuses, Carter gains 1 AD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
&lt;br /&gt;
Analysis +11/+8 (7 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +11 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +5 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle, Standard Ground Vehicle) +3 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Electronics +11/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (7 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +8 (Codebreaker, Musician) (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +14 (10 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +11 (7 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +5/+5 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Cryptographer, Living Cipher, Unlocked Potential (Science (Mathematics)), Faceless &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Carter intercepted a coded e-mail several months ago. He hasn&#039;t been able to break down the code completely, but based one what he&#039;s figured out so far there&#039;s a strong chance SHELTER is mentioned more than once. The sender -- root@nexus.org -- bounces back anything sent to it. The thing is, even after this, he&#039;s intercepted a few more e-mails from root; and again, SHELTER is almost definitely mentioned. Carter isn&#039;t sure of the content or context of the messages, but just the fact that they&#039;re mentioning SHELTER is something that&#039;s troubling him.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 3&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); All-purpose replacement cipher (Code -- PR 1); Police scanner; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 2 Tradecraft, 1 Gadget, , 1 Resource, 1 CHA, 5 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Astute, flawless search, intercept communication 1/session, intuition I, bonus feat (Faceless)&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=85106</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=85106"/>
		<updated>2008-06-24T21:07:54Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sheet=&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Snoop 4&lt;br /&gt;
&lt;br /&gt;
Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 14&lt;br /&gt;
&lt;br /&gt;
XP : 9.159&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 15&lt;br /&gt;
&lt;br /&gt;
Initiative: +3 &lt;br /&gt;
&lt;br /&gt;
Vitality: 19 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2 &lt;br /&gt;
&lt;br /&gt;
Melee: +2 &lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2 &lt;br /&gt;
&lt;br /&gt;
Reflex: +3 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute (action die spent on Int/Wis checks = 2 dice)&lt;br /&gt;
&lt;br /&gt;
Flawless search (any failed Analysis or Search check that isn&#039;t an error is considered success if DC =/&amp;lt; class level + 20)&lt;br /&gt;
&lt;br /&gt;
Intercept communication 1/session (intercept next phone call, e-mail, etc. from one person or place without making skill roll; also learn address, phone number, frequency, etc.)&lt;br /&gt;
&lt;br /&gt;
Intuition I (as a 1 minute action, Carter can request free hint from GC; if GC refuses, Carter gains 1 AD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
&lt;br /&gt;
Analysis +11/+8 (7 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +11 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +5 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle, Standard Ground Vehicle) +3 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Electronics +11/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (7 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +8 (Codebreaker, Musician) (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +14 (10 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +11 (7 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +5/+5 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Cryptographer, Living Cipher, Unlocked Potential (Science (Mathematics)), Faceless &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Carter intercepted a coded e-mail several months ago. He hasn&#039;t been able to break down the code completely, but based one what he&#039;s figured out so far there&#039;s a strong chance SHELTER is mentioned more than once. The sender -- root@nexus.org -- bounces back anything sent to it. The thing is, even after this, he&#039;s intercepted a few more e-mails from root; and again, SHELTER is almost definitely mentioned. Carter isn&#039;t sure of the content or context of the messages, but just the fact that they&#039;re mentioning SHELTER is something that&#039;s troubling him.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 3&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); All-purpose replacement cipher (Code -- PR 1); Police scanner; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 2 Tradecraft, 1 Gadget, , 1 Resource, 1 CHA, 5 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Astute, flawless search, intercept communication 1/session, intuition I, bonus feat (Faceless)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=85105</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=85105"/>
		<updated>2008-06-24T20:37:40Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sheet=&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Snoop 4&lt;br /&gt;
&lt;br /&gt;
Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 14&lt;br /&gt;
&lt;br /&gt;
XP : 9.159&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 18 (+4)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +2 &lt;br /&gt;
&lt;br /&gt;
Defence: 15&lt;br /&gt;
&lt;br /&gt;
Initiative: +3 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2 &lt;br /&gt;
&lt;br /&gt;
Melee: +2 &lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2 &lt;br /&gt;
&lt;br /&gt;
Reflex: +3 &lt;br /&gt;
&lt;br /&gt;
Will: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8 &lt;br /&gt;
&lt;br /&gt;
Request: +5 &lt;br /&gt;
&lt;br /&gt;
Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute (action die spent on Int/Wis checks = 2 dice)&lt;br /&gt;
&lt;br /&gt;
Flawless search (any failed Analysis or Search check that isn&#039;t an error is considered success if DC =/&amp;lt; class level + 20)&lt;br /&gt;
&lt;br /&gt;
Intercept communication 1/session (intercept next phone call, e-mail, etc. from one person or place without making skill roll; also learn address, phone number, frequency, etc.)&lt;br /&gt;
&lt;br /&gt;
Intuition I (as a 1 minute action, Carter can request free hint from GC; if GC refuses, Carter gains 1 AD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: &lt;br /&gt;
&lt;br /&gt;
Analysis +11/+8 (7 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Blend +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bluff +6 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +11 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +5 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle, Standard Ground Vehicle) +3 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Electronics +11/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Investigation +8/+8 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (7 ranks, 40 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +8 (Codebreaker, Musician) (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +14 (10 ranks, cap 50)&lt;br /&gt;
&lt;br /&gt;
Search +11 (7 ranks, cap 45)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +5/+5 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Cryptographer, Living Cipher, Unlocked Potential (Science (Mathematics)), + 1 Covert/Gear &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Carter intercepted a coded e-mail several months ago. He hasn&#039;t been able to break down the code completely, but based one what he&#039;s figured out so far there&#039;s a strong chance SHELTER is mentioned more than once. The sender -- root@nexus.org -- bounces back anything sent to it. The thing is, even after this, he&#039;s intercepted a few more e-mails from root; and again, SHELTER is almost definitely mentioned. Carter isn&#039;t sure of the content or context of the messages, but just the fact that they&#039;re mentioning SHELTER is something that&#039;s troubling him.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 3&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); All-purpose replacement cipher (Code -- PR 1); Police scanner; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 2 Tradecraft, 1 Gadget, , 1 Resource, 1 CHA, 5 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Astute, flawless search, intercept communication 1/session, intuition I, bonus feat (covert/gear)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Transcript #34712=&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has slightly above average physical power and musculature. He has above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has superb ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is trained in unarmed combat and handguns. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional analyst. He can determine the value of objects and offers, determine the authenticity of documents and other objects, decipher codes, pick apart film, video, and other media for clues, and perform forensic tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional at blending. He can passively avoid notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional bureaucrat. He can bribe people inside an organization and engage in infiltration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has novice training in linguistics and cultures. He is familiar with Northern America, Western Europe, and Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice driver. He is familiar with personal and standard ground vehicles. He can maneuver in a chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional electrician. He can build, modify, repair, disable, and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional investigator. He can canvass an area, detect searches, and do research.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional observer. He can effortlessly notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional codebreaker and musician. He can improve his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert scientist. He is familiar with mathematics and programming. He can create codes and programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a professional searcher. He can intentionally notice things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is a novice at sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter&#039;s interests lie in music theory, contemporary composers, and photography.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter has keen observational skills matched only by his superior mind. He rarely fails at common analysis and search tasks. His instincts provide him with the same benefits that many modern technologies provide others. Carter can clandestinely intercept communications with relative ease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter is an expert cryptographer. He has an intuitive understanding of complex mathematical concepts and has a natural gift with numbers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Carter likes to fade into the background and focus on a single task. On the downside, he&#039;s put himself on the sideline more often than I&#039;d like. On the upside, he does whatever he&#039;s decided to do professionally and with discretion. In the field he&#039;s quickly proving the team&#039;s primary surveillance expert, and there&#039;s few better when it comes to solving an intel problem. Y was right about this kid&#039;s ability with numbers; I just wonder if he&#039;ll have much to do when its time to play hardball with the enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Z&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=83125</id>
		<title>Fragile:BenHartcourt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:BenHartcourt&amp;diff=83125"/>
		<updated>2008-06-05T05:21:52Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Ben Hartcourt&lt;br /&gt;
&lt;br /&gt;
Callsign: None&lt;br /&gt;
&lt;br /&gt;
Player: Jason Panella&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Determined Survivor&lt;br /&gt;
&lt;br /&gt;
Class: Scout 2/Martial Artist 5&lt;br /&gt;
&lt;br /&gt;
Net Worth: $100,000&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: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He&#039;s been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 13 (+1)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 11 (+0)&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: 44&lt;br /&gt;
&lt;br /&gt;
Wound Points: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +8&lt;br /&gt;
&lt;br /&gt;
Willpower: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +8&lt;br /&gt;
&lt;br /&gt;
Request Check: +7&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 21&lt;br /&gt;
&lt;br /&gt;
Initiative: +6&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 (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 35 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Athletics +11/+11 (9 Ranks, +2 STR/+2 CON, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Intimidate +6/+5 (4 Ranks, +2 STR/+1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 Ranks, +1 WIS, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession (Wilderness Guide) +5 (5 Ranks,  +0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+8 (7 Ranks, +2 CON/+1 WIS, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Science () +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +9 (8 Ranks, +1 INT, Result Cap 40)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+5 (5 Ranks, +2 DEX/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Survival +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: camping, Pacific northwest lore, west coast state routes, American folk music&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Improved Reach (+5 ft), Life of Discipline (Discipline of the Mind), Rough Living (+2), Stalker, Unyielding&lt;br /&gt;
&lt;br /&gt;
Feats: Dirty Fighting Basics, Footwork Basics, Guts, Improvised Weapon Basics, Knife Basics, Knife Moves, Martial Arts (DEX), Training&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stances: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Circling Stance (if at least one adjacent square is unoccupied, target&#039;s dodge bonus to Defense is halved...following move, move into unoccupied space)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ready Stance (when you hit target with 1+ unarmed attacks, -2 attack checks &#039;til end of round)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Undefeated Stance (if not hit at the end of round, +1 Vitality)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricks: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Above the Eyes (Cheap Shot to Wisdom score w/ knife; if successful, opponent is blinded for a # of rounds equal to Melee feats, or until opponent wipes face with Full Round)&lt;br /&gt;
&lt;br /&gt;
Between the Ribs (for full-action Standard attack, +1 die sneak damage w/ a hit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flick the Bull (inflict 1 lethal damage to force opponent Will save (DC 10 + your Cha mod + # of melee feats)...fails, enraged for 1d6+1 rounds)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gash (-2 attack = bleed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heel Stomp (accept -2 to Kick attack; target&#039;s move -10 feet and initiative -2 for one full round)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Low Blow (with successful unarmed attack, target must make successful Fort save (DC 10 + damage) or become sickened for 1d4 rounds)&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2-bedroom apartment, worn clothing, slightly battered Toyota sedan)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (short staff in gym bag — Ben has a lesson after this)&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;
Total Weight:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=79483</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=79483"/>
		<updated>2008-04-10T03:53:22Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
Codename: PLUMBER&lt;br /&gt;
&lt;br /&gt;
Snoop 3&lt;br /&gt;
&lt;br /&gt;
Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 14&lt;br /&gt;
&lt;br /&gt;
XP : 3.150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +1 &lt;br /&gt;
&lt;br /&gt;
Defence: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +3 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Unarmed: +1 &lt;br /&gt;
&lt;br /&gt;
Melee: +1 &lt;br /&gt;
&lt;br /&gt;
Ranged: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2 &lt;br /&gt;
&lt;br /&gt;
Reflex: +3 &lt;br /&gt;
&lt;br /&gt;
Will: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6 &lt;br /&gt;
&lt;br /&gt;
Request: +4 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute (action die spent on Int/Wis checks = 2 dice)&lt;br /&gt;
&lt;br /&gt;
Flawless search (any failed Analysis or Search check that isn&#039;t an error is considered success if DC =/&amp;lt; class level + 20)&lt;br /&gt;
&lt;br /&gt;
Intercept communication 1/session (intercept next phone call, e-mail, etc. from one person or place without making skill roll; also learn address, phone number, frequency, etc.)&lt;br /&gt;
&lt;br /&gt;
Intuition I (as a 1 minute action, Carter can request free hint from GC; if GC refuses, Carter gains 1 AD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Analysis +9/+7 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +6 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Computers +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +4 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle, Standard Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Electronics +9/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, 30 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +7 (Codebreaker, Musician) (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Search +9 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +4/+4 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Cryptographer, Living Cipher, Unlocked Potential (Science (Mathematics)) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Carter intercepted a coded e-mail several months ago. He hasn&#039;t been able to break down the code completely, but based one what he&#039;s figured out so far there&#039;s a strong chance SHELTER is mentioned more than once. The sender -- root@nexus.org -- bounces back anything sent to it. The thing is, even after this, he&#039;s intercepted a few more e-mails from root; and again, SHELTER is almost definitely mentioned. Carter isn&#039;t sure of the content or context of the messages, but just the fact that they&#039;re mentioning SHELTER is something that&#039;s troubling him.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 3&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); All-purpose replacement cipher (Code -- PR 1); Police scanner; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 2 Tradecraft, 1 Gadget, 1 CHA, 5 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Astute, flawless search, intercept communication 1/session, intuition I&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;
Transcript #34712&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79475</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=79475"/>
		<updated>2008-04-09T23:28:40Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &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:&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>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79474</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=79474"/>
		<updated>2008-04-09T23:25:39Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &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:&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), 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>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=79078</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=79078"/>
		<updated>2008-04-05T08:36:02Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Snoop 3&lt;br /&gt;
&lt;br /&gt;
Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 12&lt;br /&gt;
&lt;br /&gt;
XP : 3.150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +1 &lt;br /&gt;
&lt;br /&gt;
Defence: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +3 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Unarmed: +1 &lt;br /&gt;
&lt;br /&gt;
Melee: +1 &lt;br /&gt;
&lt;br /&gt;
Ranged: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2 &lt;br /&gt;
&lt;br /&gt;
Reflex: +3 &lt;br /&gt;
&lt;br /&gt;
Will: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6 &lt;br /&gt;
&lt;br /&gt;
Request: +4 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute (action die spent on Int/Wis checks = 2 dice)&lt;br /&gt;
&lt;br /&gt;
Flawless search (any failed Analysis or Search check that isn&#039;t an error is considered success if DC =/&amp;lt; class level + 20)&lt;br /&gt;
&lt;br /&gt;
Intercept communication 1/session (intercept next phone call, e-mail, etc. from one person or place without making skill roll; also learn address, phone number, frequency, etc.)&lt;br /&gt;
&lt;br /&gt;
Intuition I (as a 1 minute action, Carter can request free hint from GC; if GC refuses, Carter gains 1 AD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Analysis +9/+7 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +6 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Computers +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +4 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle, Standard Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Electronics +9/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, 30 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +7 (Codebreaker, Musician) (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Search +9 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +4/+4 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Cryptographer, Living Cipher, Unlocked Potential (Science (Mathematics)) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Carter intercepted a coded e-mail several months ago. He hasn&#039;t been able to break down the code completely, but based one what he&#039;s figured out so far there&#039;s a strong chance SHELTER is mentioned more than once. The sender -- root@nexus.org -- bounces back anything sent to it. The thing is, even after this, he&#039;s intercepted a few more e-mails from root; and again, SHELTER is almost definitely mentioned. Carter isn&#039;t sure of the content or context of the messages, but just the fact that they&#039;re mentioning SHELTER is something that&#039;s troubling him.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 3&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); All-purpose replacement cipher (Code -- PR 1); Police scanner; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 2 Tradecraft, 1 Gear, 1 CHA, 5 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Astute, flawless search, intercept communication 1/session, intuition I&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Transcript #34712&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=79029</id>
		<title>SHELTER:Carter Postma</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Carter_Postma&amp;diff=79029"/>
		<updated>2008-04-04T22:31:08Z</updated>

		<summary type="html">&lt;p&gt;Jasonpanella: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Carter Micah Postma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Carter_postma.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Snoop 3&lt;br /&gt;
&lt;br /&gt;
Clever Prodigy&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 12&lt;br /&gt;
&lt;br /&gt;
XP : 3.150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 11 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 13 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +1 &lt;br /&gt;
&lt;br /&gt;
Defence: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +3 &lt;br /&gt;
&lt;br /&gt;
Vitality: 15 &lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Unarmed: +1 &lt;br /&gt;
&lt;br /&gt;
Melee: +1 &lt;br /&gt;
&lt;br /&gt;
Ranged: +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2 &lt;br /&gt;
&lt;br /&gt;
Reflex: +3 &lt;br /&gt;
&lt;br /&gt;
Will: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 13 &lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6 &lt;br /&gt;
&lt;br /&gt;
Request: +4 &lt;br /&gt;
&lt;br /&gt;
Gear: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&lt;br /&gt;
Astute (action die spent on Int/Wis checks = 2 dice)&lt;br /&gt;
&lt;br /&gt;
Flawless search (any failed Analysis or Search check that isn&#039;t an error is considered success if DC =/&amp;lt; class level + 20)&lt;br /&gt;
&lt;br /&gt;
Intercept communication 1/session (intercept next phone call, e-mail, etc. from one person or place without making skill roll; also learn address, phone number, frequency, etc.)&lt;br /&gt;
&lt;br /&gt;
Intuition I (as a 1 minute action, Carter can request free hint from GC; if GC refuses, Carter gains 1 AD)&lt;br /&gt;
&lt;br /&gt;
(23) (max 6)&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Analysis +9/+7 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Blend +7/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +6 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Computers +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, Western Europe, Eastern Europe) +4 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle, Standard Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Electronics +9/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Investigation +7/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +7 (6 ranks, 30 cap)&lt;br /&gt;
&lt;br /&gt;
Profession +7 (Codebreaker, Musician) (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Mathematics, Programming) +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Search +9 (6 ranks, cap 35)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +4/+4 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Cryptographer, Living Cipher, Unlocked Potential (Science (Mathematics)) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: music theory, contemporary composers, photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Mystery (Carter intercepted a coded e-mail several months ago. He hasn&#039;t been able to break down the code completely, but based one what he&#039;s figured out so far there&#039;s a strong chance SHELTER is mentioned more than once. The sender -- root@nexus.org -- bounces back anything sent to it. The thing is, even after this, he&#039;s intercepted a few more e-mails from root; and again, SHELTER is almost definitely mentioned. Carter isn&#039;t sure of the content or context of the messages, but just the fact that they&#039;re mentioning SHELTER is something that&#039;s troubling him.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin Landsman, NSA trainer&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Security&lt;br /&gt;
&lt;br /&gt;
Associate: Assembly (1 table)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 3&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 1 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); All-purpose replacement cipher (Code -- PR 1); Police scanner; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 2 Tradecraft, 1 Gear, 1 CHA, 5 common items, up to one reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Con, +1 bonus to skill checks determining surprise, +1 insight to Reflex save, bonus feat (Unlocked Potential), additional skill points, additional class skills (Analysis, Search)&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Astute, flawless search, intercept communication 1/session, intuition I&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Transcript #34712&lt;br /&gt;
&lt;br /&gt;
C. Postma (A) and M. Landsman (B)&lt;br /&gt;
&lt;br /&gt;
04.11.06 13:10&lt;br /&gt;
&lt;br /&gt;
Location unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Partial recording&lt;br /&gt;
&lt;br /&gt;
A: --not sure if that&#039;s a good idea.&lt;br /&gt;
&lt;br /&gt;
B: Explain.&lt;br /&gt;
&lt;br /&gt;
A: I&#039;m happy here. I feel like I&#039;m doing a good job, with the team I&#039;m on.&lt;br /&gt;
&lt;br /&gt;
B: You&#039;re doing a great job. But you can do better.&lt;br /&gt;
&lt;br /&gt;
A: But what--&lt;br /&gt;
&lt;br /&gt;
B: Listen, you&#039;ll get adjusted quickly over there. They&#039;re good people.&lt;br /&gt;
&lt;br /&gt;
A: (silence)&lt;br /&gt;
&lt;br /&gt;
B: This wouldn&#039;t be anything new to you. Think about it. You were dragged into the business to begin with--&lt;br /&gt;
&lt;br /&gt;
A: --this isn&#039;t a good selling point--&lt;br /&gt;
&lt;br /&gt;
B: --and the guys over in (name obscured by static) are top-notch. They need someone like you.&lt;br /&gt;
&lt;br /&gt;
A: Hmmm.&lt;br /&gt;
&lt;br /&gt;
B: And I think you need people like them.&lt;br /&gt;
&lt;br /&gt;
A: What do yo--wait. Something is...&lt;br /&gt;
&lt;br /&gt;
(transmission ends abruptly)&lt;/div&gt;</summary>
		<author><name>Jasonpanella</name></author>
	</entry>
</feed>