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	<updated>2026-05-16T04:25:30Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102838</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102838"/>
		<updated>2009-02-14T18:33:17Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 46&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 175 lbs (79.5 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&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;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&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: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, CMP) +4 (+5 with laser sight), dmg 1d10+1, E/T 1/20, 15M4, rng 25 ft.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) +3 (+4 with advanced combat sight), dmg 4d4 (AP 3), E/T 1/20, 30M3, rng 125 ft.&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +18 (12 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +15/+13 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +12/+11 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +11/+10 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +12 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +12/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +14/+14 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities, criminal culture, psychology&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +3 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 associate contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Field Test: At Level 2, when you request gear during the Intel Phase, you may declare that a single pick is an experimental device and ‘under test.’ Your error range with each attack and skill check made using the item decreases by 1 (minimum 0). (Current target: laptop computer)&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city)): You may suppress information that might reveal your activities or those of your allies or Faction. Once per session, you may choose to cover up 1 event that occurs during the session (e.g. a kidnapping, a murder, a political maneuver). You must spend 4 hours getting in touch with your supporters, after which the DCs of all Analysis, Investigation, Search, and Request checks made to collect information about the event are increased by an amount equal to your class level.&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Confederate: Global Search: You can locate anyone, anywhere, anytime. At Level 10, once per mission, you may determine the city or 20-mile × 20-mile area in which any special character is located. This requires a number of hours equal to the target character’s level × 8. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 7&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 12 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) II, Weapons Upgrades (4) II, Smuggling II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, ) II, Cover identity II (PR 2, Jonas Walsh, Baltimore FBI agent), &lt;br /&gt;
Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), Laptop Computer (PR7) III, Security Software (PR7), Gadget (Skill Check: Networking/Contact PR4 (+16 skill bonus), housing: cell phone) IV, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, rope, backpack, USB flash drive, (convert 5.56x45mm NATO stockpile to armor-piercing) (3 common items), (1 additional non-lethal 5.56x45mm NATO stockpile) (3 common items)))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity (Jonas Walsh, Baltimore FBI agent), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, H&amp;amp;K USP II, duct tape, cell phone, leatherman tool, pack of zip ties, hands-free headset attachment, maglite flashlight, binoculars, balaclava, rope, backpack, surgical gloves, USB flash drive&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above average health and toughness.&lt;br /&gt;
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&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has excellent 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;
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&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced soldier.&lt;br /&gt;
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&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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Damian is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
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Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
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Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
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Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
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Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
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Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
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&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
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&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
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&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
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Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
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&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
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Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
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Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
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Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&lt;br /&gt;
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&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&lt;br /&gt;
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&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
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[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102804</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102804"/>
		<updated>2009-02-13T16:48:26Z</updated>

		<summary type="html">&lt;p&gt;Nil: adjusted rep due to self promoter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 46&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 175 lbs (79.5 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&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;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +9&lt;br /&gt;
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Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&lt;br /&gt;
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&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, CMP) +4 (+5 with laser sight), dmg 1d10+1, E/T 1/20, 15M4, rng 25 ft.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) +3 (+4 with advanced combat sight), dmg 4d4 (AP 3), E/T 1/20, 30M3, rng 125 ft.&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +18 (12 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +15/+13 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +12/+11 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +11/+10 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +12 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +12/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +14/+14 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities, criminal culture, psychology&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +3 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 associate contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Field Test: At Level 2, when you request gear during the Intel Phase, you may declare that a single pick is an experimental device and ‘under test.’ Your error range with each attack and skill check made using the item decreases by 1 (minimum 0).&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city)): You may suppress information that might reveal your activities or those of your allies or Faction. Once per session, you may choose to cover up 1 event that occurs during the session (e.g. a kidnapping, a murder, a political maneuver). You must spend 4 hours getting in touch with your supporters, after which the DCs of all Analysis, Investigation, Search, and Request checks made to collect information about the event are increased by an amount equal to your class level.&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Confederate: Global Search: You can locate anyone, anywhere, anytime. At Level 10, once per mission, you may determine the city or 20-mile × 20-mile area in which any special character is located. This requires a number of hours equal to the target character’s level × 8. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 7&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 12 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) II, Weapons Upgrades (4) II, Smuggling II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, ) II, Cover identity II (PR 2, Jonas Walsh, Baltimore FBI agent), &lt;br /&gt;
Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), Laptop Computer (PR7) III, Security Software (PR7), Gadget (Skill Check: Networking/Contact PR4 (+16 skill bonus), housing: cell phone) IV, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, rope, backpack, USB flash drive, (convert 5.56x45mm NATO stockpile to armor-piercing) (3 common items), (1 additional non-lethal 5.56x45mm NATO stockpile) (3 common items)))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity (Jonas Walsh, Baltimore FBI agent), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, H&amp;amp;K USP II, duct tape, cell phone, leatherman tool, pack of zip ties, hands-free headset attachment, maglite flashlight, binoculars, balaclava, rope, backpack, surgical gloves, USB flash drive&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above 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;
Damian has excellent 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;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102312</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102312"/>
		<updated>2009-02-08T12:01:28Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 45&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 175 lbs (79.5 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&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;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&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: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, CMP) +4 (+5 with laser sight), dmg 1d10+1, E/T 1/20, 15M4, rng 25 ft.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) +3 (+4 with advanced combat sight), dmg 4d4 (AP 3), E/T 1/20, 30M3, rng 125 ft.&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +18 (12 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +15/+13 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +12/+11 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +11/+10 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +12 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +12/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +14/+14 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities, criminal culture, psychology&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +3 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 associate contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Field Test: At Level 2, when you request gear during the Intel Phase, you may declare that a single pick is an experimental device and ‘under test.’ Your error range with each attack and skill check made using the item decreases by 1 (minimum 0).&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city)): You may suppress information that might reveal your activities or those of your allies or Faction. Once per session, you may choose to cover up 1 event that occurs during the session (e.g. a kidnapping, a murder, a political maneuver). You must spend 4 hours getting in touch with your supporters, after which the DCs of all Analysis, Investigation, Search, and Request checks made to collect information about the event are increased by an amount equal to your class level.&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Confederate: Global Search: You can locate anyone, anywhere, anytime. At Level 10, once per mission, you may determine the city or 20-mile × 20-mile area in which any special character is located. This requires a number of hours equal to the target character’s level × 8. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 7&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 12 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) II, Weapons Upgrades (4) II, Smuggling II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, ) II, Cover identity II (PR 2, Jonas Walsh, Baltimore FBI agent), &lt;br /&gt;
Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), Laptop Computer (PR7) III, Security Software (PR7), Gadget (Skill Check: Networking/Contact PR4 (+16 skill bonus), housing: cell phone) IV, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, rope, backpack, USB flash drive, (convert 5.56x45mm NATO stockpile to armor-piercing) (3 common items), (1 additional non-lethal 5.56x45mm NATO stockpile) (3 common items)))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity (Jonas Walsh, Baltimore FBI agent), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, H&amp;amp;K USP II, duct tape, cell phone, leatherman tool, pack of zip ties, hands-free headset attachment, maglite flashlight, binoculars, balaclava, rope, backpack, surgical gloves, USB flash drive&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above 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;
Damian has excellent 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;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102302</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102302"/>
		<updated>2009-02-07T23:35:27Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 45&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 175 lbs (79.5 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&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;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +9&lt;br /&gt;
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Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&lt;br /&gt;
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&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, CMP) +4 (+5 with laser sight), dmg 1d10+1, E/T 1/20, 15M4, rng 25 ft.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Ruger Mini-14 (vertical forgrip, concealment case, advanced combat sight) +3 (+4 with advanced combat sight), dmg 4d4 (AP 3), E/T 1/20, 30M3, rng 125 ft.&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +18 (12 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +15/+13 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +12/+11 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +11/+10 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +12 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +12/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +14/+14 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities, criminal culture, psychology&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +3 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 associate contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Field Test: At Level 2, when you request gear during the Intel Phase, you may declare that a single pick is an experimental device and ‘under test.’ Your error range with each attack and skill check made using the item decreases by 1 (minimum 0).&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city)): You may suppress information that might reveal your activities or those of your allies or Faction. Once per session, you may choose to cover up 1 event that occurs during the session (e.g. a kidnapping, a murder, a political maneuver). You must spend 4 hours getting in touch with your supporters, after which the DCs of all Analysis, Investigation, Search, and Request checks made to collect information about the event are increased by an amount equal to your class level.&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Confederate: Global Search: You can locate anyone, anywhere, anytime. At Level 10, once per mission, you may determine the city or 20-mile × 20-mile area in which any special character is located. This requires a number of hours equal to the target character’s level × 8. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 7&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 12 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Ruger Mini-14 (vertical forgrip, concealment case, advanced combat sight) II, Weapons Upgrades (4) II, Smuggling II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, ) II, Cover identity II (PR 2, Jonas Walsh, Baltimore FBI agent), &lt;br /&gt;
Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), Laptop Computer (PR7) III, Security Software (PR7), Gadget (Skill Check: Networking/Contact PR4 (+16 skill bonus), housing: cell phone) IV, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, rope, backpack, USB flash drive, (convert 5.56x45mm NATO stockpile to armor-piercing) (3 common items), (1 additional non-lethal 5.56x45mm NATO stockpile) (3 common items)))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity (Jonas Walsh, Baltimore FBI agent), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, H&amp;amp;K USP II, duct tape, cell phone, leatherman tool, pack of zip ties, hands-free headset attachment, maglite flashlight, binoculars, balaclava, rope, backpack, surgical gloves, USB flash drive&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above 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;
Damian has excellent 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;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102296</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102296"/>
		<updated>2009-02-07T23:23:08Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 45&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 175 lbs (79.5 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&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;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&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: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, CMP) +4 (+5 with laser sight), dmg 1d10+1, 15M4, rng 25 ft.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Ruger Mini-14 (vertical forgrip, concealment case, advanced combat sight) +3 (+4 with advanced combat sight), dmg 4d4 (AP 3), 30M3, rng 125 ft.&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +18 (12 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +15/+13 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +12/+11 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +11/+10 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +12 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +12/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +14/+14 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities, criminal culture, psychology&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +3 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 associate contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Field Test: At Level 2, when you request gear during the Intel Phase, you may declare that a single pick is an experimental device and ‘under test.’ Your error range with each attack and skill check made using the item decreases by 1 (minimum 0).&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city)): You may suppress information that might reveal your activities or those of your allies or Faction. Once per session, you may choose to cover up 1 event that occurs during the session (e.g. a kidnapping, a murder, a political maneuver). You must spend 4 hours getting in touch with your supporters, after which the DCs of all Analysis, Investigation, Search, and Request checks made to collect information about the event are increased by an amount equal to your class level.&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Confederate: Global Search: You can locate anyone, anywhere, anytime. At Level 10, once per mission, you may determine the city or 20-mile × 20-mile area in which any special character is located. This requires a number of hours equal to the target character’s level × 8. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 7&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 12 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Ruger Mini-14 (vertical forgrip, concealment case, advanced combat sight) II, Weapons Upgrades (4) II, Smuggling II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, ) II, Cover identity II (PR 2, Jonas Walsh, Baltimore FBI agent), &lt;br /&gt;
Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), Laptop Computer (PR7) III, Security Software (PR7), Gadget (Skill Check: Networking/Contact PR4 (+16 skill bonus), housing: cell phone) IV, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, rope, backpack, USB flash drive, (convert 5.56x45mm NATO stockpile to armor-piercing) (3 common items), (1 additional non-lethal 5.56x45mm NATO stockpile) (3 common items)))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity (Jonas Walsh, Baltimore FBI agent), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, H&amp;amp;K USP II, duct tape, cell phone, leatherman tool, pack of zip ties, hands-free headset attachment, maglite flashlight, binoculars, balaclava, rope, backpack, surgical gloves, USB flash drive&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above 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;
Damian has excellent 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;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
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[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102295</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=102295"/>
		<updated>2009-02-07T23:22:48Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
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[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
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=Background=&lt;br /&gt;
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Name: Damian Wechsler&lt;br /&gt;
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Codename: SOLICITOR&lt;br /&gt;
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Player: /nil&lt;br /&gt;
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Origin: Creative Criminal&lt;br /&gt;
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Class: Hacker 4/Inventor 2&lt;br /&gt;
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Reputation: 45&lt;br /&gt;
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XP: 14,579 XP&lt;br /&gt;
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Age: 31&lt;br /&gt;
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Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
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Weight: 175 lbs (79.5 kg)&lt;br /&gt;
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Eyes: Hazel&lt;br /&gt;
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Hair: Brown - Dark&lt;br /&gt;
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Backstory:&lt;br /&gt;
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Subplots:&lt;br /&gt;
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Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
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=Attributes=&lt;br /&gt;
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STR: 12 (+1)&lt;br /&gt;
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DEX: 10 (+0)&lt;br /&gt;
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CON: 12 (+1)&lt;br /&gt;
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INT: 17 (+3)&lt;br /&gt;
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WIS: 14 (+2)&lt;br /&gt;
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CHA: 14 (+2)&lt;br /&gt;
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=Derived Values=&lt;br /&gt;
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Action Dice: 4d6&lt;br /&gt;
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Vitality Points: 39&lt;br /&gt;
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Wound Points: 12&lt;br /&gt;
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Fortitude: +5&lt;br /&gt;
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Reflex: +4&lt;br /&gt;
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Will: +9&lt;br /&gt;
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Stress Threshold: 14&lt;br /&gt;
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Subdual Threshold: 12&lt;br /&gt;
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Knowledge Check: +9&lt;br /&gt;
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Request Check: +8&lt;br /&gt;
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Gear Check: +8&lt;br /&gt;
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Defense: 13&lt;br /&gt;
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Initiative: +2&lt;br /&gt;
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Base Attack Bonus: +3&lt;br /&gt;
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Unarmed: +4&lt;br /&gt;
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Melee: +4&lt;br /&gt;
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Ranged: +3&lt;br /&gt;
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Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
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Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
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Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, CMP) +4 (+5 with laser sight), dmg 1d10+1, 15M4, rng 25 ft.&lt;br /&gt;
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Secondary Weapon: Ruger Mini-14 (vertical forgrip, concealment case, advanced combat sight) +3 (+4 with advanced combat sight), dmg 4d4 (AP 3), 30M3, rng 125 ft.&lt;br /&gt;
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Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
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Speed: 30 ft.&lt;br /&gt;
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=Skills=&lt;br /&gt;
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Bluff +14 (9 ranks, cap 40)&lt;br /&gt;
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Computers +18 (12 ranks, cap 50, threat 19-20)&lt;br /&gt;
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Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
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Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
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Electronics +15/+13 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
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Falsify +12/+11 (9 ranks, cap 40)&lt;br /&gt;
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Notice +10 (8 ranks, cap 40)&lt;br /&gt;
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Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
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Resolve +11/+10 (9 ranks, cap 40)&lt;br /&gt;
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Security +12 (9 ranks, cap 40)&lt;br /&gt;
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Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
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Sleight of Hand +12 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
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Sneak +12/+14 (9 ranks, cap 40)&lt;br /&gt;
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Streetwise +14/+14 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
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Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities, criminal culture, psychology&lt;br /&gt;
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=Abilities=&lt;br /&gt;
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Origin Benefits: +2 Int, -2 Dex, +3 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 associate contact, +2 insight to bluff/sneak&lt;br /&gt;
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Class Abilities:&lt;br /&gt;
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Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
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&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
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Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
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Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
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Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
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Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
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Field Test: At Level 2, when you request gear during the Intel Phase, you may declare that a single pick is an experimental device and ‘under test.’ Your error range with each attack and skill check made using the item decreases by 1 (minimum 0).&lt;br /&gt;
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Bonus Feat: Attention to Detail&lt;br /&gt;
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Feats: &lt;br /&gt;
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Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
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Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
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Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
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Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
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Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
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Tricks:&lt;br /&gt;
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Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
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=Resources=&lt;br /&gt;
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Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
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Acquaintance: Small Steps (Cover Up (city)): You may suppress information that might reveal your activities or those of your allies or Faction. Once per session, you may choose to cover up 1 event that occurs during the session (e.g. a kidnapping, a murder, a political maneuver). You must spend 4 hours getting in touch with your supporters, after which the DCs of all Analysis, Investigation, Search, and Request checks made to collect information about the event are increased by an amount equal to your class level.&lt;br /&gt;
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Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
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Confederate: Global Search: You can locate anyone, anywhere, anytime. At Level 10, once per mission, you may determine the city or 20-mile × 20-mile area in which any special character is located. This requires a number of hours equal to the target character’s level × 8. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
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Wealth: 7&lt;br /&gt;
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Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
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Possessions: 12 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Ruger Mini-14 (vertical forgrip, concealment case, advanced combat sight) II, Weapons Upgrades (4) II, Smuggling II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, ) II, Cover identity II (PR 2, Jonas Walsh, Baltimore FBI agent), &lt;br /&gt;
Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), Laptop Computer (PR7) III, Security Software (PR7), Gadget (Skill Check: Networking/Contact PR4 (+16 skill bonus), housing: cell phone) IV, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, rope, backpack, USB flash drive, (convert 5.56x45mm NATO stockpile to armor-piercing) (3 common items), (1 additional non-lethal 5.56x45mm NATO stockpile) (3 common items)))&lt;br /&gt;
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Spending Cash: 1 ($100)&lt;br /&gt;
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=Currently Carrying=&lt;br /&gt;
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Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity (Jonas Walsh, Baltimore FBI agent), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, H&amp;amp;K USP, duct tape, cell phone, leatherman tool, pack of zip ties, hands-free headset attachment, maglite flashlight, binoculars, balaclava, rope, backpack, surgical gloves, USB flash drive&lt;br /&gt;
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=Current Condition=&lt;br /&gt;
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[[SHELTER:Main_Page]]&lt;br /&gt;
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=Agent Evaluation=&lt;br /&gt;
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&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
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Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above average health and toughness.&lt;br /&gt;
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&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
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Damian has excellent 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;
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&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
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Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced soldier.&lt;br /&gt;
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&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
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Damian is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
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Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
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Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
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Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
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Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
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Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
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Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
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Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
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Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
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Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
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Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
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Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
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Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
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Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
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Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&lt;br /&gt;
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&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
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Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
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Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&lt;br /&gt;
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&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
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&amp;quot;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
- X &lt;br /&gt;
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[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=93641</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=93641"/>
		<updated>2008-10-18T11:06:51Z</updated>

		<summary type="html">&lt;p&gt;Nil: revert&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;
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Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
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TheLazyBlank, as [[SHELTER:Hailee_Wyatt|&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;]], DEA agent&lt;br /&gt;
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Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
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Psyke, as [[SHELTER:John_Vaught|&#039;&#039;&#039;John Vaught&#039;&#039;&#039;]], FBI agent&lt;br /&gt;
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&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
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Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
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Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
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=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;
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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;Life During Wartime&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heard of a van that is loaded with weapons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;packed up and ready to go&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heard of some gravesites, out by the highway&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a place where nobody knows&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sound of gunfire, off in the distance&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m getting used to it now&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Life During Wartime&amp;quot;, Talking Heads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Corrupt (-25 XP): Rare is the honorable soul. The GC may not spend action dice to designate characters as honorable during bribes. Further, all Reputation and Net Worth exposure penalties inflicted for violating an honor code are reduced to 1/2 standard, rounded down (see page 436).&lt;br /&gt;
&lt;br /&gt;
Violent (+50 XP): Characters are trained to take head and vital shots whenever possible. The threat ranges of any attack check made by any character — including any NPC — increases by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; IV&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Capture or neutralize Jonathan Roberts&lt;br /&gt;
&lt;br /&gt;
Investigate Peace Cartel operation&lt;br /&gt;
&lt;br /&gt;
Sabotage Peace Cartel operation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 15&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 capture or neutralize Jonathan Roberts, -4&lt;br /&gt;
&lt;br /&gt;
Failure to sabotage Peace Cartel operation, -4&lt;br /&gt;
&lt;br /&gt;
Causing a national incident, -6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039; Dossier, Reconnaissance, Smuggling, Training (Drive, Tactics), Translator, Vehicle (off-road or rotary-wing), Weapons (lethal and non-lethal)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039; None&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;
Carter: 4&lt;br /&gt;
&lt;br /&gt;
Damian: 3&lt;br /&gt;
&lt;br /&gt;
Hailee: 3&lt;br /&gt;
&lt;br /&gt;
John: 5&lt;br /&gt;
&lt;br /&gt;
Simon: 3&lt;br /&gt;
&lt;br /&gt;
GC: 16&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $921&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>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=89012</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=89012"/>
		<updated>2008-08-12T07:30:01Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 1&lt;br /&gt;
&lt;br /&gt;
Reputation: 30&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 175 lbs (79.5 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&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;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 32&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&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: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +2&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel): +2 to hit within 50 ft., Damage 1d10+1, Error/Threat 1/20, Ammo 15M4, Recoil 12, Range 25 ft.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed: +3, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +16 (11 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +13/+12 (8 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +11/+10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +10/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +11 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +10 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +12/+12 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 10 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Laptop Computer II (PR 5), Security Software (PR 5), Police Cruiser (plainclothes paintjob) (acceleration increase, control increase, emergency service package) II, Dossier (delay the details) II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel) II, Cover identity II (PR 2, Keith Anderson, Baltimore freelance security specialist), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, spare license plates, rope, messenger bag, USB stick, oven cleaner, (1 additional non-lethal 9mm P ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&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;
=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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above 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;
Damian has excellent 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;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88964</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88964"/>
		<updated>2008-08-11T17:30:36Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 1&lt;br /&gt;
&lt;br /&gt;
Reputation: 30&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 165 lbs (74.8 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&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;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 32&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&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: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +2&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel): +2, 1d10+1, 1/20, 15M4, 25 ft&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed: +3, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +16 (11 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +13/+12 (8 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +11/+10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +10/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +11 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +10 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +12/+12 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 10 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Laptop Computer II (PR 5), Security Software (PR 5), Police Cruiser (plainclothes paintjob) (acceleration increase, control increase, emergency service package) II, Dossier (delay the details) II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel) II, Cover identity II (PR 2, Keith Anderson, Baltimore freelance security specialist), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, spare license plates, rope, messenger bag, USB stick, oven cleaner, (1 additional non-lethal 9mm P ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&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;
=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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above 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;
Damian has excellent 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;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88963</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88963"/>
		<updated>2008-08-11T17:27:12Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 1&lt;br /&gt;
&lt;br /&gt;
Reputation: 30&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 155 lbs (70 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&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;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 32&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&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: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +2&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel): +2, 1d10+1, 1/20, 15M4, 25 ft&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed: +3, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +16 (11 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +13/+12 (8 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +11/+10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +10/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +11 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +10 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +12/+12 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 10 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Laptop Computer II (PR 5), Security Software (PR 5), Police Cruiser (plainclothes paintjob) (acceleration increase, control increase, emergency service package) II, Dossier (delay the details) II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel) II, Cover identity II (PR 2, Keith Anderson, Baltimore freelance security specialist), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, spare license plates, rope, messenger bag, USB stick, oven cleaner, (1 additional non-lethal 9mm P ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&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;
=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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above 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;
Damian has excellent 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;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88907</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88907"/>
		<updated>2008-08-10T20:54:17Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 1&lt;br /&gt;
&lt;br /&gt;
Reputation: 30&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
Weight:&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&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;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 32&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&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: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +2&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel): +2, 1d10+1, 1/20, 15M4, 25 ft&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed: +3, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +16 (11 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +13/+12 (8 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +11/+10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +10/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +11 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +10 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +12/+12 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 10 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Laptop Computer II (PR 5), Security Software (PR 5), Police Cruiser (plainclothes paintjob) (acceleration increase, control increase, emergency service package) II, Dossier (delay the details) II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel) II, Cover identity II (PR 2, Keith Anderson, Baltimore freelance security specialist), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, spare license plates, rope, messenger bag, USB stick, oven cleaner, (1 additional non-lethal 9mm P ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&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;
=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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above 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;
Damian has excellent 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;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88906</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88906"/>
		<updated>2008-08-10T20:21:12Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 1&lt;br /&gt;
&lt;br /&gt;
Reputation: 30&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&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;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 32&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&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: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +2&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel): +2, 1d10+1, 1/20, 15M4, 25 ft&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed: +3, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +16 (11 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +13/+12 (8 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +11/+10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +10/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +11 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +10 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +12/+12 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 10 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Laptop Computer II (PR 5), Security Software (PR 5), Police Cruiser (plainclothes paintjob) (acceleration increase, control increase, emergency service package) II, Dossier (delay the details) II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel) II, Cover identity II (PR 2, Keith Anderson, Baltimore freelance security specialist), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, spare license plates, rope, messenger bag, USB stick, oven cleaner, (1 additional non-lethal 9mm P ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&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;
=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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above 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;
Damian has excellent 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;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88905</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88905"/>
		<updated>2008-08-10T20:16:59Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 1&lt;br /&gt;
&lt;br /&gt;
Reputation: 30&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&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;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 3d4&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 32&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&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: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +2&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel): +2, 1d10+1, 1/20, 15M4, 25 ft&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed: +3, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +16 (11 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +13/+12 (8 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +11/+10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +10/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +11 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +10 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +12/+12 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 10 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Laptop Computer II (PR 5), Security Software (PR 5), Police Cruiser (plainclothes paintjob) (acceleration increase, control increase) II, Dossier (delay the details) II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel) II, Cover identity II (PR 2, Keith Anderson, Baltimore freelance security specialist), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, spare license plates, rope, messenger bag, USB stick, oven cleaner, (1 additional non-lethal 9mm P ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&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;
=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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above 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;
Damian has excellent 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;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88904</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=88904"/>
		<updated>2008-08-10T20:12:43Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 1&lt;br /&gt;
&lt;br /&gt;
Reputation: 30&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
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Height:&lt;br /&gt;
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Weight:&lt;br /&gt;
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Eyes:&lt;br /&gt;
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Hair:&lt;br /&gt;
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Backstory:&lt;br /&gt;
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&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
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DEX: 10 (+0)&lt;br /&gt;
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CON: 12 (+1)&lt;br /&gt;
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INT: 17 (+3)&lt;br /&gt;
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WIS: 14 (+2)&lt;br /&gt;
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CHA: 14 (+2)&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: 32&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
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Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +8&lt;br /&gt;
&lt;br /&gt;
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Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&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: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +1&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +2&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
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Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +2&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel): +2, 1d10+1, 1/20, 15M4, 25 ft&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed: +3, 1d4+1&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +16 (11 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +13/+12 (8 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +11/+10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +9 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +10/+9 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +11 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +10 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+12 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +12/+12 (8 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify 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;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 6&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 10 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Laptop Computer II (PR 5), Security Software (PR 5), Police Cruiser (plainclothes paintjob) (acceleration increase, control increase) II, Dossier (delay the details) II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel) II, Cover identity II (PR 2, Keith Anderson, Baltimore freelance security specialist), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, spare license plates, rope, messenger bag, USB stick (1 additional non-lethal 9mm P ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&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;
=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;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above average health and toughness.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has excellent 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;
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&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced 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;
Damian 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;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&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;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&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;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=79509</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=79509"/>
		<updated>2008-04-10T15:39:29Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Codename SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Hacker 3&lt;br /&gt;
&lt;br /&gt;
Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 13&lt;br /&gt;
&lt;br /&gt;
XP : 3.025&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +1 Defence: 11 Initiative: +1 Vitality: 20 Wounds: 12&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2 Melee: +2 Ranged: +1&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 Reflex: +2 Will: +5&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14 Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6 Request: +5 Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities: &#039;L337 : Computers/Falsify failure that is not an error becomes success if DC =&amp;lt; 23&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware : Intel phase: 1 computer +3 PR and free security software with PR = PR computer&lt;br /&gt;
&lt;br /&gt;
Master Key I : PR for all codes and software 1 lower when requesting, creating or cracking&lt;br /&gt;
&lt;br /&gt;
Trap Door : 1/mission as free action get cover identity or dossier with PR 2&lt;br /&gt;
&lt;br /&gt;
1/session free hint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Computers +14 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +7 (Central America, North America, Western Europe, Eastern Europe, South America) (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +11/+10 (6 ranks, cap 30, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement agent) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +8/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Security +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +8 (6 ranks, cap 35, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +10/+10 (6 ranks, cap 35, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Fence, Talented (Fence), Techie&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 5&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 4 (Miniature Gear Pick III (encrypted tactical radio, housing: cell phone), FN Five-seveN (standard laser sight, concealed holster) II, Raid Jacket (nomex underwear) II, Disguise Kit I, Forgery Kit I, Electronics Kit I, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, mini maglite, PDA, binoculars, (FN Five-seveN : 1 additional non-lethal ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Electronic, 1 Resource, 2 CHA, 5 common items, up to two reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +1 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Custom &#039;ware, &#039;L337, Master Key I, Trap Door 1/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79391</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=79391"/>
		<updated>2008-04-08T20:22:13Z</updated>

		<summary type="html">&lt;p&gt;Nil: &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: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter:&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>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=79389</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=79389"/>
		<updated>2008-04-08T20:21:08Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Codename SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Hacker 3&lt;br /&gt;
&lt;br /&gt;
Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 13&lt;br /&gt;
&lt;br /&gt;
XP : 3.025&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +1 Defence: 11 Initiative: +1 Vitality: 20 Wounds: 12&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2 Melee: +2 Ranged: +1&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 Reflex: +2 Will: +5&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14 Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6 Request: +5 Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities: &#039;L337 : Computers/Falsify failure that is not an error becomes success if DC =&amp;lt; 23&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware : Intel phase: 1 computer +3 PR and free security software with PR = PR computer&lt;br /&gt;
&lt;br /&gt;
Master Key I : PR for all codes and software 1 lower when requesting, creating or cracking&lt;br /&gt;
&lt;br /&gt;
Trap Door : 1 / mission as free action get cover identity or dossier with PR 2&lt;br /&gt;
&lt;br /&gt;
1/session free hint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Computers +14 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +7 (Central America, North America, Western Europe, Eastern Europe, South America) (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +11/+10 (6 ranks, cap 30, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement agent) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +8/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Security +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +8 (6 ranks, cap 35, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +10/+10 (6 ranks, cap 35, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Fence, Talented (Fence), Techie&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 5&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 4 (Miniature Gear Pick III (encrypted tactical radio, housing: cell phone), FN Five-seveN (standard laser sight, concealed holster) II, Raid Jacket (nomex underwear) II, Disguise Kit I, Forgery Kit I, Electronics Kit I, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, mini maglite, PDA, binoculars, (FN Five-seveN : 1 additional non-lethal ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Electronic, 1 Resource, 2 CHA, 5 common items, up to two reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +1 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Custom &#039;ware, &#039;L337, Master Key I, Trap Door 1/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79388</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=79388"/>
		<updated>2008-04-08T20:20:02Z</updated>

		<summary type="html">&lt;p&gt;Nil: &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 + PR 7 security software ), 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: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter:&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>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79387</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=79387"/>
		<updated>2008-04-08T20:19:05Z</updated>

		<summary type="html">&lt;p&gt;Nil: &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 + PR 7 security software ), 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;
Bill: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter:&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>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=79089</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=79089"/>
		<updated>2008-04-05T15:59:01Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hacker 3&lt;br /&gt;
&lt;br /&gt;
Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 12&lt;br /&gt;
&lt;br /&gt;
XP : 3.025&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +1 Defence: 11 Initiative: +1 Vitality: 20 Wounds: 12&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2 Melee: +2 Ranged: +1&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 Reflex: +2 Will: +5&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14 Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6 Request: +5 Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities: &#039;L337 : Computers/Falsify failure that is not an error becomes success if DC =&amp;lt; 23&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware : Intel phase: 1 computer +3 PR and free security software with PR = PR computer&lt;br /&gt;
&lt;br /&gt;
Master Key I : PR for all codes and software 1 lower when requesting, creating or cracking&lt;br /&gt;
&lt;br /&gt;
Trap Door : 1 / mission as free action get cover identity or dossier with PR 2&lt;br /&gt;
&lt;br /&gt;
1/session free hint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Computers +14 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +7 (Central America, North America, Western Europe, Eastern Europe, South America) (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +11/+10 (6 ranks, cap 30, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement agent) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +8/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Security +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +8 (6 ranks, cap 35, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +10/+10 (6 ranks, cap 35, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Fence, Talented (Fence), Techie&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 5&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 4 (Miniature Gear Pick III (encrypted tactical radio, housing: cell phone), FN Five-seveN (standard laser sight, concealed holster) II, Raid Jacket (nomex underwear) II, Disguise Kit I, Forgery Kit I, Electronics Kit I, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, mini maglite, PDA, binoculars, (FN Five-seveN : 1 additional non-lethal ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Electronic, 1 Resource, 2 CHA, 5 common items, up to two reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +1 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Custom &#039;ware, &#039;L337, Master Key I, Trap Door 1/mission&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=79088</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=79088"/>
		<updated>2008-04-05T15:46:45Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hacker 3&lt;br /&gt;
&lt;br /&gt;
Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 12&lt;br /&gt;
&lt;br /&gt;
XP : 3.025&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +1 Defence: 11 Initiative: +1 Vitality: 20 Wounds: 12&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2 Melee: +2 Ranged: +1&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 Reflex: +2 Will: +5&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14 Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6 Request: +5 Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities: &#039;L337 : Computers/Falsify failure that is not an error becomes success if DC =&amp;lt; 23&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware : Intel phase: 1 computer +3 PR and free security software with PR = PR computer&lt;br /&gt;
&lt;br /&gt;
Master Key I : PR for all codes and software 1 lower when requesting, creating or cracking&lt;br /&gt;
&lt;br /&gt;
Trap Door : 1 / mission as free action get cover identity or dossier with PR 2&lt;br /&gt;
&lt;br /&gt;
1/session free hint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Computers +14 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +8 (Central America, North America, Western Europe, Eastern Europe, South America) (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +11/+10 (6 ranks, cap 30, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement agent) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +8/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Security +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +2 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +8 (6 ranks, cap 35, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +10/+10 (6 ranks, cap 35, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Fence, Talented (Fence), Techie&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 5&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 4 (Miniature Gear Pick III (encrypted tactical radio, housing: cell phone), FN Five-seveN (standard laser sight, concealed holster) II, Raid Jacket (nomex underwear) II, Disguise Kit I, Forgery Kit I, Electronics Kit I, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, mini maglite, PDA, binoculars, (FN Five-seveN : 1 additional non-lethal ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Electronic, 1 Resource, 2 CHA, 5 common items, up to two reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +1 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Custom &#039;ware, &#039;L337, Master Key I, Trap Door 1/mission&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=79087</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=79087"/>
		<updated>2008-04-05T15:28:43Z</updated>

		<summary type="html">&lt;p&gt;Nil: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hacker 3&lt;br /&gt;
&lt;br /&gt;
Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Action Dice : 3d4&lt;br /&gt;
&lt;br /&gt;
Reputation : 12&lt;br /&gt;
&lt;br /&gt;
XP : 3.125&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BAB: +1 Defence: 11 Initiative: +1 Vitality: 20 Wounds: 12&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2 Melee: +2 Ranged: +1&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4 Reflex: +2 Will: +5&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14 Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6 Request: +5 Gear: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities: &#039;L337 : Computers/Falsify failure that is not an error becomes success if DC =&amp;lt; 23&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware : Intel phase: 1 computer +3 PR and free security software with PR = PR computer&lt;br /&gt;
&lt;br /&gt;
Master Key I : PR for all codes and software 1 lower when requesting, creating or cracking&lt;br /&gt;
&lt;br /&gt;
Trap Door : 1 / mission as free action get cover identity or dossier with PR 2&lt;br /&gt;
&lt;br /&gt;
1/session free hint&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
&lt;br /&gt;
Bluff +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Computers +14 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +8 (Central America, North America, Western Europe, Eastern Europe, South America) (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +11/+10 (6 ranks, cap 30, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +9/+8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement agent) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +8/+7 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Security +9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +2 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +8 (6 ranks, cap 35, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +7/+9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +10/+10 (6 ranks, cap 35, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Fence, Talented (Fence), Techie&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city))&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 5&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 4 (Miniature Gear Pick III (encrypted tactical radio, housing: cell phone), FN Five-seveN (standard laser sight, concealed holster) II, Raid Jacket (nomex underwear) II, Disguise Kit I, Forgery Kit I, Electronics Kit I, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, mini maglite, PDA, binoculars, (FN Five-seveN : 1 additional non-lethal ammo stockpile) (3 common items))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Gear Picks: 1 Electronic, 1 Resource, 2 CHA, 5 common items, up to two reserve pick&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +1 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Custom &#039;ware, &#039;L337, Master Key I, Trap Door 1/mission&lt;/div&gt;</summary>
		<author><name>Nil</name></author>
	</entry>
</feed>