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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Danny_Hawes&amp;diff=292567</id>
		<title>Danny Hawes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Danny_Hawes&amp;diff=292567"/>
		<updated>2015-11-27T13:31:41Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in [[The Polysemous Foundation]].&lt;br /&gt;
&lt;br /&gt;
[[File:Danny_hawes.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Danny Hawes ==&lt;br /&gt;
*Description and Background:&lt;br /&gt;
Danny was too smart a kid for his own good, really. Observant enough when it came to people, too; he quickly learned a battery of excuses tailored to each teacher that allowed him to do less work for more return and sympathy, and when he started getting the attention of other children for being too close to the teacher, identified the ringleaders and found ways to schmooze them, too.&lt;br /&gt;
&lt;br /&gt;
Through that he fell into petty crime, and through that he fell into a small, local, mostly teenage network of petty larceny, fencing, and occasional other misdemeanours as and when they became available and appropriate.&lt;br /&gt;
&lt;br /&gt;
Something similar, but on a grander scale, funded him through college, and bought him, after graduation, an extremely expensive suit. At that point he &amp;quot;did what any graduate worth their salt does - I went into business for myself.&amp;quot; His speciality was a particular kind of graft where he&#039;d assess a business by appearing to be a potential client or investor, doing enough research to make that convincing, and a few days after he&#039;d passed out of their lives, returning to swipe anything that looked worth fencing.&lt;br /&gt;
&lt;br /&gt;
Recently, his wanderings in the country having brought him to New York, he targeted a string of businesses in the financial sector in sequence, which meant that people who talk to one another started to notice the pattern. And yet Danny, sure in his uncatchability - after all, he never had been before - saw more fish to target and continued...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
**We Understand One Another&lt;br /&gt;
**There&#039;s More Than One Way To Open A Door&lt;br /&gt;
**Aspect&lt;br /&gt;
**Aspect&lt;br /&gt;
**Aspect&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Rank 5: Guile&lt;br /&gt;
*Rank 4: Insight, Stealth, Athletics&lt;br /&gt;
*Rank 3: Diplomacy, Networking - Underworld, Perception, Endurance&lt;br /&gt;
*Rank 2: Assets, Firearms, Research&lt;br /&gt;
*Rank 1: Education, Engineering, Software, Melee, Pilot, Resolve, Strategy&lt;br /&gt;
&lt;br /&gt;
== Stunts ==&lt;br /&gt;
&lt;br /&gt;
*Stunt 1:&lt;br /&gt;
*Stunt 2:&lt;br /&gt;
*Stunt 3:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enhancements ==&lt;br /&gt;
&lt;br /&gt;
*1&lt;br /&gt;
*2&lt;br /&gt;
*3&lt;br /&gt;
*4&lt;br /&gt;
&lt;br /&gt;
== Stress Tracks &amp;amp; Consequences ==&lt;br /&gt;
*Stress:&lt;br /&gt;
**Physical: 0/X&lt;br /&gt;
**Mental: 0/X&lt;br /&gt;
**System: 0/X&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Consequences:&lt;br /&gt;
**Physical:&lt;br /&gt;
**Mental:&lt;br /&gt;
**System:&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*This won&#039;t actually be a major component of the game, don&#039;t bother filling stuff in here right now.&lt;br /&gt;
*I&#039;m basically going to assume you have the shit you absolutely would have to have for your concept&lt;br /&gt;
*And then we&#039;ll check Assets if you need anything else.&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Danny_Hawes&amp;diff=292566</id>
		<title>Danny Hawes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Danny_Hawes&amp;diff=292566"/>
		<updated>2015-11-27T13:30:26Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Danny Haws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in [[The Polysemous Foundation]].&lt;br /&gt;
&lt;br /&gt;
[[File:Danny_hawes.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Danny Hawes ==&lt;br /&gt;
*Description and Background:&lt;br /&gt;
Danny was too smart a kid for his own good, really. Observant enough when it came to people, too; he quickly learned a battery of excuses tailored to each teacher that allowed him to do less work for more return and sympathy, and when he started getting the attention of other children for being too close to the teacher, identified the ringleaders and found ways to schmooze them, too.&lt;br /&gt;
&lt;br /&gt;
Through that he fell into petty crime, and through that he fell into a small, local, mostly teenage network of petty larceny, fencing, and occasional other misdemeanours as and when they became available and appropriate.&lt;br /&gt;
&lt;br /&gt;
Something similar, but on a grander scale, funded him through college, and bought him, after graduation, an extremely expensive suit. At that point he &amp;quot;did what any graduate worth their salt does - I went into business for myself.&amp;quot; His speciality was a particular kind of graft where he&#039;d assess a business by appearing to be a potential client or investor, doing enough research to make that convincing, and a few days after he&#039;d passed out of their lives, returning to swipe anything that looked worth fencing.&lt;br /&gt;
&lt;br /&gt;
Recently, his wanderings in the country having brought him to New York, he targeted a string of businesses in the financial sector in sequence, which meant that people who talk to one another started to notice the pattern. And yet Danny, sure in his uncatchability - after all, he never had been before - saw more fish to target and continued...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
**We Understand One Another&lt;br /&gt;
**There&#039;s More Than One Way To Open A Door&lt;br /&gt;
**Aspect&lt;br /&gt;
**Aspect&lt;br /&gt;
**Aspect&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Rank 5: Guile&lt;br /&gt;
*Rank 4: Insight, Stealth&lt;br /&gt;
*Rank 3: Diplomacy, Networking - Underworld&lt;br /&gt;
*Rank 2: Assets, Firearms, Research&lt;br /&gt;
*Rank 1: Education, Engineering, Software, Melee, Pilot, Resolve, Strategy&lt;br /&gt;
&lt;br /&gt;
== Stunts ==&lt;br /&gt;
&lt;br /&gt;
*Stunt 1:&lt;br /&gt;
*Stunt 2:&lt;br /&gt;
*Stunt 3:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enhancements ==&lt;br /&gt;
&lt;br /&gt;
*1&lt;br /&gt;
*2&lt;br /&gt;
*3&lt;br /&gt;
*4&lt;br /&gt;
&lt;br /&gt;
== Stress Tracks &amp;amp; Consequences ==&lt;br /&gt;
*Stress:&lt;br /&gt;
**Physical: 0/X&lt;br /&gt;
**Mental: 0/X&lt;br /&gt;
**System: 0/X&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Consequences:&lt;br /&gt;
**Physical:&lt;br /&gt;
**Mental:&lt;br /&gt;
**System:&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*This won&#039;t actually be a major component of the game, don&#039;t bother filling stuff in here right now.&lt;br /&gt;
*I&#039;m basically going to assume you have the shit you absolutely would have to have for your concept&lt;br /&gt;
*And then we&#039;ll check Assets if you need anything else.&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Danny_Hawes&amp;diff=292565</id>
		<title>Danny Hawes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Danny_Hawes&amp;diff=292565"/>
		<updated>2015-11-27T13:30:06Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: Created page with &amp;quot;A character in The Polysemous Foundation.  File:Danny_hawes.jpg  == Danny Haws == *Description and Background: Danny was too smart a kid for his own good, really. Obse...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character in [[The Polysemous Foundation]].&lt;br /&gt;
&lt;br /&gt;
[[File:Danny_hawes.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Danny Haws ==&lt;br /&gt;
*Description and Background:&lt;br /&gt;
Danny was too smart a kid for his own good, really. Observant enough when it came to people, too; he quickly learned a battery of excuses tailored to each teacher that allowed him to do less work for more return and sympathy, and when he started getting the attention of other children for being too close to the teacher, identified the ringleaders and found ways to schmooze them, too.&lt;br /&gt;
&lt;br /&gt;
Through that he fell into petty crime, and through that he fell into a small, local, mostly teenage network of petty larceny, fencing, and occasional other misdemeanours as and when they became available and appropriate.&lt;br /&gt;
&lt;br /&gt;
Something similar, but on a grander scale, funded him through college, and bought him, after graduation, an extremely expensive suit. At that point he &amp;quot;did what any graduate worth their salt does - I went into business for myself.&amp;quot; His speciality was a particular kind of graft where he&#039;d assess a business by appearing to be a potential client or investor, doing enough research to make that convincing, and a few days after he&#039;d passed out of their lives, returning to swipe anything that looked worth fencing.&lt;br /&gt;
&lt;br /&gt;
Recently, his wanderings in the country having brought him to New York, he targeted a string of businesses in the financial sector in sequence, which meant that people who talk to one another started to notice the pattern. And yet Danny, sure in his uncatchability - after all, he never had been before - saw more fish to target and continued...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aspects&#039;&#039;&#039;:&lt;br /&gt;
**We Understand One Another&lt;br /&gt;
**There&#039;s More Than One Way To Open A Door&lt;br /&gt;
**Aspect&lt;br /&gt;
**Aspect&lt;br /&gt;
**Aspect&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
*Rank 5: Guile&lt;br /&gt;
*Rank 4: Insight, Stealth&lt;br /&gt;
*Rank 3: Diplomacy, Networking - Underworld&lt;br /&gt;
*Rank 2: Assets, Firearms, Research&lt;br /&gt;
*Rank 1: Education, Engineering, Software, Melee, Pilot, Resolve, Strategy&lt;br /&gt;
&lt;br /&gt;
== Stunts ==&lt;br /&gt;
&lt;br /&gt;
*Stunt 1:&lt;br /&gt;
*Stunt 2:&lt;br /&gt;
*Stunt 3:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enhancements ==&lt;br /&gt;
&lt;br /&gt;
*1&lt;br /&gt;
*2&lt;br /&gt;
*3&lt;br /&gt;
*4&lt;br /&gt;
&lt;br /&gt;
== Stress Tracks &amp;amp; Consequences ==&lt;br /&gt;
*Stress:&lt;br /&gt;
**Physical: 0/X&lt;br /&gt;
**Mental: 0/X&lt;br /&gt;
**System: 0/X&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Consequences:&lt;br /&gt;
**Physical:&lt;br /&gt;
**Mental:&lt;br /&gt;
**System:&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*This won&#039;t actually be a major component of the game, don&#039;t bother filling stuff in here right now.&lt;br /&gt;
*I&#039;m basically going to assume you have the shit you absolutely would have to have for your concept&lt;br /&gt;
*And then we&#039;ll check Assets if you need anything else.&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;br /&gt;
*Name&lt;br /&gt;
**Who they are and stuff&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Danny_hawes.jpg&amp;diff=292564</id>
		<title>File:Danny hawes.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Danny_hawes.jpg&amp;diff=292564"/>
		<updated>2015-11-27T13:29:02Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mage:_the_Awakening:_A_Civil_War&amp;diff=118081</id>
		<title>Mage: the Awakening: A Civil War</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mage:_the_Awakening:_A_Civil_War&amp;diff=118081"/>
		<updated>2009-09-02T03:29:42Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Pentacle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mage:_The_Awakening]][[Category:PBP]]&lt;br /&gt;
&#039;&#039;&#039;Mage: The Awakening: A Civil War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A game set in Atlanta, Georgia, and run by Anglachel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Cabal==&lt;br /&gt;
*[[Character:Eldrad|Eldrad]], Acanthus, Mysterium, House of Ariadne, played by Regis.&lt;br /&gt;
*[[Character:Falconer|Falconer]], Thyrsus, Silver Ladder, Father of the Urban Flock, played by Phantom Stranger.&lt;br /&gt;
*[[Character:Freya|Freya]], Obrimos, Adamantine Arrow, played by [[User:Andrensath|Andrensath]]&lt;br /&gt;
*[[Character:Legion|Legion]], Mastigos, Mysterium, Subtle One, played by Psyke.&lt;br /&gt;
*[[Character:Taboo|Taboo]], Acanthus, Adamantine Arrow, The Awakening Gambit, played by Solarius.&lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
===IC===&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?t=456929 Chapter 1: Welcome to Your New Home]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?p=10500657 Chapter 2: ?]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?t=456901 OOC Thread]&amp;lt;br&amp;gt;&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?t=456901 Recruitment Thread]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Sanctum==&lt;br /&gt;
===Stats===&lt;br /&gt;
*Sanctum Size (psych ward, some areas condemned) ***&lt;br /&gt;
*Sanctum Security (built like a prison, but outdated) ****&lt;br /&gt;
*Hallow (&amp;quot;meditation room&amp;quot; on top floor, sounds from whole hospital seem to collect here due to odd ductworking) ****&lt;br /&gt;
*Library (vetted / annotated documentation of patients ravings, occult material left from the Tremere, stuff we bought with us) ***&lt;br /&gt;
*Sleepwalker Retainers (former patients / guards, hired as hospital security for the abandoned wing) ***&lt;br /&gt;
*Sleepwalker Retainers (gofers) **&lt;br /&gt;
*Guardian Ghosts (ghostly mage) ***&lt;br /&gt;
*Sanctum Gauntlet (spiritually distant / secure) **&lt;br /&gt;
&lt;br /&gt;
===Cabal Roles===&lt;br /&gt;
*Farseeker: [[Character:Legion|Legion]]&lt;br /&gt;
*Doorwardens: [[Character:Freya|Freya]] &amp;amp; [[Character:Taboo|Taboo]]&lt;br /&gt;
*Hearthmaster: [[Character:Eldrad|Eldrad]]&lt;br /&gt;
*Lorekeeper: None&lt;br /&gt;
*Edgetender: [[Character:Falconer|Falconer]]&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
http://forum.rpg.net/attachment.php?attachmentid=15733&amp;amp;stc=1&amp;amp;d=1244945420&lt;br /&gt;
&lt;br /&gt;
==The NPCs==&lt;br /&gt;
===Mages===&lt;br /&gt;
====Left-Handed====&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Wrack|Wrack]] Former Arrow. Member of the Graceful Wicked Masque Left-Handed Cabal. The Left-Handed legacy he belongs to is not yet known to the Cabal. &lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Ian_Pergil|Ian Pergil]] A Tremere Liche killed in the Chronicle&#039;s backstory. Responsible for removing the souls from [[Mage:_the_Awakening:_A_Civil_War/Elizabeth_Smith|Elizabeth]] and [[Mage:_the_Awakening:_A_Civil_War/Stephen_Smith|Stephen Smith]] to create Soul Stones.&lt;br /&gt;
====Pentacle====&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Atreykys|Atreykys]] A Ghost Mage, inhabiting the Cabal&#039;s Sanctum.&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Dred_Scott|Dred Scott]] [[Character:Legion|Legion&#039;s]] original Mentor.&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Magnus|Magnus]] [[Character:Eldrad|Eldrad&#039;s]] Mentor in both the Mysterium and the House Of Ariadne.&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Special_Agent_Franklin|Special Agent Franklin]] A VASCU operative, undercover as an FBI agent. [[Mage:_the_Awakening:_A_Civil_War/Special_Agent_Robertson|Robertson&#039;s]] partner. Met the cabal while investigating murders committed by [[Mage:_the_Awakening:_A_Civil_War/Stephen_Smith|Stephen Smith]]. Now awakened as a Mastigos. Currently apprenticed to [[Character:Legion|Legion.]]&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Argus|Argus]] An Adamantine Arrow Mastigos, attempting to keep track of the Concillium&#039;s Magi.&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Elizabeth Blackwell|Elizabeth Blackwell]] An Adamantine Arrow Thyrsus who focusses on healing magic.&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Vessel|Vessel]] A young female Ladder with a particular gift for Mind, said to be being groomed for a legacy which collects fragments of the minds of dead mages for guidance within their own brains.&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Romero|Romero]] A Moros of the Free Council and follower of the Bokor Legacy. Sentinel of Athens, ally of *[[Mage:_the_Awakening:_A_Civil_War/Bueller|Bueller]] and total psycho. Great sense of humour, though, if you don&#039;t mind zombie jokes.&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Mythago|Mythago]] A Thyrsus of the Silver Ladder and follower of the Fathers of the Urban Flock Legacy. Resides in Gainesville. [[Character:Falconer|Falconer&#039;s]] mentor in both the Silver Ladder and the Fathers of the Urban Flock&lt;br /&gt;
&lt;br /&gt;
====Seers of the Throne====&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Gilgamesh|Gilgamesh]] A Seer working for the Eye. Met the Cabal, supposedly to discuss the situation regarding [[Mage:_the_Awakening:_A_Civil_War/Stephen_Smith|Stephen Smith]]. In reality it was a trap for the Cabal and [[Mage:_the_Awakening:_A_Civil_War/Wrack|Wrack&#039;s]] Left-Handed Cabal.&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Providence|Providence]] The local leader of the Seers. Said to be under the All Seeing Eye itself. User of Imperial Practices, making her equivalent to a Pentacle Archmage.&lt;br /&gt;
&lt;br /&gt;
===Other Supernaturnals===&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Jeremiah|Jeremiah]] A Vampire who turned [[Mage:_the_Awakening:_A_Civil_War/Elizabeth_Smith|Elizabeth]] and [[Mage:_the_Awakening:_A_Civil_War/Stephen_Smith|Stephen Smith]] over to [[Mage:_the_Awakening:_A_Civil_War/Ian_Pergil|Ian Pergil]]. Jeremiah&#039;s Clan and Covenant are, as yet, unknown to the Cabal.&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Special_Agent_Robertson|Special Agent Robertson]] A VASCU operative, undercover as an FBI agent. [[Mage:_the_Awakening:_A_Civil_War/Special_Agent_Franklin|Franklin&#039;s]] partner. Met the cabal while investigating murders committed by [[Mage:_the_Awakening:_A_Civil_War/Stephen_Smith|Stephen Smith]].&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Stephen_Smith|Stephen Smith]] A serial killer with his soul removed by [[Mage:_the_Awakening:_A_Civil_War/Ian_Pergil|Ian Pergil]]. Father of [[Mage:_the_Awakening:_A_Civil_War/Elizabeth_Smith|Elizabeth Smith]]. Was turned over to Pergil by [[Mage:_the_Awakening:_A_Civil_War/Jeremiah|Jeremiah]].&lt;br /&gt;
===Sleepers===&lt;br /&gt;
*[[Mage:_the_Awakening:_A_Civil_War/Elizabeth_Smith|Elizabeth Smith]] Daughter of [[Mage:_the_Awakening:_A_Civil_War/Stephen_Smith|Stephen Smith]]. Had her soul removed by [[Mage:_the_Awakening:_A_Civil_War/Ian_Pergil|Ian Pergil]] in order to create Soul Stones. Was turned over to Pergil by [[Mage:_the_Awakening:_A_Civil_War/Jeremiah|Jeremiah]].&lt;br /&gt;
&lt;br /&gt;
==IC Documents==&lt;br /&gt;
[[Mage:_the_Awakening:_A_Civil_War/The_Tremere_Notes|The Tremere Notes]], a series of notes written by Ian Pergil, a Tremere Liche&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Falconer&amp;diff=118077</id>
		<title>Character:Falconer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Falconer&amp;diff=118077"/>
		<updated>2009-09-02T02:33:14Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Mental */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player_character]]&lt;br /&gt;
&#039;&#039;&#039;Falconer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Character in [[Mage:_the_Awakening:_A_Civil_War|Mage: The Awakening: A Civil War]], played by Phantom Stranger.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Civilian Name: Daniel Beaumont&lt;br /&gt;
*Virtue: Fortitude (&#039;There is always a way forward&#039;)&lt;br /&gt;
*Vice: Lust (&#039;Life is to be lived&#039;)&lt;br /&gt;
*Path: Thyrsus&lt;br /&gt;
*Legacy: Fathers of the Urban Flock&lt;br /&gt;
*Order: Silver Ladder&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence 2&lt;br /&gt;
*Wits 4 (Wandering Eyes)&lt;br /&gt;
*Resolve 4 (Headstrong)&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength 2&lt;br /&gt;
*Dexterity 2&lt;br /&gt;
*Stamina 3&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence 3&lt;br /&gt;
*Manipulation 2&lt;br /&gt;
*Composure 3&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Academics 2&lt;br /&gt;
*Investigation 1&lt;br /&gt;
*Occult 2&lt;br /&gt;
*Politics (Silver Ladder) 2&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics 3&lt;br /&gt;
*Brawl 1&lt;br /&gt;
*Drive 3&lt;br /&gt;
*Larceny 2&lt;br /&gt;
*Stealth (Hunted) 3&lt;br /&gt;
*Survival 2&lt;br /&gt;
===Social===&lt;br /&gt;
*Animal Ken (Falconry) 2&lt;br /&gt;
*Expression 1&lt;br /&gt;
*Socialise 1&lt;br /&gt;
*Streetwise 1&lt;br /&gt;
*Subterfuge 0&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Life 3&lt;br /&gt;
*Spirit 1&lt;br /&gt;
*Space 2&lt;br /&gt;
*Mind 2&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===Magical===&lt;br /&gt;
*High Speech (From Ladder)&lt;br /&gt;
*Familiar 4 ([[Character:Falconer/Moamyn|Moamyn]]) (Falcon/Spirit of the Hunt)&lt;br /&gt;
*Sanctum 2 (Own sanctum)&lt;br /&gt;
*Sanctum 2 (toward group)&lt;br /&gt;
*Hallow 1 (toward group)&lt;br /&gt;
*Mentor 3 (Mythago of the Gainesville Consilium, Thyrsus Guardian and member of the Fathers of the Urban Flock legacy)&lt;br /&gt;
*Status (Silver Ladder) 2&lt;br /&gt;
*Status (Consilium) 1&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Barfly 1&lt;br /&gt;
*Direction Sense 1&lt;br /&gt;
*Resources 3 (Second son of the Gainesville Beaumonts)&lt;br /&gt;
&lt;br /&gt;
(4 merit points remaining, to be spent on Rotes)&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
*Fleshless Speech (Spirit 1, p. 246)&lt;br /&gt;
*Organic Resilience (Life 2, p. 183)&lt;br /&gt;
*Remote Viewing (Space 2, p. 235)&lt;br /&gt;
*Third Eye (Mind 1, p. 206)&lt;br /&gt;
*The Hidden Hunter (Mind 2, Space 2, similar effect to the &#039;Forever Stranger&#039; rote [p.208] but cast on an animal, Wits + Animal Ken + Mind)&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Dedicated Magical Tool: Worn, battered, slightly torn falconer&#039;s glove&lt;br /&gt;
*Nimbus: A gleaming sunbeam with, in the centre, dark, concealed motion.&lt;br /&gt;
*Gnosis: 3&lt;br /&gt;
*Wisdom 6&lt;br /&gt;
*Willpower 8&lt;br /&gt;
*[http://invisiblecastle.com/roller/search/449881 Rolls]&lt;br /&gt;
&lt;br /&gt;
==Legacy: Fathers of the Urban Flock==&lt;br /&gt;
&lt;br /&gt;
Attainment:&lt;br /&gt;
===Vermin Have Their Uses===&lt;br /&gt;
Prerequisites: Gnosis 3, Mind 2 (primary), Space 2, Animal Ken 2&lt;br /&gt;
The mage can reach out to a city-dwelling animal with whom he has a sympathetic connection, similar to the Mind 2 &amp;quot;Beast Control&amp;quot; spell (p. 207), requiring an Instant Action to do so.&lt;br /&gt;
The user can also communicate with such animals in their own language of behaviours, growls, grunts, cues and/or markings. A Presence + Animal Ken roll and instant action is required to communicate simple concepts. She can communicate only the kind of information that another animal of that type could convey to one of its fellow species.&lt;br /&gt;
&lt;br /&gt;
===King of the Beasts (Optional)===&lt;br /&gt;
Prerequisites: Gnosis 3, Life 2, Animal Ken 2&lt;br /&gt;
Animals naturally know the pecking order of things. You assume mankinds rightful place as King of Beasts, no longer separate and aloof as is most of man. You may add your dots if Life as successes to any Animal Ken roll a number of times per Scene equal to your Gnosis.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Scion of a wealthy line of Southern gentry, Daniel is twenty-four now. He Awoke a little over a year ago on family property some miles outside Gainesville, out riding with his favourite falcon Moamyn (named for the Arabic falconer who wrote the original text that, following translation, set the course for European falconry.) Seeing a likely target, he sent Moamyn up after it, and the chased bird seemed suddenly to pick up speed, leading the falcon into the woods of the property.&lt;br /&gt;
&lt;br /&gt;
Concerned, Daniel rode in after them, realising swiftly that these woods were no longer the land he remembered. Still searching for Moamyn, he eventually found him again at the base of what he would later learn was the Watchtower of the Stone Book.&lt;br /&gt;
&lt;br /&gt;
The remainder of the afternoon is a blur, and for the next few days he passed the whole thing off as an attack of sunstroke. Such denial lasted only as long as it took for Mythago to both find him and confront him with the reality of magic.&lt;br /&gt;
&lt;br /&gt;
Explanations from his new mentor sharpened Daniel&#039;s interest in this new world – a world that promised more intrigue and fascination than the slow, almost slothful pace of his family life. He eagerly embraced the notion of the Guardians of the Veil, seeing their structured society as a challenge, as a group of peers for the first time to thrive among, seeing their goal as a logical extension of his upbringing – but now he felt he had the power to put that into practice.&lt;br /&gt;
&lt;br /&gt;
Rapidly fascinated with his mentor&#039;s legacy, Daniel saw the Fathers of the Urban Flock as a way to rise in Guardian standing – until his soul began to shift into their path. By this stage he had already worked with Mythago on binding a spirit into Moamyn (as Daniel sees it – in point of fact Mythago was almost entirely responsible for selection and binding both).&lt;br /&gt;
&lt;br /&gt;
Sent initially as an envoy from Gainesville Consilium to the Atlanta Pentacle, Daniel had been in town for less than two days when he found himself attacked by a member of the Cult of the Doomsday Clock, nearly killed before he managed to escape. Daniel views this assault as an affront to the Gainesville Consilium as well as a direct insult, and as a direct consequence volunteered his services to the Atlanta Consilium in their troubles.&lt;br /&gt;
&lt;br /&gt;
That was not at all long ago...&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
*Gained:7&lt;br /&gt;
*Spent:3&lt;br /&gt;
*Unspent:4&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Gained:12&lt;br /&gt;
*Spent:12&lt;br /&gt;
*Unspent:0&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Falconer&amp;diff=117894</id>
		<title>Character:Falconer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Falconer&amp;diff=117894"/>
		<updated>2009-08-31T03:28:08Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Mundane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player_character]]&lt;br /&gt;
&#039;&#039;&#039;Falconer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Character in [[Mage:_the_Awakening:_A_Civil_War|Mage: The Awakening: A Civil War]], played by Phantom Stranger.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Civilian Name: Daniel Beaumont&lt;br /&gt;
*Virtue: Fortitude (&#039;There is always a way forward&#039;)&lt;br /&gt;
*Vice: Lust (&#039;Life is to be lived&#039;)&lt;br /&gt;
*Path: Thyrsus&lt;br /&gt;
*Legacy: Fathers of the Urban Flock&lt;br /&gt;
*Order: Silver Ladder&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence 2&lt;br /&gt;
*Wits 4 (Wandering Eyes)&lt;br /&gt;
*Resolve 4 (Headstrong)&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength 2&lt;br /&gt;
*Dexterity 2&lt;br /&gt;
*Stamina 3&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence 3&lt;br /&gt;
*Manipulation 2&lt;br /&gt;
*Composure 3&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Academics 2&lt;br /&gt;
*Investigation 1&lt;br /&gt;
*Occult 2&lt;br /&gt;
*Politics (Guardians of the Veil) 2&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics 3&lt;br /&gt;
*Brawl 1&lt;br /&gt;
*Drive 3&lt;br /&gt;
*Larceny 2&lt;br /&gt;
*Stealth (Hunted) 3&lt;br /&gt;
*Survival 2&lt;br /&gt;
===Social===&lt;br /&gt;
*Animal Ken (Falconry) 2&lt;br /&gt;
*Expression 1&lt;br /&gt;
*Socialise 1&lt;br /&gt;
*Streetwise 1&lt;br /&gt;
*Subterfuge 0&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Life 3&lt;br /&gt;
*Spirit 1&lt;br /&gt;
*Space 2&lt;br /&gt;
*Mind 2&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===Magical===&lt;br /&gt;
*High Speech (From Ladder)&lt;br /&gt;
*Familiar 4 ([[Character:Falconer/Moamyn|Moamyn]]) (Falcon/Spirit of the Hunt)&lt;br /&gt;
*Sanctum 2 (Own sanctum)&lt;br /&gt;
*Sanctum 2 (toward group)&lt;br /&gt;
*Hallow 1 (toward group)&lt;br /&gt;
*Mentor 3 (Mythago of the Gainesville Consilium, Thyrsus Guardian and member of the Fathers of the Urban Flock legacy)&lt;br /&gt;
*Status (Silver Ladder) 2&lt;br /&gt;
*Status (Consilium) 1&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Barfly 1&lt;br /&gt;
*Direction Sense 1&lt;br /&gt;
*Resources 3 (Second son of the Gainesville Beaumonts)&lt;br /&gt;
&lt;br /&gt;
(4 merit points remaining, to be spent on Rotes)&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
*Fleshless Speech (Spirit 1, p. 246)&lt;br /&gt;
*Organic Resilience (Life 2, p. 183)&lt;br /&gt;
*Remote Viewing (Space 2, p. 235)&lt;br /&gt;
*Third Eye (Mind 1, p. 206)&lt;br /&gt;
*The Hidden Hunter (Mind 2, Space 2, similar effect to the &#039;Forever Stranger&#039; rote [p.208] but cast on an animal, Wits + Animal Ken + Mind)&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Dedicated Magical Tool: Worn, battered, slightly torn falconer&#039;s glove&lt;br /&gt;
*Nimbus: A gleaming sunbeam with, in the centre, dark, concealed motion.&lt;br /&gt;
*Gnosis: 3&lt;br /&gt;
*Wisdom 6&lt;br /&gt;
*Willpower 8&lt;br /&gt;
*[http://invisiblecastle.com/roller/search/449881 Rolls]&lt;br /&gt;
&lt;br /&gt;
==Legacy: Fathers of the Urban Flock==&lt;br /&gt;
&lt;br /&gt;
Attainment:&lt;br /&gt;
===Vermin Have Their Uses===&lt;br /&gt;
Prerequisites: Gnosis 3, Mind 2 (primary), Space 2, Animal Ken 2&lt;br /&gt;
The mage can reach out to a city-dwelling animal with whom he has a sympathetic connection, similar to the Mind 2 &amp;quot;Beast Control&amp;quot; spell (p. 207), requiring an Instant Action to do so.&lt;br /&gt;
The user can also communicate with such animals in their own language of behaviours, growls, grunts, cues and/or markings. A Presence + Animal Ken roll and instant action is required to communicate simple concepts. She can communicate only the kind of information that another animal of that type could convey to one of its fellow species.&lt;br /&gt;
&lt;br /&gt;
===King of the Beasts (Optional)===&lt;br /&gt;
Prerequisites: Gnosis 3, Life 2, Animal Ken 2&lt;br /&gt;
Animals naturally know the pecking order of things. You assume mankinds rightful place as King of Beasts, no longer separate and aloof as is most of man. You may add your dots if Life as successes to any Animal Ken roll a number of times per Scene equal to your Gnosis.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Scion of a wealthy line of Southern gentry, Daniel is twenty-four now. He Awoke a little over a year ago on family property some miles outside Gainesville, out riding with his favourite falcon Moamyn (named for the Arabic falconer who wrote the original text that, following translation, set the course for European falconry.) Seeing a likely target, he sent Moamyn up after it, and the chased bird seemed suddenly to pick up speed, leading the falcon into the woods of the property.&lt;br /&gt;
&lt;br /&gt;
Concerned, Daniel rode in after them, realising swiftly that these woods were no longer the land he remembered. Still searching for Moamyn, he eventually found him again at the base of what he would later learn was the Watchtower of the Stone Book.&lt;br /&gt;
&lt;br /&gt;
The remainder of the afternoon is a blur, and for the next few days he passed the whole thing off as an attack of sunstroke. Such denial lasted only as long as it took for Mythago to both find him and confront him with the reality of magic.&lt;br /&gt;
&lt;br /&gt;
Explanations from his new mentor sharpened Daniel&#039;s interest in this new world – a world that promised more intrigue and fascination than the slow, almost slothful pace of his family life. He eagerly embraced the notion of the Guardians of the Veil, seeing their structured society as a challenge, as a group of peers for the first time to thrive among, seeing their goal as a logical extension of his upbringing – but now he felt he had the power to put that into practice.&lt;br /&gt;
&lt;br /&gt;
Rapidly fascinated with his mentor&#039;s legacy, Daniel saw the Fathers of the Urban Flock as a way to rise in Guardian standing – until his soul began to shift into their path. By this stage he had already worked with Mythago on binding a spirit into Moamyn (as Daniel sees it – in point of fact Mythago was almost entirely responsible for selection and binding both).&lt;br /&gt;
&lt;br /&gt;
Sent initially as an envoy from Gainesville Consilium to the Atlanta Pentacle, Daniel had been in town for less than two days when he found himself attacked by a member of the Cult of the Doomsday Clock, nearly killed before he managed to escape. Daniel views this assault as an affront to the Gainesville Consilium as well as a direct insult, and as a direct consequence volunteered his services to the Atlanta Consilium in their troubles.&lt;br /&gt;
&lt;br /&gt;
That was not at all long ago...&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
*Gained:7&lt;br /&gt;
*Spent:3&lt;br /&gt;
*Unspent:4&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Gained:12&lt;br /&gt;
*Spent:12&lt;br /&gt;
*Unspent:0&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Falconer&amp;diff=117893</id>
		<title>Character:Falconer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Falconer&amp;diff=117893"/>
		<updated>2009-08-31T03:27:50Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Arcane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player_character]]&lt;br /&gt;
&#039;&#039;&#039;Falconer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Character in [[Mage:_the_Awakening:_A_Civil_War|Mage: The Awakening: A Civil War]], played by Phantom Stranger.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Civilian Name: Daniel Beaumont&lt;br /&gt;
*Virtue: Fortitude (&#039;There is always a way forward&#039;)&lt;br /&gt;
*Vice: Lust (&#039;Life is to be lived&#039;)&lt;br /&gt;
*Path: Thyrsus&lt;br /&gt;
*Legacy: Fathers of the Urban Flock&lt;br /&gt;
*Order: Silver Ladder&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence 2&lt;br /&gt;
*Wits 4 (Wandering Eyes)&lt;br /&gt;
*Resolve 4 (Headstrong)&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength 2&lt;br /&gt;
*Dexterity 2&lt;br /&gt;
*Stamina 3&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence 3&lt;br /&gt;
*Manipulation 2&lt;br /&gt;
*Composure 3&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Academics 2&lt;br /&gt;
*Investigation 1&lt;br /&gt;
*Occult 2&lt;br /&gt;
*Politics (Guardians of the Veil) 2&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics 3&lt;br /&gt;
*Brawl 1&lt;br /&gt;
*Drive 3&lt;br /&gt;
*Larceny 2&lt;br /&gt;
*Stealth (Hunted) 3&lt;br /&gt;
*Survival 2&lt;br /&gt;
===Social===&lt;br /&gt;
*Animal Ken (Falconry) 2&lt;br /&gt;
*Expression 1&lt;br /&gt;
*Socialise 1&lt;br /&gt;
*Streetwise 1&lt;br /&gt;
*Subterfuge 0&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Life 3&lt;br /&gt;
*Spirit 1&lt;br /&gt;
*Space 2&lt;br /&gt;
*Mind 2&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===Magical===&lt;br /&gt;
*High Speech (From Ladder)&lt;br /&gt;
*Familiar 4 ([[Character:Falconer/Moamyn|Moamyn]]) (Falcon/Spirit of the Hunt)&lt;br /&gt;
*Sanctum 2 (Own sanctum)&lt;br /&gt;
*Sanctum 2 (toward group)&lt;br /&gt;
*Hallow 1 (toward group)&lt;br /&gt;
*Mentor 3 (Mythago of the Gainesville Consilium, Thyrsus Guardian and member of the Fathers of the Urban Flock legacy)&lt;br /&gt;
*Status (Silver Ladder) 2&lt;br /&gt;
*Status (Consilium) 1&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Barfly 1&lt;br /&gt;
*Direction Sense 1&lt;br /&gt;
*Resources 3 (Second son of the Gainesville Beaumonts)&lt;br /&gt;
&lt;br /&gt;
(4 merit points remaining, to be spent on Rotes)&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
*Fleshless Speech (Spirit 1, p. 246)&lt;br /&gt;
*Organic Resilience (Life 2, p. 183)&lt;br /&gt;
*Remote Viewing (Space 2, p. 235)&lt;br /&gt;
*Third Eye (Mind 1, p. 206)&lt;br /&gt;
*The Hidden Hunter (Mind 2, Space 2, similar effect to the &#039;Forever Stranger&#039; rote [p.208] but cast on an animal, Wits + Animal Ken + Mind)&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Dedicated Magical Tool: Worn, battered, slightly torn falconer&#039;s glove&lt;br /&gt;
*Nimbus: A gleaming sunbeam with, in the centre, dark, concealed motion.&lt;br /&gt;
*Gnosis: 3&lt;br /&gt;
*Wisdom 6&lt;br /&gt;
*Willpower 8&lt;br /&gt;
*[http://invisiblecastle.com/roller/search/449881 Rolls]&lt;br /&gt;
&lt;br /&gt;
==Legacy: Fathers of the Urban Flock==&lt;br /&gt;
&lt;br /&gt;
Attainment:&lt;br /&gt;
===Vermin Have Their Uses===&lt;br /&gt;
Prerequisites: Gnosis 3, Mind 2 (primary), Space 2, Animal Ken 2&lt;br /&gt;
The mage can reach out to a city-dwelling animal with whom he has a sympathetic connection, similar to the Mind 2 &amp;quot;Beast Control&amp;quot; spell (p. 207), requiring an Instant Action to do so.&lt;br /&gt;
The user can also communicate with such animals in their own language of behaviours, growls, grunts, cues and/or markings. A Presence + Animal Ken roll and instant action is required to communicate simple concepts. She can communicate only the kind of information that another animal of that type could convey to one of its fellow species.&lt;br /&gt;
&lt;br /&gt;
===King of the Beasts (Optional)===&lt;br /&gt;
Prerequisites: Gnosis 3, Life 2, Animal Ken 2&lt;br /&gt;
Animals naturally know the pecking order of things. You assume mankinds rightful place as King of Beasts, no longer separate and aloof as is most of man. You may add your dots if Life as successes to any Animal Ken roll a number of times per Scene equal to your Gnosis.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Scion of a wealthy line of Southern gentry, Daniel is twenty-four now. He Awoke a little over a year ago on family property some miles outside Gainesville, out riding with his favourite falcon Moamyn (named for the Arabic falconer who wrote the original text that, following translation, set the course for European falconry.) Seeing a likely target, he sent Moamyn up after it, and the chased bird seemed suddenly to pick up speed, leading the falcon into the woods of the property.&lt;br /&gt;
&lt;br /&gt;
Concerned, Daniel rode in after them, realising swiftly that these woods were no longer the land he remembered. Still searching for Moamyn, he eventually found him again at the base of what he would later learn was the Watchtower of the Stone Book.&lt;br /&gt;
&lt;br /&gt;
The remainder of the afternoon is a blur, and for the next few days he passed the whole thing off as an attack of sunstroke. Such denial lasted only as long as it took for Mythago to both find him and confront him with the reality of magic.&lt;br /&gt;
&lt;br /&gt;
Explanations from his new mentor sharpened Daniel&#039;s interest in this new world – a world that promised more intrigue and fascination than the slow, almost slothful pace of his family life. He eagerly embraced the notion of the Guardians of the Veil, seeing their structured society as a challenge, as a group of peers for the first time to thrive among, seeing their goal as a logical extension of his upbringing – but now he felt he had the power to put that into practice.&lt;br /&gt;
&lt;br /&gt;
Rapidly fascinated with his mentor&#039;s legacy, Daniel saw the Fathers of the Urban Flock as a way to rise in Guardian standing – until his soul began to shift into their path. By this stage he had already worked with Mythago on binding a spirit into Moamyn (as Daniel sees it – in point of fact Mythago was almost entirely responsible for selection and binding both).&lt;br /&gt;
&lt;br /&gt;
Sent initially as an envoy from Gainesville Consilium to the Atlanta Pentacle, Daniel had been in town for less than two days when he found himself attacked by a member of the Cult of the Doomsday Clock, nearly killed before he managed to escape. Daniel views this assault as an affront to the Gainesville Consilium as well as a direct insult, and as a direct consequence volunteered his services to the Atlanta Consilium in their troubles.&lt;br /&gt;
&lt;br /&gt;
That was not at all long ago...&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
*Gained:7&lt;br /&gt;
*Spent:3&lt;br /&gt;
*Unspent:4&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Gained:2&lt;br /&gt;
*Spent:&lt;br /&gt;
*Unspent:2&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Falconer&amp;diff=117892</id>
		<title>Character:Falconer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Falconer&amp;diff=117892"/>
		<updated>2009-08-31T03:27:00Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Arcana */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player_character]]&lt;br /&gt;
&#039;&#039;&#039;Falconer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Character in [[Mage:_the_Awakening:_A_Civil_War|Mage: The Awakening: A Civil War]], played by Phantom Stranger.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Civilian Name: Daniel Beaumont&lt;br /&gt;
*Virtue: Fortitude (&#039;There is always a way forward&#039;)&lt;br /&gt;
*Vice: Lust (&#039;Life is to be lived&#039;)&lt;br /&gt;
*Path: Thyrsus&lt;br /&gt;
*Legacy: Fathers of the Urban Flock&lt;br /&gt;
*Order: Silver Ladder&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence 2&lt;br /&gt;
*Wits 4 (Wandering Eyes)&lt;br /&gt;
*Resolve 4 (Headstrong)&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength 2&lt;br /&gt;
*Dexterity 2&lt;br /&gt;
*Stamina 3&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence 3&lt;br /&gt;
*Manipulation 2&lt;br /&gt;
*Composure 3&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Academics 2&lt;br /&gt;
*Investigation 1&lt;br /&gt;
*Occult 2&lt;br /&gt;
*Politics (Guardians of the Veil) 2&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics 3&lt;br /&gt;
*Brawl 1&lt;br /&gt;
*Drive 3&lt;br /&gt;
*Larceny 2&lt;br /&gt;
*Stealth (Hunted) 3&lt;br /&gt;
*Survival 2&lt;br /&gt;
===Social===&lt;br /&gt;
*Animal Ken (Falconry) 2&lt;br /&gt;
*Expression 1&lt;br /&gt;
*Socialise 1&lt;br /&gt;
*Streetwise 1&lt;br /&gt;
*Subterfuge 0&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Life 3&lt;br /&gt;
*Spirit 1&lt;br /&gt;
*Space 2&lt;br /&gt;
*Mind 2&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===Magical===&lt;br /&gt;
*High Speech (From Ladder)&lt;br /&gt;
*Familiar 4 ([[Character:Falconer/Moamyn|Moamyn]]) (Falcon/Spirit of the Hunt)&lt;br /&gt;
*Sanctum 2 (Own sanctum)&lt;br /&gt;
*Sanctum 2 (toward group)&lt;br /&gt;
*Hallow 1 (toward group)&lt;br /&gt;
*Mentor 3 (Mythago of the Gainesville Consilium, Thyrsus Guardian and member of the Fathers of the Urban Flock legacy)&lt;br /&gt;
*Status (Silver Ladder) 2&lt;br /&gt;
*Status (Consilium) 1&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Barfly 1&lt;br /&gt;
*Direction Sense 1&lt;br /&gt;
*Resources 3 (Second son of the Gainesville Beaumonts)&lt;br /&gt;
&lt;br /&gt;
(4 merit points remaining, to be spent on Rotes)&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
*Fleshless Speech (Spirit 1, p. 246)&lt;br /&gt;
*Organic Resilience (Life 2, p. 183)&lt;br /&gt;
*Remote Viewing (Space 2, p. 235)&lt;br /&gt;
*Third Eye (Mind 1, p. 206)&lt;br /&gt;
*The Hidden Hunter (Mind 2, Space 2, similar effect to the &#039;Forever Stranger&#039; rote [p.208] but cast on an animal, Wits + Animal Ken + Mind)&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Dedicated Magical Tool: Worn, battered, slightly torn falconer&#039;s glove&lt;br /&gt;
*Nimbus: A gleaming sunbeam with, in the centre, dark, concealed motion.&lt;br /&gt;
*Gnosis: 3&lt;br /&gt;
*Wisdom 6&lt;br /&gt;
*Willpower 8&lt;br /&gt;
*[http://invisiblecastle.com/roller/search/449881 Rolls]&lt;br /&gt;
&lt;br /&gt;
==Legacy: Fathers of the Urban Flock==&lt;br /&gt;
&lt;br /&gt;
Attainment:&lt;br /&gt;
===Vermin Have Their Uses===&lt;br /&gt;
Prerequisites: Gnosis 3, Mind 2 (primary), Space 2, Animal Ken 2&lt;br /&gt;
The mage can reach out to a city-dwelling animal with whom he has a sympathetic connection, similar to the Mind 2 &amp;quot;Beast Control&amp;quot; spell (p. 207), requiring an Instant Action to do so.&lt;br /&gt;
The user can also communicate with such animals in their own language of behaviours, growls, grunts, cues and/or markings. A Presence + Animal Ken roll and instant action is required to communicate simple concepts. She can communicate only the kind of information that another animal of that type could convey to one of its fellow species.&lt;br /&gt;
&lt;br /&gt;
===King of the Beasts (Optional)===&lt;br /&gt;
Prerequisites: Gnosis 3, Life 2, Animal Ken 2&lt;br /&gt;
Animals naturally know the pecking order of things. You assume mankinds rightful place as King of Beasts, no longer separate and aloof as is most of man. You may add your dots if Life as successes to any Animal Ken roll a number of times per Scene equal to your Gnosis.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Scion of a wealthy line of Southern gentry, Daniel is twenty-four now. He Awoke a little over a year ago on family property some miles outside Gainesville, out riding with his favourite falcon Moamyn (named for the Arabic falconer who wrote the original text that, following translation, set the course for European falconry.) Seeing a likely target, he sent Moamyn up after it, and the chased bird seemed suddenly to pick up speed, leading the falcon into the woods of the property.&lt;br /&gt;
&lt;br /&gt;
Concerned, Daniel rode in after them, realising swiftly that these woods were no longer the land he remembered. Still searching for Moamyn, he eventually found him again at the base of what he would later learn was the Watchtower of the Stone Book.&lt;br /&gt;
&lt;br /&gt;
The remainder of the afternoon is a blur, and for the next few days he passed the whole thing off as an attack of sunstroke. Such denial lasted only as long as it took for Mythago to both find him and confront him with the reality of magic.&lt;br /&gt;
&lt;br /&gt;
Explanations from his new mentor sharpened Daniel&#039;s interest in this new world – a world that promised more intrigue and fascination than the slow, almost slothful pace of his family life. He eagerly embraced the notion of the Guardians of the Veil, seeing their structured society as a challenge, as a group of peers for the first time to thrive among, seeing their goal as a logical extension of his upbringing – but now he felt he had the power to put that into practice.&lt;br /&gt;
&lt;br /&gt;
Rapidly fascinated with his mentor&#039;s legacy, Daniel saw the Fathers of the Urban Flock as a way to rise in Guardian standing – until his soul began to shift into their path. By this stage he had already worked with Mythago on binding a spirit into Moamyn (as Daniel sees it – in point of fact Mythago was almost entirely responsible for selection and binding both).&lt;br /&gt;
&lt;br /&gt;
Sent initially as an envoy from Gainesville Consilium to the Atlanta Pentacle, Daniel had been in town for less than two days when he found himself attacked by a member of the Cult of the Doomsday Clock, nearly killed before he managed to escape. Daniel views this assault as an affront to the Gainesville Consilium as well as a direct insult, and as a direct consequence volunteered his services to the Atlanta Consilium in their troubles.&lt;br /&gt;
&lt;br /&gt;
That was not at all long ago...&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
*Gained:2&lt;br /&gt;
*Spent:&lt;br /&gt;
*Unspent:2&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Gained:2&lt;br /&gt;
*Spent:&lt;br /&gt;
*Unspent:2&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102224</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102224"/>
		<updated>2009-02-06T21:39:55Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Simon Jordan&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Player: Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Class: Sleuth 6&lt;br /&gt;
&lt;br /&gt;
Reputation: 45&lt;br /&gt;
&lt;br /&gt;
XP: 14379  XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 143 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular specialty in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (Personal Mission (Root out Jonathan Roberts&#039; replacement in the Cartel hierarchy and bring him down) Preferred objective types: (Identification, Incrimination, Neutralisation)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 17 (+3)&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: 46&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2&lt;br /&gt;
&lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +8&lt;br /&gt;
&lt;br /&gt;
Request Check: +7&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 15&lt;br /&gt;
&lt;br /&gt;
Initiative: +5&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +4&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (Forte), Edged, Submachine Gun, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Walther PPK .380 ACP, Damage 2d4 Error/Threat 1–2/20, Ammo 7M8, Recoil 13, Range 15 ft., Size D/1h, Qualities DST, Weight 1.3 lbs&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills &lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30)&lt;br /&gt;
 &lt;br /&gt;
Blend* +5/+6 (4 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Bluff +13 (8 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe, Northern America, Eastern Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles, Rotary-Wing Aircraft) +3 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Impress +13 (8 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Intimidate +3/+6 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Investigation +14/+13 (8 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +9/+8 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +15 (9 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +10/+7 (7 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 14 (9 ranks, 19-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +13/+14 (7 ranks, 18-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sneak +6/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Streetwise +9/+8 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
- Cross-class skills &lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles, Literature&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Investigation, +2 Sense Motive, +2 Sense Motive threat range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Sympathetic: Each time you spend 1 action die to boost a Charisma- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Sleuth’s bonus of 1d4 becomes 2d4).&lt;br /&gt;
&lt;br /&gt;
Human Nature: At Level 1, each time you fail an Investigation or Sense Motive 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;
Sources I (Dossier): At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Little Details 1/Session: At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Elementary (Inner Drive) - Your maximum vitality points increase by an amount equal to your class level, and your maximum wound points increase by an amount equal to your Charisma modifier (minimum +1)&lt;br /&gt;
&lt;br /&gt;
Perceptive +1 - At level 6, your Wisdom score rises by 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Observer: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action as a half action.&lt;br /&gt;
&lt;br /&gt;
Talented (Actor): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places: You can quickly plug into any local network, scouting the lay of the land. Soon, it’s as if you’ve been operating there forever. At Level 1, the time and money required for you to perform any Canvass Area check are reduced to 1/2 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/2 standard (rounded down, minimum 1 hour).&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers: At Level 6, when you undertake a Complex Task for which Analysis, Investigation, or Search is the key skill, the starting number of Challenges decreases by your Wisdom modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution: Your powers of persuasion are so great you can talk people out of anything, including open hostility. At Level 8, once per scene, you may choose a number of standard NPCs equal to your career level × your Charisma modifier. As a full action, you may target these NPCs with an Impress check (DC 10 + the highest Will save among the targets). With success, a number of targets equal to twice the amount by which you beat the DC immediately halt all hostile action towards you, your teammates, and one another, and take no new hostile action against these people for a number of minutes equal to your class level, so long as you continue to speak calmly and no one makes hostile or threatening actions toward them (e.g. drawing or raising a weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I: You maintain contact with diverse friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive. He shows up 1d6 hours after he’s summoned and helps with 1 task that may be completed by the end of the current scene. The friend is a Tier I standard NPC of any type, chosen when you summon him (see page 453). He possesses a Grade VIII skill of your choice (see page 443), as well as 1 Caliber I gear pick of your choice. This item leaves with the friend at the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Associate: Deep Cover I:  You take extra precautions every time you go undercover. At Level 1, the Power Rating of each cover identity you create or request increases by 1 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
Confederate: Backup II&lt;br /&gt;
&lt;br /&gt;
Partner: Security Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 5&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (-1 Appearance modifier)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
Possessions 5 (Forensics Kit II, Feat Training II (Tracking Basics), Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I, Skill Training I (Survival), Commercial Grade Video Camera III)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I&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;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102223</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102223"/>
		<updated>2009-02-06T21:39:05Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Simon Jordan&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Player: Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Class: Sleuth 6&lt;br /&gt;
&lt;br /&gt;
Reputation: 45&lt;br /&gt;
&lt;br /&gt;
XP: 14379  XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 143 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular specialty in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (Personal Mission (Root out Jonathan Roberts&#039; replacement in the Cartel hierarchy and bring him down) Preferred objective types: (Identification, Incrimination, Neutralisation)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 17 (+3)&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: 46&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2&lt;br /&gt;
&lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +8&lt;br /&gt;
&lt;br /&gt;
Request Check: +7&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 15&lt;br /&gt;
&lt;br /&gt;
Initiative: +5&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +4&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (Forte), Edged, Submachine Gun, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Walther PPK .380 ACP, Damage 2d4 Error/Threat 1–2/20, Ammo 7M8, Recoil 13, Range 15 ft., Size D/1h, Qualities DST, Weight 1.3 lbs&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
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Armor and Protective Gear:&lt;br /&gt;
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Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills &lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30)&lt;br /&gt;
 &lt;br /&gt;
Blend* +5/+6 (4 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Bluff +13 (8 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe, Northern America, Eastern Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles, Rotary-Wing Aircraft) +3 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Impress +13 (8 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Intimidate +3/+6 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Investigation +14/+13 (8 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +9/+8 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +15 (9 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +10/+7 (7 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 14 (9 ranks, 19-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +13/+14 (7 ranks, 18-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sneak +6/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Streetwise +9/+8 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
- Cross-class skills &lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles, Literature&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Investigation, +2 Sense Motive, +2 Sense Motive threat range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Sympathetic: Each time you spend 1 action die to boost a Charisma- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Sleuth’s bonus of 1d4 becomes 2d4).&lt;br /&gt;
&lt;br /&gt;
Human Nature: At Level 1, each time you fail an Investigation or Sense Motive 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;
Sources I (Dossier): At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Little Details 1/Session: At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Elementary (Inner Drive) - Your maximum vitality points increase by an amount equal to your class level, and your maximum wound points increase by an amount equal to your Charisma modifier (minimum +1)&lt;br /&gt;
&lt;br /&gt;
Perceptive +1 - At level 6, your Wisdom score rises by 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Observer: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action as a half action.&lt;br /&gt;
&lt;br /&gt;
Talented (Actor): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places: You can quickly plug into any local network, scouting the lay of the land. Soon, it’s as if you’ve been operating there forever. At Level 1, the time and money required for you to perform any Canvass Area check are reduced to 1/2 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/2 standard (rounded down, minimum 1 hour).&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers: At Level 6, when you undertake a Complex Task for which Analysis, Investigation, or Search is the key skill, the starting number of Challenges decreases by your Wisdom modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution: Your powers of persuasion are so great you can talk people out of anything, including open hostility. At Level 8, once per scene, you may choose a number of standard NPCs equal to your career level × your Charisma modifier. As a full action, you may target these NPCs with an Impress check (DC 10 + the highest Will save among the targets). With success, a number of targets equal to twice the amount by which you beat the DC immediately halt all hostile action towards you, your teammates, and one another, and take no new hostile action against these people for a number of minutes equal to your class level, so long as you continue to speak calmly and no one makes hostile or threatening actions toward them (e.g. drawing or raising a weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I: You maintain contact with diverse friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive. He shows up 1d6 hours after he’s summoned and helps with 1 task that may be completed by the end of the current scene. The friend is a Tier I standard NPC of any type, chosen when you summon him (see page 453). He possesses a Grade VIII skill of your choice (see page 443), as well as 1 Caliber I gear pick of your choice. This item leaves with the friend at the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Associate: Deep Cover I:  You take extra precautions every time you go undercover. At Level 1, the Power Rating of each cover identity you create or request increases by 1 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (-1 Appearance modifier)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 5 (Forensics Kit II, Feat Training II (Tracking Basics), Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I, Skill Training I (Survival), Commercial Grade Video Camera III)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I&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;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102222</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102222"/>
		<updated>2009-02-06T21:36:11Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Simon Jordan&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Player: Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Class: Sleuth 6&lt;br /&gt;
&lt;br /&gt;
Reputation: 45&lt;br /&gt;
&lt;br /&gt;
XP: 14379  XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 143 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular specialty in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (Personal Mission (Root out Jonathan Roberts&#039; replacement in the Cartel hierarchy and bring him down) Preferred objective types: (Identification, Incrimination, Neutralisation)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 17 (+3)&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: 46&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2&lt;br /&gt;
&lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +8&lt;br /&gt;
&lt;br /&gt;
Request Check: +7&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 15&lt;br /&gt;
&lt;br /&gt;
Initiative: +5&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +4&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (Forte), Edged, Submachine Gun, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Walther PPK .380 ACP, Damage 2d4 Error/Threat 1–2/20, Ammo 7M8, Recoil 13, Range 15 ft., Size D/1h, Qualities DST, Weight 1.3 lbs&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Skills &lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30)&lt;br /&gt;
 &lt;br /&gt;
Blend* +5/+6 (4 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Bluff +13 (8 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe, Northern America, Eastern Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles, Rotary-Wing Aircraft) +3 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Impress +13 (8 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Intimidate +3/+6 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Investigation +14/+13 (8 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +9/+8 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +15 (9 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +10/+7 (7 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 14 (9 ranks, 19-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +13/+14 (7 ranks, 18-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sneak +6/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Streetwise +9/+8 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
- Cross-class skills &lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles, Literature&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Investigation, +2 Sense Motive, +2 Sense Motive threat range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Sympathetic: Each time you spend 1 action die to boost a Charisma- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Sleuth’s bonus of 1d4 becomes 2d4).&lt;br /&gt;
&lt;br /&gt;
Human Nature: At Level 1, each time you fail an Investigation or Sense Motive 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;
Sources I (Dossier): At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Little Details 1/Session: At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Elementary (Inner Drive) - Your maximum vitality points increase by an amount equal to your class level, and your maximum wound points increase by an amount equal to your Charisma modifier (minimum +1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Observer: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action as a half action.&lt;br /&gt;
&lt;br /&gt;
Talented (Actor): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places: You can quickly plug into any local network, scouting the lay of the land. Soon, it’s as if you’ve been operating there forever. At Level 1, the time and money required for you to perform any Canvass Area check are reduced to 1/2 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/2 standard (rounded down, minimum 1 hour).&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers: At Level 6, when you undertake a Complex Task for which Analysis, Investigation, or Search is the key skill, the starting number of Challenges decreases by your Wisdom modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution: Your powers of persuasion are so great you can talk people out of anything, including open hostility. At Level 8, once per scene, you may choose a number of standard NPCs equal to your career level × your Charisma modifier. As a full action, you may target these NPCs with an Impress check (DC 10 + the highest Will save among the targets). With success, a number of targets equal to twice the amount by which you beat the DC immediately halt all hostile action towards you, your teammates, and one another, and take no new hostile action against these people for a number of minutes equal to your class level, so long as you continue to speak calmly and no one makes hostile or threatening actions toward them (e.g. drawing or raising a weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I: You maintain contact with diverse friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive. He shows up 1d6 hours after he’s summoned and helps with 1 task that may be completed by the end of the current scene. The friend is a Tier I standard NPC of any type, chosen when you summon him (see page 453). He possesses a Grade VIII skill of your choice (see page 443), as well as 1 Caliber I gear pick of your choice. This item leaves with the friend at the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Associate: Deep Cover I:  You take extra precautions every time you go undercover. At Level 1, the Power Rating of each cover identity you create or request increases by 1 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (-1 Appearance modifier)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 5 (Forensics Kit II, Feat Training II (Tracking Basics), Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I, Skill Training I (Survival), Commercial Grade Video Camera III)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I&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;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102221</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102221"/>
		<updated>2009-02-06T21:35:11Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Derived Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Simon Jordan&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Player: Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Class: Sleuth 6&lt;br /&gt;
&lt;br /&gt;
Reputation: 45&lt;br /&gt;
&lt;br /&gt;
XP: 14379  XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 143 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular specialty in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (Personal Mission (Root out Jonathan Roberts&#039; replacement in the Cartel hierarchy and bring him down) Preferred objective types: (Identification, Incrimination, Neutralisation)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 17 (+3)&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: 46&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2&lt;br /&gt;
&lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +8&lt;br /&gt;
&lt;br /&gt;
Request Check: +7&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 15&lt;br /&gt;
&lt;br /&gt;
Initiative: +5&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +4&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +5&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (Forte), Edged, Submachine Gun, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Walther PPK .380 ACP, Damage 2d4 Error/Threat 1–2/20, Ammo 7M8, Recoil 13, Range 15 ft., Size D/1h, Qualities DST, Weight 1.3 lbs&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30)&lt;br /&gt;
 &lt;br /&gt;
Blend* +4/+5 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Bluff +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe, North America, Eastern Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles, rotary-wing aircraft) +3 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Impress +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Intimidate +3/+6 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Investigation +11/+10 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +13 (8 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +9/+6 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 13 (8 ranks, 19-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +12/+13 (7 ranks, 18-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sneak +5/+6 (4 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
* - Cross-class skills &lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Investigation, +2 Sense Motive, +2 Sense Motive threat range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Sympathetic: Each time you spend 1 action die to boost a Charisma- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Sleuth’s bonus of 1d4 becomes 2d4).&lt;br /&gt;
&lt;br /&gt;
Human Nature: At Level 1, each time you fail an Investigation or Sense Motive 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;
Sources I (Dossier): At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Little Details 1/Session: At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Elementary (Inner Drive) - Your maximum vitality points increase by an amount equal to your class level, and your maximum wound points increase by an amount equal to your Charisma modifier (minimum +1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Observer: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action as a half action.&lt;br /&gt;
&lt;br /&gt;
Talented (Actor): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places: You can quickly plug into any local network, scouting the lay of the land. Soon, it’s as if you’ve been operating there forever. At Level 1, the time and money required for you to perform any Canvass Area check are reduced to 1/2 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/2 standard (rounded down, minimum 1 hour).&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers: At Level 6, when you undertake a Complex Task for which Analysis, Investigation, or Search is the key skill, the starting number of Challenges decreases by your Wisdom modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution: Your powers of persuasion are so great you can talk people out of anything, including open hostility. At Level 8, once per scene, you may choose a number of standard NPCs equal to your career level × your Charisma modifier. As a full action, you may target these NPCs with an Impress check (DC 10 + the highest Will save among the targets). With success, a number of targets equal to twice the amount by which you beat the DC immediately halt all hostile action towards you, your teammates, and one another, and take no new hostile action against these people for a number of minutes equal to your class level, so long as you continue to speak calmly and no one makes hostile or threatening actions toward them (e.g. drawing or raising a weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I: You maintain contact with diverse friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive. He shows up 1d6 hours after he’s summoned and helps with 1 task that may be completed by the end of the current scene. The friend is a Tier I standard NPC of any type, chosen when you summon him (see page 453). He possesses a Grade VIII skill of your choice (see page 443), as well as 1 Caliber I gear pick of your choice. This item leaves with the friend at the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Associate: Deep Cover I:  You take extra precautions every time you go undercover. At Level 1, the Power Rating of each cover identity you create or request increases by 1 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (-1 Appearance modifier)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 5 (Forensics Kit II, Feat Training II (Tracking Basics), Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I, Skill Training I (Survival), Commercial Grade Video Camera III)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I&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;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102220</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102220"/>
		<updated>2009-02-06T21:34:13Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Simon Jordan&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Player: Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Class: Sleuth 6&lt;br /&gt;
&lt;br /&gt;
Reputation: 45&lt;br /&gt;
&lt;br /&gt;
XP: 14379  XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 143 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular specialty in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (Personal Mission (Root out Jonathan Roberts&#039; replacement in the Cartel hierarchy and bring him down) Preferred objective types: (Identification, Incrimination, Neutralisation)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 17 (+3)&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: 40&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1&lt;br /&gt;
&lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +6&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (Forte), Edged, Submachine Gun, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Walther PPK .380 ACP, Damage 2d4 Error/Threat 1–2/20, Ammo 7M8, Recoil 13, Range 15 ft., Size D/1h, Qualities DST, Weight 1.3 lbs&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30)&lt;br /&gt;
 &lt;br /&gt;
Blend* +4/+5 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Bluff +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe, North America, Eastern Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles, rotary-wing aircraft) +3 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Impress +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Intimidate +3/+6 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Investigation +11/+10 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +13 (8 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +9/+6 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 13 (8 ranks, 19-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +12/+13 (7 ranks, 18-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sneak +5/+6 (4 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
* - Cross-class skills &lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Investigation, +2 Sense Motive, +2 Sense Motive threat range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Sympathetic: Each time you spend 1 action die to boost a Charisma- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Sleuth’s bonus of 1d4 becomes 2d4).&lt;br /&gt;
&lt;br /&gt;
Human Nature: At Level 1, each time you fail an Investigation or Sense Motive 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;
Sources I (Dossier): At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Little Details 1/Session: At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Elementary (Inner Drive) - Your maximum vitality points increase by an amount equal to your class level, and your maximum wound points increase by an amount equal to your Charisma modifier (minimum +1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Observer: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action as a half action.&lt;br /&gt;
&lt;br /&gt;
Talented (Actor): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places: You can quickly plug into any local network, scouting the lay of the land. Soon, it’s as if you’ve been operating there forever. At Level 1, the time and money required for you to perform any Canvass Area check are reduced to 1/2 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/2 standard (rounded down, minimum 1 hour).&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers: At Level 6, when you undertake a Complex Task for which Analysis, Investigation, or Search is the key skill, the starting number of Challenges decreases by your Wisdom modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution: Your powers of persuasion are so great you can talk people out of anything, including open hostility. At Level 8, once per scene, you may choose a number of standard NPCs equal to your career level × your Charisma modifier. As a full action, you may target these NPCs with an Impress check (DC 10 + the highest Will save among the targets). With success, a number of targets equal to twice the amount by which you beat the DC immediately halt all hostile action towards you, your teammates, and one another, and take no new hostile action against these people for a number of minutes equal to your class level, so long as you continue to speak calmly and no one makes hostile or threatening actions toward them (e.g. drawing or raising a weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I: You maintain contact with diverse friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive. He shows up 1d6 hours after he’s summoned and helps with 1 task that may be completed by the end of the current scene. The friend is a Tier I standard NPC of any type, chosen when you summon him (see page 453). He possesses a Grade VIII skill of your choice (see page 443), as well as 1 Caliber I gear pick of your choice. This item leaves with the friend at the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Associate: Deep Cover I:  You take extra precautions every time you go undercover. At Level 1, the Power Rating of each cover identity you create or request increases by 1 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (-1 Appearance modifier)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 5 (Forensics Kit II, Feat Training II (Tracking Basics), Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I, Skill Training I (Survival), Commercial Grade Video Camera III)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I&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;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102219</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=102219"/>
		<updated>2009-02-06T21:33:35Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Simon Jordan&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Player: Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Class: Sleuth 6&lt;br /&gt;
&lt;br /&gt;
Reputation: 45&lt;br /&gt;
&lt;br /&gt;
XP: 14379  XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 143 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular specialty in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (Personal Mission (Root out Jonathan Roberts&#039; replacement in the Cartel hierarchy and bring him down) Preferred objective types: (Identification, Incrimination, Neutralisation)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+3)&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: 40&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1&lt;br /&gt;
&lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +6&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (Forte), Edged, Submachine Gun, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Walther PPK .380 ACP, Damage 2d4 Error/Threat 1–2/20, Ammo 7M8, Recoil 13, Range 15 ft., Size D/1h, Qualities DST, Weight 1.3 lbs&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30)&lt;br /&gt;
 &lt;br /&gt;
Blend* +4/+5 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Bluff +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe, North America, Eastern Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles, rotary-wing aircraft) +3 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Impress +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Intimidate +3/+6 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Investigation +11/+10 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +13 (8 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +9/+6 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 13 (8 ranks, 19-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +12/+13 (7 ranks, 18-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sneak +5/+6 (4 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
* - Cross-class skills &lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Investigation, +2 Sense Motive, +2 Sense Motive threat range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Sympathetic: Each time you spend 1 action die to boost a Charisma- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Sleuth’s bonus of 1d4 becomes 2d4).&lt;br /&gt;
&lt;br /&gt;
Human Nature: At Level 1, each time you fail an Investigation or Sense Motive 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;
Sources I (Dossier): At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Little Details 1/Session: At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Elementary (Inner Drive) - Your maximum vitality points increase by an amount equal to your class level, and your maximum wound points increase by an amount equal to your Charisma modifier (minimum +1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Observer: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action as a half action.&lt;br /&gt;
&lt;br /&gt;
Talented (Actor): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places: You can quickly plug into any local network, scouting the lay of the land. Soon, it’s as if you’ve been operating there forever. At Level 1, the time and money required for you to perform any Canvass Area check are reduced to 1/2 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/2 standard (rounded down, minimum 1 hour).&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers: At Level 6, when you undertake a Complex Task for which Analysis, Investigation, or Search is the key skill, the starting number of Challenges decreases by your Wisdom modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution: Your powers of persuasion are so great you can talk people out of anything, including open hostility. At Level 8, once per scene, you may choose a number of standard NPCs equal to your career level × your Charisma modifier. As a full action, you may target these NPCs with an Impress check (DC 10 + the highest Will save among the targets). With success, a number of targets equal to twice the amount by which you beat the DC immediately halt all hostile action towards you, your teammates, and one another, and take no new hostile action against these people for a number of minutes equal to your class level, so long as you continue to speak calmly and no one makes hostile or threatening actions toward them (e.g. drawing or raising a weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I: You maintain contact with diverse friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive. He shows up 1d6 hours after he’s summoned and helps with 1 task that may be completed by the end of the current scene. The friend is a Tier I standard NPC of any type, chosen when you summon him (see page 453). He possesses a Grade VIII skill of your choice (see page 443), as well as 1 Caliber I gear pick of your choice. This item leaves with the friend at the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Associate: Deep Cover I:  You take extra precautions every time you go undercover. At Level 1, the Power Rating of each cover identity you create or request increases by 1 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (-1 Appearance modifier)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 5 (Forensics Kit II, Feat Training II (Tracking Basics), Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I, Skill Training I (Survival), Commercial Grade Video Camera III)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I&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;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=91325</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=91325"/>
		<updated>2008-09-05T19:23:14Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Currently Carrying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Simon Jordan&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Player: Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Class: Sleuth 5&lt;br /&gt;
&lt;br /&gt;
Reputation: 30&lt;br /&gt;
&lt;br /&gt;
XP: 14379  XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 143 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular specialty in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (Jonathan Roberts, former partner in MI6, defected to a terrorist group, mirrors Simon&#039;s career, has been seeding disinformation to the NSA and MI6 about Simon being aligned with him)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+3)&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: 40&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1&lt;br /&gt;
&lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +6&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (Forte), Edged, Submachine Gun, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Walther PPK .380 ACP, Damage 2d4 Error/Threat 1–2/20, Ammo 7M8, Recoil 13, Range 15 ft., Size D/1h, Qualities DST, Weight 1.3 lbs&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30)&lt;br /&gt;
 &lt;br /&gt;
Blend* +4/+5 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Bluff +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe, North America, Eastern Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles, rotary-wing aircraft) +3 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Impress +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Intimidate +3/+6 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Investigation +11/+10 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +13 (8 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +9/+6 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 13 (8 ranks, 19-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +12/+13 (7 ranks, 18-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sneak +5/+6 (4 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
* - Cross-class skills &lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Investigation, +2 Sense Motive, +2 Sense Motive threat range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Sympathetic: Each time you spend 1 action die to boost a Charisma- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Sleuth’s bonus of 1d4 becomes 2d4).&lt;br /&gt;
&lt;br /&gt;
Human Nature: At Level 1, each time you fail an Investigation or Sense Motive 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;
Sources I (Dossier): At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Little Details 1/Session: At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Elementary (Inner Drive) - Your maximum vitality points increase by an amount equal to your class level, and your maximum wound points increase by an amount equal to your Charisma modifier (minimum +1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Observer: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action as a half action.&lt;br /&gt;
&lt;br /&gt;
Talented (Actor): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places: You can quickly plug into any local network, scouting the lay of the land. Soon, it’s as if you’ve been operating there forever. At Level 1, the time and money required for you to perform any Canvass Area check are reduced to 1/2 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/2 standard (rounded down, minimum 1 hour).&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers: At Level 6, when you undertake a Complex Task for which Analysis, Investigation, or Search is the key skill, the starting number of Challenges decreases by your Wisdom modifier (minimum 1).&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution: Your powers of persuasion are so great you can talk people out of anything, including open hostility. At Level 8, once per scene, you may choose a number of standard NPCs equal to your career level × your Charisma modifier. As a full action, you may target these NPCs with an Impress check (DC 10 + the highest Will save among the targets). With success, a number of targets equal to twice the amount by which you beat the DC immediately halt all hostile action towards you, your teammates, and one another, and take no new hostile action against these people for a number of minutes equal to your class level, so long as you continue to speak calmly and no one makes hostile or threatening actions toward them (e.g. drawing or raising a weapon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I: You maintain contact with diverse friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive. He shows up 1d6 hours after he’s summoned and helps with 1 task that may be completed by the end of the current scene. The friend is a Tier I standard NPC of any type, chosen when you summon him (see page 453). He possesses a Grade VIII skill of your choice (see page 443), as well as 1 Caliber I gear pick of your choice. This item leaves with the friend at the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Associate: Deep Cover I:  You take extra precautions every time you go undercover. At Level 1, the Power Rating of each cover identity you create or request increases by 1 (maximum 10).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (-1 Appearance modifier)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 5 (Forensics Kit II, Feat Training II (Tracking Basics), Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I, Skill Training I (Survival), Commercial Grade Video Camera III)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I&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;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=88917</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=88917"/>
		<updated>2008-08-10T23:54:14Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Simon Jordan&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Player: Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Class: Sleuth 5&lt;br /&gt;
&lt;br /&gt;
Reputation: 30&lt;br /&gt;
&lt;br /&gt;
XP: 14379  XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 143 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular specialty in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (Jonathan Roberts, former partner in MI6, defected to a terrorist group, mirrors Simon&#039;s career, has been seeding disinformation to the NSA and MI6 about Simon being aligned with him)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+3)&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: 40&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1&lt;br /&gt;
&lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +6&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (Forte), Edged, Submachine Gun, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Walther PPK .380 ACP, Damage 2d4 Error/Threat 1–2/20, Ammo 7M8, Recoil 13, Range 15 ft., Size D/1h, Qualities DST, Weight 1.3 lbs&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear:&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30)&lt;br /&gt;
 &lt;br /&gt;
Blend* +4/+5 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Bluff +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe, North America, Eastern Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles, rotary-wing aircraft) +3 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Impress +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Intimidate +3/+6 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Investigation +11/+10 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +13 (8 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +9/+6 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 13 (8 ranks, 19-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +12/+13 (7 ranks, 18-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sneak +5/+6 (4 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
* - Cross-class skills &lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Investigation, +2 Sense Motive, +2 Sense Motive threat range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Sympathetic: Each time you spend 1 action die to boost a Charisma- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Sleuth’s bonus of 1d4 becomes 2d4).&lt;br /&gt;
&lt;br /&gt;
Human Nature: At Level 1, each time you fail an Investigation or Sense Motive 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;
Sources I (Dossier): At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Little Details 1/Session: At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Elementary (Inner Drive) - Your maximum vitality points increase by an amount equal to your class level, and your maximum wound points increase by an amount equal to your Charisma modifier (minimum +1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Observer: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action as a half action.&lt;br /&gt;
&lt;br /&gt;
Talented (Actor): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I&lt;br /&gt;
&lt;br /&gt;
Associate: Deep Cover I&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (-1 Appearance modifier)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 5 (Forensics Kit II, Feat Training II, Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I, Skill Training I, Commercial Grade Video Camera III)&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;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=88858</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=88858"/>
		<updated>2008-08-10T15:58:43Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Simon Jordan&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Player: Phantom Stranger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Class: Sleuth 5&lt;br /&gt;
&lt;br /&gt;
Reputation: 30&lt;br /&gt;
&lt;br /&gt;
XP: 14379  XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 35&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 11&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 143 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular specialty in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (Jonathan Roberts, former partner in MI6, defected to a terrorist group, mirrors Simon&#039;s career, has been seeding disinformation to the NSA and MI6 about Simon being aligned with him)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+3)&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: 40&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +1&lt;br /&gt;
&lt;br /&gt;
Reflex: +3&lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +6&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +4&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (Forte), Edged, Submachine Gun, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Walther PPK I&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon:&lt;br /&gt;
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Armor and Protective Gear:&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;
Analysis +8/+8 (5 ranks, cap 30)&lt;br /&gt;
 &lt;br /&gt;
Blend* +4/+5 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Bluff +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +3 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Impress +11 (7 ranks, threat 19-20, cap 40) &lt;br /&gt;
&lt;br /&gt;
Intimidate +3/+6 (3 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Investigation +10/+9 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +13 (8 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +9/+6 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 14 (9 ranks, 19-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +12/+13 (7 ranks, 18-20 threat range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Sneak +5/+6 (4 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
* - Cross-class skills &lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Investigation, +2 Sense Motive, +2 Sense Motive threat range&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: &lt;br /&gt;
&lt;br /&gt;
Sympathetic: Each time you spend 1 action die to boost a Charisma- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Sleuth’s bonus of 1d4 becomes 2d4).&lt;br /&gt;
&lt;br /&gt;
Human Nature: At Level 1, each time you fail an Investigation or Sense Motive 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;
Sources I (Dossier): At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Little Details 1/Session: At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Elementary (Inner Drive) - Your maximum vitality points increase by an amount equal to your class level, and your maximum wound points increase by an amount equal to your Charisma modifier (minimum +1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Observer: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already counts as 2 or more characters due to another feat or ability. Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action as a half action.&lt;br /&gt;
&lt;br /&gt;
Talented (Actor): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I&lt;br /&gt;
&lt;br /&gt;
Associate, Deep Cover I&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (-1 Appearance modifier)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 5 (Forensics Kit II, Feat Training II, Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I, Skill Training I, Commercial Grade Video Camera III)&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;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=85869</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=85869"/>
		<updated>2008-07-03T16:39:15Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular speciality in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
=Sheet=&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Sleuth 4&lt;br /&gt;
&lt;br /&gt;
XP: 9059&lt;br /&gt;
&lt;br /&gt;
Rep: 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Vitality: 27&lt;br /&gt;
&lt;br /&gt;
Subdual: 10&lt;br /&gt;
&lt;br /&gt;
Stress: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ref: +3&lt;br /&gt;
&lt;br /&gt;
Fort: +1&lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
BAB: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Init: +3&lt;br /&gt;
&lt;br /&gt;
Def: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6&lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
Request: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear: 1R, 1W&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Sympathetic, Human Nature, Sources I (Dossier), Little Details 1/Session&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Benefits (+2 Investigation, +2 Sense Motive, +1 Sense Motive threat range)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Observer, Tactical Advantage, Talented (Actor), Actor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed, Handgun (Forte), Edged&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Blend* +4/+5 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Bluff +10 (6 ranks, threat 19-20, cap 30) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +1 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Impress +10 (6 ranks, threat 19-20, cap 30) &lt;br /&gt;
&lt;br /&gt;
Intimidate +1/+4 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Investigation +10/+9 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +12 (7 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +8/+5 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 13 (8 ranks, 19-20 threat range, cap 30) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +11/+12 (6 ranks, 19-20 threat range, cap 30) &lt;br /&gt;
&lt;br /&gt;
Sneak +3/+4 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
* - Cross-class skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Nemesis (Jonathan Roberts, former partner in MI6, defected to a terrorist group, mirrors Simon&#039;s career, has been seeding disinformation to the NSA and MI6 about Simon being aligned with him)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I&lt;br /&gt;
&lt;br /&gt;
Associate, Deep Cover I&lt;br /&gt;
&lt;br /&gt;
Wealth: 4&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2&lt;br /&gt;
&lt;br /&gt;
Wealth: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 1 (Forensics Kit II, Feat Training II, Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I, Skill Training I)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=85352</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=85352"/>
		<updated>2008-06-27T23:22:23Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular speciality in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
=Sheet=&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Sleuth 4&lt;br /&gt;
&lt;br /&gt;
XP: 9059&lt;br /&gt;
&lt;br /&gt;
Rep: 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Vitality: 27&lt;br /&gt;
&lt;br /&gt;
Subdual: 10&lt;br /&gt;
&lt;br /&gt;
Stress: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ref: +3&lt;br /&gt;
&lt;br /&gt;
Fort: +1&lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
BAB: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Init: +3&lt;br /&gt;
&lt;br /&gt;
Def: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6&lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
Request: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear: 1R, 1W&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Sympathetic, Human Nature, Sources I (Dossier), Little Details 1/Session&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Benefits (+2 Investigation, +2 Sense Motive, +1 Sense Motive threat range)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Observer, Tactical Advantage, Talented (Actor), Actor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed, Handgun (Forte), Edged&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Blend* +4/+5 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Bluff +10 (6 ranks, threat 19-20, cap 30) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +1 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Impress +10 (6 ranks, threat 19-20, cap 30) &lt;br /&gt;
&lt;br /&gt;
Intimidate +1/+4 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Investigation +10/+9 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +12 (7 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +8/+5 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 13 (8 ranks, 19-20 threat range, cap 30) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +11/+12 (6 ranks, 19-20 threat range, cap 30) &lt;br /&gt;
&lt;br /&gt;
Sneak +3/+4 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
* - Cross-class skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Nemesis (Jonathan Roberts, former partner in MI6, defected to a terrorist group, mirrors Simon&#039;s career, has been seeding disinformation to the NSA and MI6 about Simon being aligned with him)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I&lt;br /&gt;
&lt;br /&gt;
Associate, Deep Cover I&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2&lt;br /&gt;
&lt;br /&gt;
Wealth: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 1 (Forensics Kit II, Feat Training II, Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=85262</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=85262"/>
		<updated>2008-06-27T12:12:52Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular speciality in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
=Sheet=&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Sleuth 4&lt;br /&gt;
&lt;br /&gt;
XP: 9059&lt;br /&gt;
&lt;br /&gt;
Rep: 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Vitality: 27&lt;br /&gt;
&lt;br /&gt;
Subdual: 10&lt;br /&gt;
&lt;br /&gt;
Stress: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ref: +3&lt;br /&gt;
&lt;br /&gt;
Fort: +1&lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
BAB: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Init: +3&lt;br /&gt;
&lt;br /&gt;
Def: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6&lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
Request: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear: 1R, 1W&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Sympathetic, Human Nature, Sources I (Dossier), Little Details 1/Session&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Benefits (+2 Investigation, +2 Sense Motive, +1 Sense Motive threat range)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Observer, Tactical Advantage, Talented (Actor), Actor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed, Handgun (Forte), Edged&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Blend* +4/+5 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Bluff +10 (6 ranks, threat 19-20, cap 30) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe) +5 (2 ranks, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +1 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Impress +10 (6 ranks, threat 19-20, cap 30) &lt;br /&gt;
&lt;br /&gt;
Intimidate +1/+4 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Investigation +10/+9 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +12 (7 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +8/+5 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 13 (8 ranks, 19-20 threat range, cap 30) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +11/+12 (6 ranks, 19-20 threat range, cap 30) &lt;br /&gt;
&lt;br /&gt;
Sneak +3/+4 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
* - Cross-class skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Nemesis (Jonathan Roberts, former partner in MI6, defected to a terrorist group, mirrors Simon&#039;s career, has been seeding disinformation to the NSA and MI6 about Simon being aligned with him)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I&lt;br /&gt;
&lt;br /&gt;
Associate, Deep Cover I&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2&lt;br /&gt;
&lt;br /&gt;
Wealth: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 1 (Forensics Kit II, Low-Profile Armour (Personal Tailoring), Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=85154</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=85154"/>
		<updated>2008-06-25T16:51:43Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular speciality in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
=Sheet=&lt;br /&gt;
&lt;br /&gt;
Codename: TIMES&lt;br /&gt;
&lt;br /&gt;
Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Sleuth 4&lt;br /&gt;
&lt;br /&gt;
XP: 9059&lt;br /&gt;
&lt;br /&gt;
Rep: 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CHA 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Vitality: 27&lt;br /&gt;
&lt;br /&gt;
Subdual: 10&lt;br /&gt;
&lt;br /&gt;
Stress: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ref: +3&lt;br /&gt;
&lt;br /&gt;
Fort: +1&lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
BAB: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +3&lt;br /&gt;
&lt;br /&gt;
Melee: +3&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Init: +3&lt;br /&gt;
&lt;br /&gt;
Def: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6&lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
Request: +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear: 1R, 1W&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Sympathetic, Human Nature, Sources I (Dossier), Little Details 1/Session&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Benefits (+2 Investigation, +2 Sense Motive, +1 Sense Motive threat range)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Observer, Tactical Advantage, Talented (Actor), World Traveller&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed, Handgun (Forte), Edged&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Blend* +6/+7 (3 ranks, Threat Range 19-20, cap 20)&lt;br /&gt;
&lt;br /&gt;
Bluff +8 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe) +7 (2 ranks, 19-20 Threat Range, cap 20) &lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +1 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Impress +8 (6 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Investigation +9/+10 (4 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Networking +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Notice +12 (7 ranks, 19-20 Threat Range, cap 40) &lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +2 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Resolve +8/+5 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15) &lt;br /&gt;
&lt;br /&gt;
Search + 13 (8 ranks, 19-20 threat range, cap 30) &lt;br /&gt;
&lt;br /&gt;
Sense Motive +11/+12 (6 ranks, 19-20 threat range, cap 30) &lt;br /&gt;
&lt;br /&gt;
Sneak* +3/+4 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+7 (5 ranks, cap 30) &lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+7 (5 ranks, cap 30) &lt;br /&gt;
* - Cross-class skills&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Nemesis (Jonathan Roberts, former partner in MI6, defected to a terrorist group, mirrors Simon&#039;s career, has been seeding disinformation to the NSA and MI6 about Simon being aligned with him)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I&lt;br /&gt;
&lt;br /&gt;
Associate, Deep Cover I&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2&lt;br /&gt;
&lt;br /&gt;
Wealth: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 1 (Forensics Kit II, Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has average physical power and musculature. He has slightly above average hand-eye coordination, reflexes, agility, and balance. He has average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has excellent ability to learn and reason. He has excellent 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;
Simon is trained in unarmed combat, handguns, and edged weapons. He is particularly focused on handguns. His skill with handguns is comparable to that of a professional soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional analyst. He can estimate the value of goods and services, authenticate documents or objects, crack codes, glean clues from media, and piece together a picture of recent events at a location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a talented liar. He can deceive others into believing that false statements or actions are legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has had basic linguistics and cultural training. His area of focus is in Western Europe, but he knows a bit about other regions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the operation of standard ground vehicles such as cars and SUVs. He has not had any particular training in maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is talented in influencing others. He can engender loyalty, perform for an audience, and persuade others to do something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional investigator. He can canvass an area for information, look for signs of recent searches, and do research. He rarely fails at common investigation tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional networker. He has a close friend in the NSA he can regularly call upon for a range of favors, can endorse individuals or groups, and can mediate meetings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional observer. He is very aware and has a keen, intuitive sense of his surroundings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with the profession of being an agent. He is not particularly skilled at navigating agent-related work environments or improving his professional reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional levels of resolve. He can focus under duress, keep his cool during chaos, make the most of freetime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is familiar with chemistry. He is not particularly skilled at making explosives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is a professional searcher. He is very perceptive when it comes to small-scale inspections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has professional ability in sensing motives. He can detect lies, convey and understand hidden signals and brief messages, and resist manipulation. He rarely fails at understanding human behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon has 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;
Simon is a professional tactician. He can prepare ambushes, improve team actions, command crewed vehicles, and rally troops suffering from adverse morale effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s interests lie in politics, food and drink, and automobiles.&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;
Simon is particularly skilled or lucky when it comes to willpower, common sense, intuition, perception, attraction, personality, persuasiveness and guile. He has a large network of information sources who can provide him with information on individuals. He has an uncanny awareness of his surroundings in combat and can use it to his advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon is very observant and often picks up on details other might miss. He can use his tactical knowledge to give his side an advantage and make joint actions simpler. He is a talented actor and is good at lying and impressing others.&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;For a British field analyst, this guy sure likes to play it rough. Lucky for him, so far his cowboy tactics haven&#039;t blown an op. I can say I&#039;ve been impressed with the fieldwork he&#039;s turned in, and its apparent that he&#039;s been critical to achieving some objectives. I just can&#039;t shake the feeling that he&#039;s going to get somebody killed sooner or later. Well, we&#039;ll see if Y&#039;s trust in him is worth it. Sometime soon, we should discuss what do about his links to Roberts. I have a few things in mind, but none are pleasant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-X&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79622</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=79622"/>
		<updated>2008-04-12T12:48:06Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Mission Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
/nil, as [[SHELTER:Damian_Wechsler|&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;]], FBI social engineer&lt;br /&gt;
&lt;br /&gt;
Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
&lt;br /&gt;
Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
&lt;br /&gt;
Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
&lt;br /&gt;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
&lt;br /&gt;
These PCs will be the agents of a secret espionage cell within the National Security Agency, codenamed SHELTER. They will become entangled in the intrigue and conspiracies of the World on Fire, combating threats such as the Franchise and working for and against other factions of the setting. Victories in this shadow war come at a high price, and trust is hard to come by. With hard work and a little luck, however, the agents of SHELTER may not only survive but also help bring the world back from the brink of self-destruction.&lt;br /&gt;
&lt;br /&gt;
=Themes=&lt;br /&gt;
&lt;br /&gt;
The main theme of this game will be Suspense. The PCs will be parties to misdirection, manipulation, and other machinations behind the scenes of the world stage. Enemy and rival operatives will have their own shadowy methods and motives, often putting the PCs in life-threatening situations. They will have to negotiate this dangerous and often deadly landscape while maintaining secrecy and plausible deniability.&lt;br /&gt;
&lt;br /&gt;
A corollary of the main theme is Paranoia. While they will have reasons to trust their teammates, the PCs will encounter many individuals with shifting loyalties and purposes. Someone who was an asset in one mission may turn out to be an antagonist in the next, and vice versa. It will be up to the players to decide who they put their faith in, and they should make contingency plans just in case.&lt;br /&gt;
&lt;br /&gt;
=Mood=&lt;br /&gt;
&lt;br /&gt;
This game will focus on the grittier end of the espionage spectrum, emphasizing brains over brawn and skill over gadgets. The tone will not be unremittingly bleak, but it will also not be especially light-hearted. What humor there is will come from the characters rather than the absurdity of the world they find themselves in. The more bizarre and outlandish elements of the World on Fire setting will not be used; no Alliance of Evil Geniuses or supernatural beings pulling the strings. While there will be moments of violence, it&#039;s my intention to downplay gun battles and other mayhem in this particular game.&lt;br /&gt;
&lt;br /&gt;
=Sources of Inspiration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Identity&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Supremacy&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Ultimatum&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ipcress File&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen and Country&#039;&#039; (comic book)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sandbaggers&#039;&#039; (TV series)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spy Game&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to apply the following Campaign Qualities to the first Season of this game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
Clandestine allows PCs to select a Covert feat when they receive a non-Covert feat choice. Faction means that the PCs will be working for an agency, in this case SHELTER. Gritty increases the danger of critical injury as a result of combat or other threats. Paranoid gives all special and player characters a +4 morale bonus with Blend/Stealth and Sneak/Hide checks to determine who benefits from a surprise round and also applies a -4 morale penalty to skill checks made to shift a target&#039;s disposition or convince a target to do something.&lt;br /&gt;
&lt;br /&gt;
=The Agency=&lt;br /&gt;
&lt;br /&gt;
The group known as SHELTER was formed in the Winter of 2006 by elements of the American intelligence community, primarily as a response to the operational and bureaucratic morass caused by Project Pitfall and the ever-expanding War On Terror. Seeking to reclaim territory and assets lost in the shadow of the massive international counter-terrorism force, several administrators of the CIA, FBI, and NSA agreed to pool their remaining resources and form a distinct, unique unit of their own creation. This unit would operate in advance of and separate from the joint task forces of the National Security Council and their Pitfall affiliates. Its primary task would be to conduct counter-terrorist and intelligence operations both within the United States and abroad, protecting American interests and offering its creators an alternative perspective on the current global crisis. A trio of trusted executives from the three originating agencies were tasked with overseeing the formation of SHELTER, operating under the cover of an NSA task force. Seeking prospective agents from government intelligence agencies, law enforcement departments, and the military, the &amp;quot;Big Three&amp;quot; selected personnel based on their proficiency, discretion, and ideals.&lt;br /&gt;
&lt;br /&gt;
In the period since its inception, SHELTER has seen only modest growth, seeking to operate below the radar of parent and sister agencies. This is in keeping with the original vision of the organization; a fallback unit which its creators could rely upon for discreet information and operation cycles. Thus far, very few people in the NSA or the American intelligence community are aware of the group&#039;s existence. There have been several close calls, primarily due to SHELTER teams crossing paths with Pitfall personnel while pursuing data or sabotaging terrorist cells. These encounters have always resulted in the SHELTER ops covering their tracks and backing down from direct confrontation. It is feared that some form of collision with Pitfall is inevitable, but the agency has managed to stave it off for the time being.&lt;br /&gt;
&lt;br /&gt;
The primary focus of SHELTER is dealing with the terrorist organization known as the Franchise. A vast, sprawling collection of criminal and extremist cells with limited but resilient networking support, the Franchise is a daunting and deadly antagonist. Every SHELTER operative lost in the field thus far met their end at the hands of this conspiracy in one form or another, and this has only intensified the focus of the surviving ops. The struggle is difficult for numerous reasons, not the least of which is the Franchise&#039;s ability to replace lost cells within weeks or even days. SHELTER holds out hope that it will somehow find a way to break this cycle and finally land a crippling blow. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;: 3 (Meddling, Protection, Secrecy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: 3 (Allies, Enemies, Rivals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image&#039;&#039;&#039;: 5 (Secretive goals, Mysterious methods, Secretive leaders, Secretive members, On record sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites&#039;&#039;&#039;: 5 (Classroom, COMSEC Center, Hospital, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;: 6 (E-IV, G-II, R-IV, S-IV, T-V, V-III, W-IV)&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Everybody&#039;s Been Burned&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Everybody has been burned before&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Everybody knows the pain&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anyone in this place can tell you to your face&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why you shouldn&#039;t try to love someone&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Everybody&#039;s Been Burned&amp;quot;, The Byrds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; Corrupt (-25 XP), Fast Growth (+0 XP), Thriller (+25 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; III (Blue)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; Locate and destroy Apothecary hot lab&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039; The following occurrences generate exposure:&lt;br /&gt;
&lt;br /&gt;
* Failure to locate and destroy Apothecary hot lab: -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039; Broad Reconnaissance II, Corrosive Acid III, Feat Training III (Concealed Carry), 3x Flash/bang Grenades II, Gadget - EMP II, Gadget - Hidden Compartment I, H&amp;amp;K Mk .23 .45 ACP III, H&amp;amp;K UMP .45 ACP III (fixed suppressor, tactical flashlight, tactical sling), Invitation III, Light SUV II, Lodging III&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039; Cleaner Kit III, 5x Cover Identity III (PR 4), 5x Gas Masks (-185 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Bill: 3&lt;br /&gt;
&lt;br /&gt;
Carter: 3&lt;br /&gt;
&lt;br /&gt;
Charlotte: 3&lt;br /&gt;
&lt;br /&gt;
Damian: 3&lt;br /&gt;
&lt;br /&gt;
Simon: 3&lt;br /&gt;
&lt;br /&gt;
GC: 13&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte: Smart Lockpick (Skill Boost I (Security), Miniature Gear Pick I (Fiberscope), housing: cell phone), Invitation II, Light SUV I (Acceleration Increase I), Full-Sized Sedan I (Acceleration Increase I),Narrow Reconnaissance IV (with Details Delayed), balaclava, zip ties, attaché case, 1 reserve common item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian: Laptop computer III PR 7, security software PR 7, Lockpicking Kit I, Unmarked Weapon I (FN FiveseveN), Gadget II ( low-grade incinerator, housing : attache case ), Improved knockout poison III ( delivery method : contact ), Cleaner Kit III, gas mask, Cover Identity III (PR 4, Markus Bleimann, freelance electronic troubleshooter), Cover Identity (PR 2, John Carpenter, NYPD detective), balaclava, gasoline, lighter, surgical gloves, attache case&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bill: Bag full of guns III, Dossier III (Grakos), Gadget II (miniature gear pick: Audio Bug II), Cover ID III (PR 4, Miroslav Zoran, Albanian &amp;quot;importer&amp;quot;), Improved Fear Poison III (3 doses), smartphone, hardware store zip ties, European cigarettes, flask of cheap vodka, notepad with pen.  1 Resource Pick and 1 Faction pick in Reserve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter: Still Camera III, dossier III (on Hilda), EMP Gadget II (hidden in a plastic coffee thermos), cover identity III (PR 4, Stephen Lynch, AP photographer), binoculars, can of spray paint, today&#039;s copy of the New York Times, a small point and shoot still camera, backpack, large food catering service van&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon: Skill Training III (Blend), Feat Training II (Concealed Carry), Weapon III (H&amp;amp;K Mk .23 .45 ACP), tin of breathmints, guide to eateries and clubs, signet ring, Cover Identity (PR 2, Percival Wynan, Harvard graduate with mob ties).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $4600&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=79524</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=79524"/>
		<updated>2008-04-10T17:55:43Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: /* Mission Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
/nil, as [[SHELTER:Damian_Wechsler|&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;]], FBI social engineer&lt;br /&gt;
&lt;br /&gt;
Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
&lt;br /&gt;
Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
&lt;br /&gt;
Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
&lt;br /&gt;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
&lt;br /&gt;
These PCs will be the agents of a secret espionage cell within the National Security Agency, codenamed SHELTER. They will become entangled in the intrigue and conspiracies of the World on Fire, combating threats such as the Franchise and working for and against other factions of the setting. Victories in this shadow war come at a high price, and trust is hard to come by. With hard work and a little luck, however, the agents of SHELTER may not only survive but also help bring the world back from the brink of self-destruction.&lt;br /&gt;
&lt;br /&gt;
=Themes=&lt;br /&gt;
&lt;br /&gt;
The main theme of this game will be Suspense. The PCs will be parties to misdirection, manipulation, and other machinations behind the scenes of the world stage. Enemy and rival operatives will have their own shadowy methods and motives, often putting the PCs in life-threatening situations. They will have to negotiate this dangerous and often deadly landscape while maintaining secrecy and plausible deniability.&lt;br /&gt;
&lt;br /&gt;
A corollary of the main theme is Paranoia. While they will have reasons to trust their teammates, the PCs will encounter many individuals with shifting loyalties and purposes. Someone who was an asset in one mission may turn out to be an antagonist in the next, and vice versa. It will be up to the players to decide who they put their faith in, and they should make contingency plans just in case.&lt;br /&gt;
&lt;br /&gt;
=Mood=&lt;br /&gt;
&lt;br /&gt;
This game will focus on the grittier end of the espionage spectrum, emphasizing brains over brawn and skill over gadgets. The tone will not be unremittingly bleak, but it will also not be especially light-hearted. What humor there is will come from the characters rather than the absurdity of the world they find themselves in. The more bizarre and outlandish elements of the World on Fire setting will not be used; no Alliance of Evil Geniuses or supernatural beings pulling the strings. While there will be moments of violence, it&#039;s my intention to downplay gun battles and other mayhem in this particular game.&lt;br /&gt;
&lt;br /&gt;
=Sources of Inspiration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Identity&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Supremacy&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Ultimatum&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ipcress File&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen and Country&#039;&#039; (comic book)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sandbaggers&#039;&#039; (TV series)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spy Game&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to apply the following Campaign Qualities to the first Season of this game:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP)&lt;br /&gt;
&lt;br /&gt;
Clandestine allows PCs to select a Covert feat when they receive a non-Covert feat choice. Faction means that the PCs will be working for an agency, in this case SHELTER. Gritty increases the danger of critical injury as a result of combat or other threats. Paranoid gives all special and player characters a +4 morale bonus with Blend/Stealth and Sneak/Hide checks to determine who benefits from a surprise round and also applies a -4 morale penalty to skill checks made to shift a target&#039;s disposition or convince a target to do something.&lt;br /&gt;
&lt;br /&gt;
=The Agency=&lt;br /&gt;
&lt;br /&gt;
The group known as SHELTER was formed in the Winter of 2006 by elements of the American intelligence community, primarily as a response to the operational and bureaucratic morass caused by Project Pitfall and the ever-expanding War On Terror. Seeking to reclaim territory and assets lost in the shadow of the massive international counter-terrorism force, several administrators of the CIA, FBI, and NSA agreed to pool their remaining resources and form a distinct, unique unit of their own creation. This unit would operate in advance of and separate from the joint task forces of the National Security Council and their Pitfall affiliates. Its primary task would be to conduct counter-terrorist and intelligence operations both within the United States and abroad, protecting American interests and offering its creators an alternative perspective on the current global crisis. A trio of trusted executives from the three originating agencies were tasked with overseeing the formation of SHELTER, operating under the cover of an NSA task force. Seeking prospective agents from government intelligence agencies, law enforcement departments, and the military, the &amp;quot;Big Three&amp;quot; selected personnel based on their proficiency, discretion, and ideals.&lt;br /&gt;
&lt;br /&gt;
In the period since its inception, SHELTER has seen only modest growth, seeking to operate below the radar of parent and sister agencies. This is in keeping with the original vision of the organization; a fallback unit which its creators could rely upon for discreet information and operation cycles. Thus far, very few people in the NSA or the American intelligence community are aware of the group&#039;s existence. There have been several close calls, primarily due to SHELTER teams crossing paths with Pitfall personnel while pursuing data or sabotaging terrorist cells. These encounters have always resulted in the SHELTER ops covering their tracks and backing down from direct confrontation. It is feared that some form of collision with Pitfall is inevitable, but the agency has managed to stave it off for the time being.&lt;br /&gt;
&lt;br /&gt;
The primary focus of SHELTER is dealing with the terrorist organization known as the Franchise. A vast, sprawling collection of criminal and extremist cells with limited but resilient networking support, the Franchise is a daunting and deadly antagonist. Every SHELTER operative lost in the field thus far met their end at the hands of this conspiracy in one form or another, and this has only intensified the focus of the surviving ops. The struggle is difficult for numerous reasons, not the least of which is the Franchise&#039;s ability to replace lost cells within weeks or even days. SHELTER holds out hope that it will somehow find a way to break this cycle and finally land a crippling blow. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;: 3 (Meddling, Protection, Secrecy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: 3 (Allies, Enemies, Rivals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image&#039;&#039;&#039;: 5 (Secretive goals, Mysterious methods, Secretive leaders, Secretive members, On record sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites&#039;&#039;&#039;: 5 (Classroom, COMSEC Center, Hospital, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;: 6 (E-IV, G-II, R-IV, S-IV, T-V, V-III, W-IV)&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Everybody&#039;s Been Burned&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Everybody has been burned before&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Everybody knows the pain&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anyone in this place can tell you to your face&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why you shouldn&#039;t try to love someone&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Everybody&#039;s Been Burned&amp;quot;, The Byrds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; Corrupt (-25 XP), Fast Growth (+0 XP), Thriller (+25 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; III (Blue)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; Locate and destroy Apothecary hot lab&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039; The following occurrences generate exposure:&lt;br /&gt;
&lt;br /&gt;
* Failure to locate and destroy Apothecary hot lab: -4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039; Broad Reconnaissance II, Corrosive Acid III, Feat Training III (Concealed Carry), 3x Flash/bang Grenades II, Gadget - EMP II, Gadget - Hidden Compartment I, H&amp;amp;K Mk .23 .45 ACP III, H&amp;amp;K UMP .45 ACP III (fixed suppressor, tactical flashlight, tactical sling), Invitation III, Light SUV II, Lodging III&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039; Cleaner Kit III, 5x Cover Identity III (PR 4), 5x Gas Masks (-185 XP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Bill: 3&lt;br /&gt;
&lt;br /&gt;
Carter: 3&lt;br /&gt;
&lt;br /&gt;
Charlotte: 3&lt;br /&gt;
&lt;br /&gt;
Damian: 3&lt;br /&gt;
&lt;br /&gt;
Simon: 3&lt;br /&gt;
&lt;br /&gt;
GC: 13&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Charlotte: Smart Lockpick (Skill Boost I (Security), Miniature Gear Pick I (Fiberscope), housing: cell phone), Invitation II, Light SUV I (Acceleration Increase I), Full-Sized Sedan I (Acceleration Increase I),Narrow Reconnaissance IV (with Details Delayed), balaclava, zip ties, attaché case, 1 reserve common item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian: Laptop computer III PR 7, security software PR 7, Lockpicking Kit I, Unmarked Weapon I (FN FiveseveN), Gadget II ( low-grade incinerator, housing : attache case ), Improved knockout poison III ( delivery method : contact ), Cleaner Kit III, gas mask, Cover Identity III (PR 4, Markus Bleimann, freelance electronic troubleshooter), Cover Identity (PR 2, John Carpenter, NYPD detective), balaclava, gasoline, lighter, surgical gloves, attache case&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bill: Bag full of guns III, Dossier III (Grakos), Gadget II (miniature gear pick: Audio Bug II), Cover ID III (PR 4, Miroslav Zoran, Albanian &amp;quot;importer&amp;quot;), Improved Fear Poison III (3 doses), smartphone, hardware store zip ties, European cigarettes, flask of cheap vodka, notepad with pen.  1 Resource Pick and 1 Faction pick in Reserve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carter: Still Camera III, dossier III (on Hilda), EMP Gadget II (hidden in a plastic coffee thermos), cover identity III (PR 4, Stephen Lynch, AP photographer), binoculars, can of spray paint, today&#039;s copy of the New York Times, a small point and shoot still camera, backpack, large food catering service van&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simon: Skill Training III (Blend), Feat Training II (Concealed Carry), Weapon III (H&amp;amp;K Mk .23 .45 ACP), tin of breathmints, guide to eateries and clubs, signet ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $4600&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=79026</id>
		<title>SHELTER:Simon Jordan</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=79026"/>
		<updated>2008-04-04T21:55:27Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Simon_jordan.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Born 1973, Simon&#039;s education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.&lt;br /&gt;
&lt;br /&gt;
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.&lt;br /&gt;
&lt;br /&gt;
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.&lt;br /&gt;
&lt;br /&gt;
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.&lt;br /&gt;
&lt;br /&gt;
Simon&#039;s particular speciality in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He&#039;s at his best when an operation involves a significant degree of fact finding and deduction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shrewd Journalist&lt;br /&gt;
&lt;br /&gt;
Sleuth 3&lt;br /&gt;
&lt;br /&gt;
XP: 3025&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STR 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CHA 13 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wounds: 10&lt;br /&gt;
&lt;br /&gt;
Vitality: 20&lt;br /&gt;
&lt;br /&gt;
Subdual: 10&lt;br /&gt;
&lt;br /&gt;
Stress: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ref: +3&lt;br /&gt;
&lt;br /&gt;
Fort: +1&lt;br /&gt;
&lt;br /&gt;
Will: +6&lt;br /&gt;
&lt;br /&gt;
BAB: +2&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Init: +3&lt;br /&gt;
&lt;br /&gt;
Def: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +6&lt;br /&gt;
&lt;br /&gt;
Gear: +6&lt;br /&gt;
&lt;br /&gt;
Request: +4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear: 1R, 1W&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities: Sympathetic, Human Nature, Sources I (Dossier), Little Details 1/Session&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin Benefits (+1 Investigation, +1 Sense Motive, +1 Sense Motive threat range)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: Observer, Tactical Advantage, Talented (Actor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies: Unarmed, Handgun (Forte), Blade&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +6 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Cultures* (Western Europe) +5 (2 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Impress +6 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Investigation +8/+8 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Networking +8/+6 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +11 (6 ranks, 19-20 Threat Range, cap 30)&lt;br /&gt;
&lt;br /&gt;
Profession* (Agent) +1 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +8/+5 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science* (Chemistry) +3 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Search + 11 (6 ranks, 19-20 threat range, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +9/+9 (5 ranks, 19-20 threat range, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +7/+5 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics* +8/+6 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
* - Cross-class skills&lt;br /&gt;
&lt;br /&gt;
Interests: Politics, Food &amp;amp; Drink, Automobiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplot: Nemesis (Jonathan Roberts, former partner in MI6, defected to a terrorist group, mirrors Simon&#039;s career, has been seeding disinformation to the NSA and MI6 about Simon being aligned with him)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Bookworm I&lt;br /&gt;
&lt;br /&gt;
Associate: Friends in Low Places&lt;br /&gt;
&lt;br /&gt;
Confederate: All the Right Answers&lt;br /&gt;
&lt;br /&gt;
Partner: Diplomatic Solution&lt;br /&gt;
&lt;br /&gt;
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Backup I&lt;br /&gt;
&lt;br /&gt;
Associate, Deep Cover I&lt;br /&gt;
&lt;br /&gt;
Wealth:&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2&lt;br /&gt;
&lt;br /&gt;
Wealth: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
Possessions 1 (Forensics Kit II, Walther PPK I (Holster, Holdout)&lt;br /&gt;
Parabolic Microphone I)&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14629</id>
		<title>Freedomcityduo:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14629"/>
		<updated>2005-12-09T18:10:47Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Freedom City.&lt;br /&gt;
&lt;br /&gt;
Shoot for the Stars ([http://forum.rpg.net/showthread.php?t=205859]) (The adventures of the Redeemers)&lt;br /&gt;
&lt;br /&gt;
Teen Freedom ([http://forum.rpg.net/showthread.php?t=229593]) (The adventures of the Prometheans)&lt;br /&gt;
&lt;br /&gt;
These games coexist in the same version of the Freedom City universe. This subsection of the wiki is intended to make life easier for GMs and players by providing up-to-date character sheet records, NPC information, and public notes - as well as timelines - for both games, allowing players to keep up to date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Redeemers PCs:&lt;br /&gt;
&lt;br /&gt;
[[Black Dragon - Sion Yu]]&lt;br /&gt;
&lt;br /&gt;
[[Catalyst]]&lt;br /&gt;
&lt;br /&gt;
[[Dr. Q]]&lt;br /&gt;
&lt;br /&gt;
[[Fearmonger]]&lt;br /&gt;
&lt;br /&gt;
[[Jester]]&lt;br /&gt;
&lt;br /&gt;
[[Lady Lupus]]&lt;br /&gt;
&lt;br /&gt;
[[Loras]]&lt;br /&gt;
&lt;br /&gt;
[[Miss Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Star Knight - Mark Templar]]&lt;br /&gt;
&lt;br /&gt;
[[The Spook]]&lt;br /&gt;
&lt;br /&gt;
Teen Freedom PCs:&lt;br /&gt;
&lt;br /&gt;
[[Trip|Bastion]]&lt;br /&gt;
&lt;br /&gt;
[[Beastgirl]]&lt;br /&gt;
&lt;br /&gt;
[[Champion]]&lt;br /&gt;
&lt;br /&gt;
[[Dude Leet]]&lt;br /&gt;
&lt;br /&gt;
[[Kid Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Mr. Dark]]&lt;br /&gt;
&lt;br /&gt;
[[Pink Pistol]]&lt;br /&gt;
&lt;br /&gt;
[[Pounce]]&lt;br /&gt;
&lt;br /&gt;
[[Scrapper - Michael Fawkes]]&lt;br /&gt;
&lt;br /&gt;
[[Syphon]]&lt;br /&gt;
&lt;br /&gt;
[[Telegram Sam]]&lt;br /&gt;
&lt;br /&gt;
[[Zany]]&lt;br /&gt;
&lt;br /&gt;
Retired/Deceased PCs:&lt;br /&gt;
&lt;br /&gt;
The Analyst - killed during Lady Lunar&#039;s invasion of Earth.&lt;br /&gt;
&lt;br /&gt;
Rumble Grrl - resigned from Redeemers, joined Next-Gen.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supporting Cast:&lt;br /&gt;
&lt;br /&gt;
(Redeemers)&lt;br /&gt;
&lt;br /&gt;
Alyssa Harkins - Mayoral aide, PR rep&lt;br /&gt;
&lt;br /&gt;
Charles Dannings - Mayoral aide, Finance&lt;br /&gt;
&lt;br /&gt;
Matthew Burke - Mayoral aide, background checks&lt;br /&gt;
&lt;br /&gt;
Art Reilly - Mayoral aide, other&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Issue Breakdowns:&lt;br /&gt;
[[Redeemers]]&lt;br /&gt;
&lt;br /&gt;
[[Prometheans]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14428</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14428"/>
		<updated>2005-12-01T12:00:54Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
NOTE: What is recorded here happened in the comic. It&#039;s not necessarily public knowledge.&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit, and the team discuss the situation over dinner, while the Driogano mob observe via tarot.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
Julie Streeter visits the team for an interview. The shade of Lauren Hammond - the Silver Scream - appears to Missy. In front of the reporter, Jester pies the Analyst. Lauren Hammond allows Missy to speak with the dead Toy Boy, learning that &#039;Cancer&#039; summoned Hammond and bound her to kill him. She agrees to ask Fun Time Toys to put the X1300 back into production to help Toy Boy rest easy. First inklings of romance between Lady Lupus and Star Knight. Mongoose and the Analyst go to Majestic Industries to consult with Dr. Napier, coming away with the feeling that Hieronymous King, owner of the company, is hiding something. Mongoose vanishes. Star Knight, Loras and Lady Lupus go to meet Director Powers of AEGIS in a bar in Sarajevo, while the rest of the team talk with Adrian Eldrich, who the Jester knows. Powers tells Star Knight of the Zodiac Cartel, mentioning their connection to Greece and ties to the US military-industrial complex, suggesting a talk with the Freedom Mafia. Powers mentions the arms smuggling that Lupus interfered with. Eldrich mentions Miss Liberty&#039;s counterpart, but does not identify her. They are repulsed from the Astral Plane by a suited man later identified as the lawyer Lucien Cabot. The team visiting Eldrich encounter a Foundry team hunting the Jester, but elude them and lay Lauren Hammond properly to rest. Malcolm Brite sends the team up in his comedy routine that night. Ms. Harkins is visited by someone travelling through shadows, but forgets that this has happened.&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Dr. Andel of Star Island calls for Star Knight, asking for a consultation on energy readings the space centre has been picking up. These readings concern them, as a launch is due in a couple of weeks. The readings turn out to be linked to a sphere of energy in the asteroid belt, centered around Asimov, that appear to be responsive to technology, and which have such significant electromagnetic output that they are effectively a solid band, keeping Earth sealed off from the cosmos. Energy patterns bear similarity to both Lor Republic and Grue Empire transmissions. Loras leaves a device by the barrier to transmit readouts. Jester arranges a meet with Oliverti family members for information on the Zodiac Cartel. The mob instead send Aki, one of Doc Otaku&#039;s Angel Androids, with a file. Jester suggests infiltrating the Cartel&#039;s make-a-metahuman operation through Missy, going via Andrew Franks at Rice &amp;amp; Stimson. Silencer calls the team and helps to set up the operation, while Jester manufactures a new leg-splint for Missy with a homer in it, pretending it&#039;s from a friend. Silencer also tells the team that the Tonifanni mob has a new enforcer and that their comm-security has been compromised; a mayoral comm device was found. Ms. Harkins is asked to account for the various communications devices, and tells them that all those with devices answered her call. Missy&#039;s cover name for the operation is &#039;Neila Osmond&#039;. It is revealed that Black Dragon has killed for mistakes. First indications that Malcolm is interested in Missy.&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Missy meets Mr Franks, and realises that if she went ahead with the treatment she could walk again without the aid of a brace. We are reminded that the DNAscent process is dubiously legal at best, and they travel to Cardistanic, which bases the operation at the defunct Marshall Smith High School outside town. It is suggested that Kortens help with the process. She meets Dr. Hanks, and the mob-backed catburglar Lockpick, aka Tommy Mendola. Julie Streeter&#039;s piece on the time, titled Freedom&#039;s Finest, comes out. The Raven travels to Kyoto to speak with Kimiyo Ranaga, the teenage girl who is a vigilante heir to the Crimson Katana legacy, about Black Dragon. At Missy&#039;s signal, the team get ready to move in. Missy meets Dr. Creiss, who appears to have implanted mental powers and is the team psychiatrist. The team use Black Dragon&#039;s portals to come through. Star Knight picks up a transmission from Marshall Smith High to the penthouse office of Grant Conglomerates, and goes to investigate. The fight at Marshall Smith High is short and sweet, except that Silverbell finds himself teleported away by Dr. Creiss. Jonathan Grant is revealed to be Cancer, and arrested by Star Knight for illegal genetic experimentation, among other things, and apart from Creiss a clean sweep is made of the organisation, much of the equipment - now evidence - intact. Cancer namechecks the Zodiac Cartel, promising they will protect him. The richest man in the world tells his aide that Cancer will be abandoned, but having examined an orbital schematic of Freedom City&#039;s skies, teleports away from the city. Three subjects are recovered from the process. The Penumbra of SHADOW lays its plans to acquire some items from Freedom City. &lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
The team begin tracing Silverbell through his comm badge, discovering indicators that their communications may be further compromised, but also tracing Silverbell to Mount Olympus. Maddicks calls the team in to help with a zombie attack. Black Dragon and Rumble Grrl clash over Silverbell. Creiss turns out to have aid in Mount Olympus and arranges to have Silverbell vivisected while Cerberus stands guard. Black Dragon is swayed by Rumble Grrl&#039;s argument and, with Loras, travels to Olympus. They speak with Apollo, Artemis and Aphrodite. Aphrodite takes them in to Hades&#039; realm, while the rest of the team arrive at St. Ethelreda&#039;s to find perhaps six hundred zombies at that graveyard alone. Malador, the mage behind the attack, speaks to Miss Liberty as if he knows her of old, and questions why someone so pure would work with Black Dragon. He notes that he has worked alongside Black Dragon&#039;s progeny before now. As the zombies march on Freedom City, Malador offers the team a choice; stop them and leave him to do more, or oppose him directly. The Next-Gen arrive to offer help, and the man once known as Fearmonger makes a decision to stand with these men. As Black Dragon and Loras work to rescue Silverbell, Missy wrenches Malador&#039;s golden mask loose - and is possessed by it. &lt;br /&gt;
&lt;br /&gt;
Aphrodite notes that Zeus&#039;s edict said nothing about metahumans, and the trio of gods plan to return to the world once a favour has been repaid. Jester travels to the central precinct to repair a device left by the Scarab. Miss Malador nearly kills Megastar. Lady Lupus and Analyst do everything to keep the young hero alive. Faced with a choice of leaving a clue that he&#039;s human within the suit or letting someone else take the risk of testing the device, Jester elects to use it, eliminating the zombie threat. Miss Malador hurls the Fearmonger into space, but Loras rescues him. Rumble Grrl, working with Seven, discovers her spellcasting ability, nullifying one of Miss Malador&#039;s efforts for just long enough to allow Star Knight&#039;s words to reach Missy. The young woman reasserts herself, ending the possession as Star Knight swings a punch. The mask is separated from her face and she is knocked cold. Jester&#039;s armour is seriously damaged following the battle.&lt;br /&gt;
As Missy recovers in the Redeemer&#039;s infirmary, she tells Black Dragon she has learned some odd things about him, and asks what&#039;s going on - and the Raven, in their base without their knowledge, invites him to explain.&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Black Dragon tells his story. Tension between the Raven and the Analyst spikes as Black Dragon explains his his thousand-year-rule in China, and his connection to Dr. Sin - and thus, to the Raven. We discover that while Malador struck the Penumbra took something from the Albright Institute, and that Black Dragon has, at some time in the past, killed a Star Knight. We find that Conundrum and Cancer dislike each other. Missy talks to Black Dragon about the right reasons to be a hero. Lady Lupus first demonstrates a shift into a stronger, larger form. Lupus and Black Dragon discuss killing and justice while drinking. Aphrodite fires one of her son&#039;s arrows across the city for Loras. Miss Liberty apologises to Black Dragon for Missy&#039;s outburst. First appearance of the new Jester armour. Analyst discovers that Harkins has been toying with the computer systems, and when he asks, she can&#039;t remember why. Jester and Loras overhaul the team&#039;s comm systems. The Fearmonger detects a psionic emission of great power centered on Harkins whenever Star Knight is present. Jester calls the Albright Institute, discovering that the theft was of a nude sketch of Lady Celtic&#039;s tattoos, sixty years old, and that an earlier theft had concerned an old magical Scandinavian handaxe. &lt;br /&gt;
&lt;br /&gt;
Visiting Black Dragon&#039;s room, Lady Lupus encounters some kind of malign shadow entity. CCTV footage shows the Jester and the Analyst what happened to Harkins earlier. Rumble Grrl calls Jester about his wanting disclosure from others and not offering any himself, and he reveals himself to be Malcolm Brite. SHADOW plan to use the sketch of Lady Celtic&#039;s tattoos to find the current bearer. Someone attaches a device to the broadcast aerial on WLSH studios. The Fearmonger realises that the description of the tattoos sounds very like the marks on Ariana - Silverbolt&#039;s daughter, who he has raised for years. Dannings returns. Star Knight asks Lady Lupus on a date. Some of the team travel to London to help Ariana, while some go to shake the Mafia down for information. Ariana finally discovers her foster father&#039;s identity and is placed with the UK team Pendragon Force, while the Mafia shakedown shows that they have some high-tech equipment and little ability to use it, but does turn up the name Kristatos. Kristatos has interests in a European law firm, the Proteus Cartel (who work on military submarines) and Martuk Shipping. Thugs attack Analyst, Harkins and Dannings while the rest of the team is away, moving with mind-controlled precision. The Freedom City team investigate the Proteus Cartel as the Analyst recovers from the attack. They discover, among other things, a cryogenics chamber. Star Island register inbound assault craft from the moon and call in the Redeemers.&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Shadow spreads across the sky above Freedom City and beyond as the heroes hurry back to its defence. Loras is intercepted in flight by Aya, one of the Angel Androids, who seems utterly smitten with him. The Air Force is called in to help with the Lunar City attack craft as Major Chulpak, AEGIS liason, notes that something appears to have taken over the minds of the inhabitants of Milennium Mall.&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14427</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14427"/>
		<updated>2005-12-01T11:59:17Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
NOTE: What is recorded here happened in the comic. It&#039;s not necessarily public knowledge.&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit, and the team discuss the situation over dinner, while the Driogano mob observe via tarot.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
Julie Streeter visits the team for an interview. The shade of Lauren Hammond - the Silver Scream - appears to Missy. In front of the reporter, Jester pies the Analyst. Lauren Hammond allows Missy to speak with the dead Toy Boy, learning that &#039;Cancer&#039; summoned Hammond and bound her to kill him. She agrees to ask Fun Time Toys to put the X1300 back into production to help Toy Boy rest easy. First inklings of romance between Lady Lupus and Star Knight. Mongoose and the Analyst go to Majestic Industries to consult with Dr. Napier, coming away with the feeling that Hieronymous King, owner of the company, is hiding something. Mongoose vanishes. Star Knight, Loras and Lady Lupus go to meet Director Powers of AEGIS in a bar in Sarajevo, while the rest of the team talk with Adrian Eldrich, who the Jester knows. Powers tells Star Knight of the Zodiac Cartel, mentioning their connection to Greece and ties to the US military-industrial complex, suggesting a talk with the Freedom Mafia. Powers mentions the arms smuggling that Lupus interfered with. Eldrich mentions Miss Liberty&#039;s counterpart, but does not identify her. They are repulsed from the Astral Plane by a suited man later identified as the lawyer Lucien Cabot. The team visiting Eldrich encounter a Foundry team hunting the Jester, but elude them and lay Lauren Hammond properly to rest. Malcolm Brite sends the team up in his comedy routine that night. Ms. Harkins is visited by someone travelling through shadows, but forgets that this has happened.&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Dr. Andel of Star Island calls for Star Knight, asking for a consultation on energy readings the space centre has been picking up. These readings concern them, as a launch is due in a couple of weeks. The readings turn out to be linked to a sphere of energy in the asteroid belt, centered around Asimov, that appear to be responsive to technology, and which have such significant electromagnetic output that they are effectively a solid band, keeping Earth sealed off from the cosmos. Energy patterns bear similarity to both Lor Republic and Grue Empire transmissions. Loras leaves a device by the barrier to transmit readouts. Jester arranges a meet with Oliverti family members for information on the Zodiac Cartel. The mob instead send Aki, one of Doc Otaku&#039;s Angel Androids, with a file. Jester suggests infiltrating the Cartel&#039;s make-a-metahuman operation through Missy, going via Andrew Franks at Rice &amp;amp; Stimson. Silencer calls the team and helps to set up the operation, while Jester manufactures a new leg-splint for Missy with a homer in it, pretending it&#039;s from a friend. Silencer also tells the team that the Tonifanni mob has a new enforcer and that their comm-security has been compromised; a mayoral comm device was found. Ms. Harkins is asked to account for the various communications devices, and tells them that all those with devices answered her call. Missy&#039;s cover name for the operation is &#039;Neila Osmond&#039;. It is revealed that Black Dragon has killed for mistakes. First indications that Malcolm is interested in Missy.&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Missy meets Mr Franks, and realises that if she went ahead with the treatment she could walk again without the aid of a brace. We are reminded that the DNAscent process is dubiously legal at best, and they travel to Cardistanic, which bases the operation at the defunct Marshall Smith High School outside town. It is suggested that Kortens help with the process. She meets Dr. Hanks, and the mob-backed catburglar Lockpick, aka Tommy Mendola. Julie Streeter&#039;s piece on the time, titled Freedom&#039;s Finest, comes out. The Raven travels to Kyoto to speak with Kimiyo Ranaga, the teenage girl who is a vigilante heir to the Crimson Katana legacy, about Black Dragon. At Missy&#039;s signal, the team get ready to move in. Missy meets Dr. Creiss, who appears to have implanted mental powers and is the team psychiatrist. The team use Black Dragon&#039;s portals to come through. Star Knight picks up a transmission from Marshall Smith High to the penthouse office of Grant Conglomerates, and goes to investigate. The fight at Marshall Smith High is short and sweet, except that Silverbell finds himself teleported away by Dr. Creiss. Jonathan Grant is revealed to be Cancer, and arrested by Star Knight for illegal genetic experimentation, among other things, and apart from Creiss a clean sweep is made of the organisation, much of the equipment - now evidence - intact. Cancer namechecks the Zodiac Cartel, promising they will protect him. The richest man in the world tells his aide that Cancer will be abandoned, but having examined an orbital schematic of Freedom City&#039;s skies, teleports away from the city. Three subjects are recovered from the process. The Penumbra of SHADOW lays its plans to acquire some items from Freedom City. &lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
The team begin tracing Silverbell through his comm badge, discovering indicators that their communications may be further compromised, but also tracing Silverbell to Mount Olympus. Maddicks calls the team in to help with a zombie attack. Black Dragon and Rumble Grrl clash over Silverbell. Creiss turns out to have aid in Mount Olympus and arranges to have Silverbell vivisected while Cerberus stands guard. Black Dragon is swayed by Rumble Grrl&#039;s argument and, with Loras, travels to Olympus. They speak with Apollo, Artemis and Aphrodite. Aphrodite takes them in to Hades&#039; realm, while the rest of the team arrive at St. Ethelreda&#039;s to find perhaps six hundred zombies at that graveyard alone. Malador, the mage behind the attack, speaks to Miss Liberty as if he knows her of old, and questions why someone so pure would work with Black Dragon. He notes that he has worked alongside Black Dragon&#039;s progeny before now. As the zombies march on Freedom City, Malador offers the team a choice; stop them and leave him to do more, or oppose him directly. The Next-Gen arrive to offer help, and the man once known as Fearmonger makes a decision to stand with these men. As Black Dragon and Loras work to rescue Silverbell, Missy wrenches Malador&#039;s golden mask loose - and is possessed by it. &lt;br /&gt;
&lt;br /&gt;
Aphrodite notes that Zeus&#039;s edict said nothing about metahumans, and the trio of gods plan to return to the world once a favour has been repaid. Jester travels to the central precinct to repair a device left by the Scarab. Miss Malador nearly kills Megastar. Lady Lupus and Analyst do everything to keep the young hero alive. Faced with a choice of leaving a clue that he&#039;s human within the suit or letting someone else take the risk of testing the device, Jester elects to use it, eliminating the zombie threat. Miss Malador hurls the Fearmonger into space, but Loras rescues him. Rumble Grrl, working with Seven, discovers her spellcasting ability, nullifying one of Miss Malador&#039;s efforts for just long enough to allow Star Knight&#039;s words to reach Missy. The young woman reasserts herself, ending the possession as Star Knight swings a punch. The mask is separated from her face and she is knocked cold. Jester&#039;s armour is seriously damaged following the battle.&lt;br /&gt;
As Missy recovers in the Redeemer&#039;s infirmary, she tells Black Dragon she has learned some odd things about him, and asks what&#039;s going on - and the Raven, in their base without their knowledge, invites him to explain.&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Black Dragon tells his story. Tension between the Raven and the Analyst spikes as Black Dragon explains his his thousand-year-rule in China, and his connection to Dr. Sin - and thus, to the Raven. We discover that while Malador struck the Penumbra took something from the Albright Institute, and that Black Dragon has, at some time in the past, killed a Star Knight. We find that Conundrum and Cancer dislike each other. Missy talks to Black Dragon about the right reasons to be a hero. Lady Lupus first demonstrates a shift into a stronger, larger form. Lupus and Black Dragon discuss killing and justice while drinking. Aphrodite fires one of her son&#039;s arrows across the city for Loras. Miss Liberty apologises to Black Dragon for Missy&#039;s outburst. First appearance of the new Jester armour. Analyst discovers that Harkins has been toying with the computer systems, and when he asks, she can&#039;t remember why. Jester and Loras overhaul the team&#039;s comm systems. The Fearmonger detects a psionic emission of great power centered on Harkins whenever Star Knight is present. Jester calls the Albright Institute, discovering that the theft was of a nude sketch of Lady Celtic&#039;s tattoos, sixty years old, and that an earlier theft had concerned an old magical Scandinavian handaxe. &lt;br /&gt;
&lt;br /&gt;
Visiting Black Dragon&#039;s room, Lady Lupus encounters some kind of malign shadow entity. CCTV footage shows the Jester and the Analyst what happened to Harkins earlier. Rumble Grrl calls Jester about his wanting disclosure from others and not offering any himself, and he reveals himself to be Malcolm Brite. SHADOW plan to use the sketch of Lady Celtic&#039;s tattoos to find the current bearer. Someone attaches a device to the broadcast aerial on WLSH studios. The Fearmonger realises that the description of the tattoos sounds very like the marks on Ariana - Silverbolt&#039;s daughter, who he has raised for years. Dannings returns. Star Knight asks Lady Lupus on a date. Some of the team travel to London to help Ariana, while some go to shake the Mafia down for information. Ariana finally discovers her foster father&#039;s identity and is placed with the UK team Pendragon Force, while the Mafia shakedown shows that they have some high-tech equipment and little ability to use it, but does turn up the name Kristatos. Kristatos has interests in a European law firm, the Proteus Cartel (who work on military submarines) and Martuk Shipping. Thugs attack Analyst, Harkins and Dannings while the rest of the team is away, moving with mind-controlled precision. The Freedom City team investigate the Proteus Cartel as the Analyst recovers from the attack. They discover, among other things, a cryogenics chamber. Star Island register inbound assault craft from the moon and call in the Redeemers.&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Shadow spreads across the sky above Freedom City and beyond as the heroes hurry back to its defence. Loras is intercepted in flight by Aya, one of the Angel Androids, who seems utterly smitten with him.&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14426</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14426"/>
		<updated>2005-12-01T11:57:37Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: Issue Seven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
NOTE: What is recorded here happened in the comic. It&#039;s not necessarily public knowledge.&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit, and the team discuss the situation over dinner, while the Driogano mob observe via tarot.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
Julie Streeter visits the team for an interview. The shade of Lauren Hammond - the Silver Scream - appears to Missy. In front of the reporter, Jester pies the Analyst. Lauren Hammond allows Missy to speak with the dead Toy Boy, learning that &#039;Cancer&#039; summoned Hammond and bound her to kill him. She agrees to ask Fun Time Toys to put the X1300 back into production to help Toy Boy rest easy. First inklings of romance between Lady Lupus and Star Knight. Mongoose and the Analyst go to Majestic Industries to consult with Dr. Napier, coming away with the feeling that Hieronymous King, owner of the company, is hiding something. Mongoose vanishes. Star Knight, Loras and Lady Lupus go to meet Director Powers of AEGIS in a bar in Sarajevo, while the rest of the team talk with Adrian Eldrich, who the Jester knows. Powers tells Star Knight of the Zodiac Cartel, mentioning their connection to Greece and ties to the US military-industrial complex, suggesting a talk with the Freedom Mafia. Powers mentions the arms smuggling that Lupus interfered with. Eldrich mentions Miss Liberty&#039;s counterpart, but does not identify her. They are repulsed from the Astral Plane by a suited man later identified as the lawyer Lucien Cabot. The team visiting Eldrich encounter a Foundry team hunting the Jester, but elude them and lay Lauren Hammond properly to rest. Malcolm Brite sends the team up in his comedy routine that night. Ms. Harkins is visited by someone travelling through shadows, but forgets that this has happened.&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Dr. Andel of Star Island calls for Star Knight, asking for a consultation on energy readings the space centre has been picking up. These readings concern them, as a launch is due in a couple of weeks. The readings turn out to be linked to a sphere of energy in the asteroid belt, centered around Asimov, that appear to be responsive to technology, and which have such significant electromagnetic output that they are effectively a solid band, keeping Earth sealed off from the cosmos. Energy patterns bear similarity to both Lor Republic and Grue Empire transmissions. Loras leaves a device by the barrier to transmit readouts. Jester arranges a meet with Oliverti family members for information on the Zodiac Cartel. The mob instead send Aki, one of Doc Otaku&#039;s Angel Androids, with a file. Jester suggests infiltrating the Cartel&#039;s make-a-metahuman operation through Missy, going via Andrew Franks at Rice &amp;amp; Stimson. Silencer calls the team and helps to set up the operation, while Jester manufactures a new leg-splint for Missy with a homer in it, pretending it&#039;s from a friend. Silencer also tells the team that the Tonifanni mob has a new enforcer and that their comm-security has been compromised; a mayoral comm device was found. Ms. Harkins is asked to account for the various communications devices, and tells them that all those with devices answered her call. Missy&#039;s cover name for the operation is &#039;Neila Osmond&#039;. It is revealed that Black Dragon has killed for mistakes. First indications that Malcolm is interested in Missy.&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Missy meets Mr Franks, and realises that if she went ahead with the treatment she could walk again without the aid of a brace. We are reminded that the DNAscent process is dubiously legal at best, and they travel to Cardistanic, which bases the operation at the defunct Marshall Smith High School outside town. It is suggested that Kortens help with the process. She meets Dr. Hanks, and the mob-backed catburglar Lockpick, aka Tommy Mendola. Julie Streeter&#039;s piece on the time, titled Freedom&#039;s Finest, comes out. The Raven travels to Kyoto to speak with Kimiyo Ranaga, the teenage girl who is a vigilante heir to the Crimson Katana legacy, about Black Dragon. At Missy&#039;s signal, the team get ready to move in. Missy meets Dr. Creiss, who appears to have implanted mental powers and is the team psychiatrist. The team use Black Dragon&#039;s portals to come through. Star Knight picks up a transmission from Marshall Smith High to the penthouse office of Grant Conglomerates, and goes to investigate. The fight at Marshall Smith High is short and sweet, except that Silverbell finds himself teleported away by Dr. Creiss. Jonathan Grant is revealed to be Cancer, and arrested by Star Knight for illegal genetic experimentation, among other things, and apart from Creiss a clean sweep is made of the organisation, much of the equipment - now evidence - intact. Cancer namechecks the Zodiac Cartel, promising they will protect him. The richest man in the world tells his aide that Cancer will be abandoned, but having examined an orbital schematic of Freedom City&#039;s skies, teleports away from the city. Three subjects are recovered from the process. The Penumbra of SHADOW lays its plans to acquire some items from Freedom City. &lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
The team begin tracing Silverbell through his comm badge, discovering indicators that their communications may be further compromised, but also tracing Silverbell to Mount Olympus. Maddicks calls the team in to help with a zombie attack. Black Dragon and Rumble Grrl clash over Silverbell. Creiss turns out to have aid in Mount Olympus and arranges to have Silverbell vivisected while Cerberus stands guard. Black Dragon is swayed by Rumble Grrl&#039;s argument and, with Loras, travels to Olympus. They speak with Apollo, Artemis and Aphrodite. Aphrodite takes them in to Hades&#039; realm, while the rest of the team arrive at St. Ethelreda&#039;s to find perhaps six hundred zombies at that graveyard alone. Malador, the mage behind the attack, speaks to Miss Liberty as if he knows her of old, and questions why someone so pure would work with Black Dragon. He notes that he has worked alongside Black Dragon&#039;s progeny before now. As the zombies march on Freedom City, Malador offers the team a choice; stop them and leave him to do more, or oppose him directly. The Next-Gen arrive to offer help, and the man once known as Fearmonger makes a decision to stand with these men. As Black Dragon and Loras work to rescue Silverbell, Missy wrenches Malador&#039;s golden mask loose - and is possessed by it. &lt;br /&gt;
&lt;br /&gt;
Aphrodite notes that Zeus&#039;s edict said nothing about metahumans, and the trio of gods plan to return to the world once a favour has been repaid. Jester travels to the central precinct to repair a device left by the Scarab. Miss Malador nearly kills Megastar. Lady Lupus and Analyst do everything to keep the young hero alive. Faced with a choice of leaving a clue that he&#039;s human within the suit or letting someone else take the risk of testing the device, Jester elects to use it, eliminating the zombie threat. Miss Malador hurls the Fearmonger into space, but Loras rescues him. Rumble Grrl, working with Seven, discovers her spellcasting ability, nullifying one of Miss Malador&#039;s efforts for just long enough to allow Star Knight&#039;s words to reach Missy. The young woman reasserts herself, ending the possession as Star Knight swings a punch. The mask is separated from her face and she is knocked cold. Jester&#039;s armour is seriously damaged following the battle.&lt;br /&gt;
As Missy recovers in the Redeemer&#039;s infirmary, she tells Black Dragon she has learned some odd things about him, and asks what&#039;s going on - and the Raven, in their base without their knowledge, invites him to explain.&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Black Dragon tells his story. Tension between the Raven and the Analyst spikes as Black Dragon explains his his thousand-year-rule in China, and his connection to Dr. Sin - and thus, to the Raven. We discover that while Malador struck the Penumbra took something from the Albright Institute, and that Black Dragon has, at some time in the past, killed a Star Knight. We find that Conundrum and Cancer dislike each other. Missy talks to Black Dragon about the right reasons to be a hero. Lady Lupus first demonstrates a shift into a stronger, larger form. Lupus and Black Dragon discuss killing and justice while drinking. Aphrodite fires one of her son&#039;s arrows across the city for Loras. Miss Liberty apologises to Black Dragon for Missy&#039;s outburst. First appearance of the new Jester armour. Analyst discovers that Harkins has been toying with the computer systems, and when he asks, she can&#039;t remember why. Jester and Loras overhaul the team&#039;s comm systems. The Fearmonger detects a psionic emission of great power centered on Harkins whenever Star Knight is present. Jester calls the Albright Institute, discovering that the theft was of a nude sketch of Lady Celtic&#039;s tattoos, sixty years old, and that an earlier theft had concerned an old magical Scandinavian handaxe. &lt;br /&gt;
&lt;br /&gt;
Visiting Black Dragon&#039;s room, Lady Lupus encounters some kind of malign shadow entity. CCTV footage shows the Jester and the Analyst what happened to Harkins earlier. Rumble Grrl calls Jester about his wanting disclosure from others and not offering any himself, and he reveals himself to be Malcolm Brite. SHADOW plan to use the sketch of Lady Celtic&#039;s tattoos to find the current bearer. Someone attaches a device to the broadcast aerial on WLSH studios. The Fearmonger realises that the description of the tattoos sounds very like the marks on Ariana - Silverbolt&#039;s daughter, who he has raised for years. Dannings returns. Star Knight asks Lady Lupus on a date. Some of the team travel to London to help Ariana, while some go to shake the Mafia down for information. Ariana finally discovers her foster father&#039;s identity and is placed with the UK team Pendragon Force, while the Mafia shakedown shows that they have some high-tech equipment and little ability to use it, but does turn up the name Kristatos. Kristatos has interests in a European law firm, the Proteus Cartel (who work on military submarines) and Martuk Shipping. Thugs attack Analyst, Harkins and Dannings while the rest of the team is away, moving with mind-controlled precision. The Freedom City team investigate the Proteus Cartel as the Analyst recovers from the attack. They discover, among other things, a cryogenics chamber. Star Island register inbound assault craft from the moon and call in the Redeemers.&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14396</id>
		<title>Freedomcityduo:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14396"/>
		<updated>2005-11-30T18:00:44Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Freedom City.&lt;br /&gt;
&lt;br /&gt;
Shoot for the Stars ([http://forum.rpg.net/showthread.php?t=205859]) (The adventures of the Redeemers)&lt;br /&gt;
&lt;br /&gt;
Teen Freedom ([http://forum.rpg.net/showthread.php?t=229593]) (The adventures of the Prometheans)&lt;br /&gt;
&lt;br /&gt;
These games coexist in the same version of the Freedom City universe. This subsection of the wiki is intended to make life easier for GMs and players by providing up-to-date character sheet records, NPC information, and public notes - as well as timelines - for both games, allowing players to keep up to date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Redeemers PCs:&lt;br /&gt;
&lt;br /&gt;
[[Black Dragon - Sion Yu]]&lt;br /&gt;
&lt;br /&gt;
[[Catalyst]]&lt;br /&gt;
&lt;br /&gt;
[[Dr. Q]]&lt;br /&gt;
&lt;br /&gt;
[[Fearmonger]]&lt;br /&gt;
&lt;br /&gt;
[[Jester]]&lt;br /&gt;
&lt;br /&gt;
[[Lady Lupus]]&lt;br /&gt;
&lt;br /&gt;
[[Loras]]&lt;br /&gt;
&lt;br /&gt;
[[Miss Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Star Knight - Mark Templar]]&lt;br /&gt;
&lt;br /&gt;
[[The Spook]]&lt;br /&gt;
&lt;br /&gt;
Teen Freedom PCs:&lt;br /&gt;
&lt;br /&gt;
[[Trip|Bastion]]&lt;br /&gt;
&lt;br /&gt;
[[Beastgirl]]&lt;br /&gt;
&lt;br /&gt;
[[Champion]]&lt;br /&gt;
&lt;br /&gt;
[[Dude Leet]]&lt;br /&gt;
&lt;br /&gt;
[[Kid Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Mr. Dark]]&lt;br /&gt;
&lt;br /&gt;
[[Pink Pistol]]&lt;br /&gt;
&lt;br /&gt;
[[Pounce]]&lt;br /&gt;
&lt;br /&gt;
[[Scrapper - Michael Fawkes]]&lt;br /&gt;
&lt;br /&gt;
[[Telegram Sam]]&lt;br /&gt;
&lt;br /&gt;
[[Zany]]&lt;br /&gt;
&lt;br /&gt;
Retired/Deceased PCs:&lt;br /&gt;
&lt;br /&gt;
The Analyst - killed during Lady Lunar&#039;s invasion of Earth.&lt;br /&gt;
&lt;br /&gt;
Rumble Grrl - resigned from Redeemers, joined Next-Gen.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supporting Cast:&lt;br /&gt;
&lt;br /&gt;
(Redeemers)&lt;br /&gt;
&lt;br /&gt;
Alyssa Harkins - Mayoral aide, PR rep&lt;br /&gt;
&lt;br /&gt;
Charles Dannings - Mayoral aide, Finance&lt;br /&gt;
&lt;br /&gt;
Matthew Burke - Mayoral aide, background checks&lt;br /&gt;
&lt;br /&gt;
Art Reilly - Mayoral aide, other&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Issue Breakdowns:&lt;br /&gt;
[[Redeemers]]&lt;br /&gt;
&lt;br /&gt;
[[Prometheans]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14385</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14385"/>
		<updated>2005-11-30T10:20:01Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
NOTE: What is recorded here happened in the comic. It&#039;s not necessarily public knowledge.&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit, and the team discuss the situation over dinner, while the Driogano mob observe via tarot.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
Julie Streeter visits the team for an interview. The shade of Lauren Hammond - the Silver Scream - appears to Missy. In front of the reporter, Jester pies the Analyst. Lauren Hammond allows Missy to speak with the dead Toy Boy, learning that &#039;Cancer&#039; summoned Hammond and bound her to kill him. She agrees to ask Fun Time Toys to put the X1300 back into production to help Toy Boy rest easy. First inklings of romance between Lady Lupus and Star Knight. Mongoose and the Analyst go to Majestic Industries to consult with Dr. Napier, coming away with the feeling that Hieronymous King, owner of the company, is hiding something. Mongoose vanishes. Star Knight, Loras and Lady Lupus go to meet Director Powers of AEGIS in a bar in Sarajevo, while the rest of the team talk with Adrian Eldrich, who the Jester knows. Powers tells Star Knight of the Zodiac Cartel, mentioning their connection to Greece and ties to the US military-industrial complex, suggesting a talk with the Freedom Mafia. Powers mentions the arms smuggling that Lupus interfered with. Eldrich mentions Miss Liberty&#039;s counterpart, but does not identify her. They are repulsed from the Astral Plane by a suited man later identified as the lawyer Lucien Cabot. The team visiting Eldrich encounter a Foundry team hunting the Jester, but elude them and lay Lauren Hammond properly to rest. Malcolm Brite sends the team up in his comedy routine that night. Ms. Harkins is visited by someone travelling through shadows, but forgets that this has happened.&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Dr. Andel of Star Island calls for Star Knight, asking for a consultation on energy readings the space centre has been picking up. These readings concern them, as a launch is due in a couple of weeks. The readings turn out to be linked to a sphere of energy in the asteroid belt, centered around Asimov, that appear to be responsive to technology, and which have such significant electromagnetic output that they are effectively a solid band, keeping Earth sealed off from the cosmos. Energy patterns bear similarity to both Lor Republic and Grue Empire transmissions. Loras leaves a device by the barrier to transmit readouts. Jester arranges a meet with Oliverti family members for information on the Zodiac Cartel. The mob instead send Aki, one of Doc Otaku&#039;s Angel Androids, with a file. Jester suggests infiltrating the Cartel&#039;s make-a-metahuman operation through Missy, going via Andrew Franks at Rice &amp;amp; Stimson. Silencer calls the team and helps to set up the operation, while Jester manufactures a new leg-splint for Missy with a homer in it, pretending it&#039;s from a friend. Silencer also tells the team that their comm-security has been compromised; a mayoral comm device was found. Ms. Harkins is asked to account for the various communications devices, and tells them that all those with devices answered her call. Missy&#039;s cover name for the operation is &#039;Neila Osmond&#039;. It is revealed that Black Dragon has killed for mistakes.&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Missy meets Mr Franks, and realises that if she went ahead with the treatment she could walk again without the aid of a brace. We are reminded that the DNAscent process is dubiously legal at best, and they travel to Cardistanic, which bases the operation at the defunct Marshall Smith High School outside town. It is suggested that Kortens help with the process. She meets Dr. Hanks, and the mob-backed catburglar Lockpick, aka Tommy Mendola. Julie Streeter&#039;s piece on the time, titled Freedom&#039;s Finest, comes out. The Raven travels to Kyoto to speak with Kimiyo Ranaga, the teenage girl who is a vigilante heir to the Crimson Katana legacy, about Black Dragon. At Missy&#039;s signal, the team get ready to move in. Missy meets Dr. Creiss, who appears to have implanted mental powers and is the team psychiatrist. The team use Black Dragon&#039;s portals to come through. Star Knight picks up a transmission from Marshall Smith High to the penthouse office of Grant Conglomerates, and goes to investigate. The fight at Marshall Smith High is short and sweet, except that Silverbell finds himself teleported away by Dr. Creiss. Jonathan Grant is revealed to be Cancer, and arrested by Star Knight for illegal genetic experimentation, among other things, and apart from Creiss a clean sweep is made of the organisation, much of the equipment - now evidence - intact. Cancer namechecks the Zodiac Cartel, promising they will protect him. The richest man in the world tells his aide that Cancer will be abandoned, but having examined an orbital schematic of Freedom City&#039;s skies, teleports away from the city. Three subjects are recovered from the process. The Penumbra of SHADOW lays its plans to acquire some items from Freedom City. &lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
The team begin tracing Silverbell through his comm badge, discovering indicators that their communications may be further compromised, but also tracing Silverbell to Mount Olympus. Maddicks calls the team in to help with a zombie attack. Black Dragon and Rumble Grrl clash over Silverbell. Creiss turns out to have aid in Mount Olympus and arranges to have Silverbell vivisected while Cerberus stands guard. Black Dragon is swayed by Rumble Grrl&#039;s argument and, with Loras, travels to Olympus. They speak with Apollo, Artemis and Aphrodite. Aphrodite takes them in to Hades&#039; realm, while the rest of the team arrive at St. Ethelreda&#039;s to find perhaps six hundred zombies at that graveyard alone. Malador, the mage behind the attack, speaks to Miss Liberty as if he knows her of old, and questions why someone so pure would work with Black Dragon. He notes that he has worked alongside Black Dragon&#039;s progeny before now. As the zombies march on Freedom City, Malador offers the team a choice; stop them and leave him to do more, or oppose him directly. The Next-Gen arrive to offer help, and the man once known as Fearmonger makes a decision to stand with these men. As Black Dragon and Loras work to rescue Silverbell, Missy wrenches Malador&#039;s golden mask loose - and is possessed by it. Aphrodite notes that Zeus&#039;s edict said nothing about metahumans, and the trio of gods plan to return to the world once a favour has been repaid. Jester travels to the central precinct to repair a device left by the Scarab. Miss Malador nearly kills Megastar. Lady Lupus and Analyst do everything to keep the young hero alive. Faced with a choice of leaving a clue that he&#039;s human within the suit or letting someone else take the risk of testing the device, Jester elects to use it, eliminating the zombie threat. Miss Malador hurls the Fearmonger into space, but Loras rescues him. Rumble Grrl, working with Seven, discovers her spellcasting ability, nullifying one of Miss Malador&#039;s efforts for just long enough to allow Star Knight&#039;s words to reach Missy. The young woman reasserts herself, ending the possession as Star Knight swings a punch. The mask is separated from her face and she is knocked cold. Jester&#039;s armour is seriously damaged following the battle.&lt;br /&gt;
As Missy recovers in the Redeemer&#039;s infirmary, she tells Black Dragon she has learned some odd things about him, and asks what&#039;s going on - and the Raven, in their base without their knowledge, invites him to explain.&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Black Dragon tells his story. Tension between the Raven and the Analyst spikes as the venerable shadowmaster explains his past, his thousand-year-rule in China, and his connection to Dr. Sin - and thus, to the Raven.&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14384</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14384"/>
		<updated>2005-11-30T09:54:31Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
NOTE: What is recorded here happened in the comic. It&#039;s not necessarily public knowledge.&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit, and the team discuss the situation over dinner, while the Driogano mob observe via tarot.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
Julie Streeter visits the team for an interview. The shade of Lauren Hammond - the Silver Scream - appears to Missy. In front of the reporter, Jester pies the Analyst. Lauren Hammond allows Missy to speak with the dead Toy Boy, learning that &#039;Cancer&#039; summoned Hammond and bound her to kill him. She agrees to ask Fun Time Toys to put the X1300 back into production to help Toy Boy rest easy. First inklings of romance between Lady Lupus and Star Knight. Mongoose and the Analyst go to Majestic Industries to consult with Dr. Napier, coming away with the feeling that Hieronymous King, owner of the company, is hiding something. Mongoose vanishes. Star Knight, Loras and Lady Lupus go to meet Director Powers of AEGIS in a bar in Sarajevo, while the rest of the team talk with Adrian Eldrich, who the Jester knows. Powers tells Star Knight of the Zodiac Cartel, mentioning their connection to Greece and ties to the US military-industrial complex, suggesting a talk with the Freedom Mafia. Powers mentions the arms smuggling that Lupus interfered with. Eldrich mentions Miss Liberty&#039;s counterpart, but does not identify her. They are repulsed from the Astral Plane by a suited man later identified as the lawyer Lucien Cabot. The team visiting Eldrich encounter a Foundry team hunting the Jester, but elude them and lay Lauren Hammond properly to rest. Malcolm Brite sends the team up in his comedy routine that night. Ms. Harkins is visited by someone travelling through shadows, but forgets that this has happened.&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Dr. Andel of Star Island calls for Star Knight, asking for a consultation on energy readings the space centre has been picking up. These readings concern them, as a launch is due in a couple of weeks. The readings turn out to be linked to a sphere of energy in the asteroid belt, centered around Asimov, that appear to be responsive to technology, and which have such significant electromagnetic output that they are effectively a solid band, keeping Earth sealed off from the cosmos. Energy patterns bear similarity to both Lor Republic and Grue Empire transmissions. Loras leaves a device by the barrier to transmit readouts. Jester arranges a meet with Oliverti family members for information on the Zodiac Cartel. The mob instead send Aki, one of Doc Otaku&#039;s Angel Androids, with a file. Jester suggests infiltrating the Cartel&#039;s make-a-metahuman operation through Missy, going via Andrew Franks at Rice &amp;amp; Stimson. Silencer calls the team and helps to set up the operation, while Jester manufactures a new leg-splint for Missy with a homer in it, pretending it&#039;s from a friend. Silencer also tells the team that their comm-security has been compromised; a mayoral comm device was found. Ms. Harkins is asked to account for the various communications devices, and tells them that all those with devices answered her call. Missy&#039;s cover name for the operation is &#039;Neila Osmond&#039;. It is revealed that Black Dragon has killed for mistakes.&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Missy meets Mr Franks, and realises that if she went ahead with the treatment she could walk again without the aid of a brace. We are reminded that the DNAscent process is dubiously legal at best, and they travel to Cardistanic, which bases the operation at the defunct Marshall Smith High School outside town. It is suggested that Kortens help with the process. She meets Dr. Hanks, and the mob-backed catburglar Lockpick, aka Tommy Mendola. Julie Streeter&#039;s piece on the time, titled Freedom&#039;s Finest, comes out. The Raven travels to Kyoto to speak with Kimiyo Ranaga, the teenage girl who is a vigilante heir to the Crimson Katana legacy, about Black Dragon. At Missy&#039;s signal, the team get ready to move in. Missy meets Dr. Creiss, who appears to have implanted mental powers and is the team psychiatrist. The team use Black Dragon&#039;s portals to come through. Star Knight picks up a transmission from Marshall Smith High to the penthouse office of Grant Conglomerates, and goes to investigate. The fight at Marshall Smith High is short and sweet, except that Silverbell finds himself teleported away by Dr. Creiss. Jonathan Grant is revealed to be Cancer, and arrested by Star Knight for illegal genetic experimentation, among other things, and apart from Creiss a clean sweep is made of the organisation, much of the equipment - now evidence - intact. Cancer namechecks the Zodiac Cartel, promising they will protect him. The richest man in the world tells his aide that Cancer will be abandoned, but having examined an orbital schematic of Freedom City&#039;s skies, teleports away from the city. Three subjects are recovered from the process. The Penumbra of SHADOW lays its plans to acquire some items from Freedom City. &lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
The team begin tracing Silverbell through his comm badge, discovering indicators that their communications may be further compromised, but also tracing Silverbell to Mount Olympus. Maddicks calls the team in to help with a zombie attack. Black Dragon and Rumble Grrl clash over Silverbell. Creiss turns out to have aid in Mount Olympus and arranges to have Silverbell vivisected while Cerberus stands guard. Black Dragon is swayed by Rumble Grrl&#039;s argument and, with Loras, travels to Olympus. They speak with Apollo, Artemis and Aphrodite. Aphrodite takes them in to Hades&#039; realm, while the rest of the team arrive at St. Ethelreda&#039;s to find perhaps six hundred zombies at that graveyard alone. Malador, the mage behind the attack, speaks to Miss Liberty as if he knows her of old, and questions why someone so pure would work with Black Dragon. He notes that he has worked alongside Black Dragon&#039;s progeny before now. As the zombies march on Freedom City, Malador offers the team a choice; stop them and leave him to do more, or oppose him directly. The Next-Gen arrive to offer help, and the man once known as Fearmonger makes a decision to stand with these men. As Black Dragon and Loras work to rescue Silverbell, Missy wrenches Malador&#039;s golden mask loose - and is possessed by it. Aphrodite notes that Zeus&#039;s edict said nothing about metahumans, and the trio of gods plan to return to the world once a favour has been repaid. Jester travels to the central precinct to repair a device left by the Scarab. Miss Malador nearly kills Megastar. Lady Lupus and Megastar do everything to keep the young hero alive. Faced with a choice of leaving a clue that he&#039;s human within the suit or letting someone else take the risk of testing the device, Jester elects to use it, eliminating the zombie threat. Miss Malador hurls the Fearmonger into space, but Loras rescues him. Rumble Grrl, working with Seven, discovers her spellcasting ability, nullifying one of Miss Malador&#039;s efforts for just long enough to allow Star Knight&#039;s words to reach Missy. The young woman reasserts herself, ending the possession as Star Knight swings a punch. The mask is separated from her face and she is knocked cold. Jester&#039;s armour is seriously damaged following the battle.&lt;br /&gt;
As Missy recovers in the Redeemer&#039;s infirmary, she tells Black Dragon she has learned some odd things about him, and asks what&#039;s going on - and the Raven, in their base without their knowledge, invites him to explain.&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Black Dragon tells his story. Tension between the Raven and the Analyst spikes as the venerable shadowmaster explains his past, his thousand-year-rule in China, and his connection to Dr. Sin - and thus, to the Raven.&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14383</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14383"/>
		<updated>2005-11-30T09:51:54Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: Issue Six&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
NOTE: What is recorded here happened in the comic. It&#039;s not necessarily public knowledge.&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit, and the team discuss the situation over dinner, while the Driogano mob observe via tarot.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
Julie Streeter visits the team for an interview. The shade of Lauren Hammond - the Silver Scream - appears to Missy. In front of the reporter, Jester pies the Analyst. Lauren Hammond allows Missy to speak with the dead Toy Boy, learning that &#039;Cancer&#039; summoned Hammond and bound her to kill him. She agrees to ask Fun Time Toys to put the X1300 back into production to help Toy Boy rest easy. First inklings of romance between Lady Lupus and Star Knight. Mongoose and the Analyst go to Majestic Industries to consult with Dr. Napier, coming away with the feeling that Hieronymous King, owner of the company, is hiding something. Mongoose vanishes. Star Knight, Loras and Lady Lupus go to meet Director Powers of AEGIS in a bar in Sarajevo, while the rest of the team talk with Adrian Eldrich, who the Jester knows. Powers tells Star Knight of the Zodiac Cartel, mentioning their connection to Greece and ties to the US military-industrial complex, suggesting a talk with the Freedom Mafia. Powers mentions the arms smuggling that Lupus interfered with. Eldrich mentions Miss Liberty&#039;s counterpart, but does not identify her. They are repulsed from the Astral Plane by a suited man later identified as the lawyer Lucien Cabot. The team visiting Eldrich encounter a Foundry team hunting the Jester, but elude them and lay Lauren Hammond properly to rest. Malcolm Brite sends the team up in his comedy routine that night. Ms. Harkins is visited by someone travelling through shadows, but forgets that this has happened.&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Dr. Andel of Star Island calls for Star Knight, asking for a consultation on energy readings the space centre has been picking up. These readings concern them, as a launch is due in a couple of weeks. The readings turn out to be linked to a sphere of energy in the asteroid belt, centered around Asimov, that appear to be responsive to technology, and which have such significant electromagnetic output that they are effectively a solid band, keeping Earth sealed off from the cosmos. Energy patterns bear similarity to both Lor Republic and Grue Empire transmissions. Loras leaves a device by the barrier to transmit readouts. Jester arranges a meet with Oliverti family members for information on the Zodiac Cartel. The mob instead send Aki, one of Doc Otaku&#039;s Angel Androids, with a file. Jester suggests infiltrating the Cartel&#039;s make-a-metahuman operation through Missy, going via Andrew Franks at Rice &amp;amp; Stimson. Silencer calls the team and helps to set up the operation, while Jester manufactures a new leg-splint for Missy with a homer in it, pretending it&#039;s from a friend. Silencer also tells the team that their comm-security has been compromised; a mayoral comm device was found. Ms. Harkins is asked to account for the various communications devices, and tells them that all those with devices answered her call. Missy&#039;s cover name for the operation is &#039;Neila Osmond&#039;. It is revealed that Black Dragon has killed for mistakes.&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Missy meets Mr Franks, and realises that if she went ahead with the treatment she could walk again without the aid of a brace. We are reminded that the DNAscent process is dubiously legal at best, and they travel to Cardistanic, which bases the operation at the defunct Marshall Smith High School outside town. It is suggested that Kortens help with the process. She meets Dr. Hanks, and the mob-backed catburglar Lockpick, aka Tommy Mendola. Julie Streeter&#039;s piece on the time, titled Freedom&#039;s Finest, comes out. The Raven travels to Kyoto to speak with Kimiyo Ranaga, the teenage girl who is a vigilante heir to the Crimson Katana legacy, about Black Dragon. At Missy&#039;s signal, the team get ready to move in. Missy meets Dr. Creiss, who appears to have implanted mental powers and is the team psychiatrist. The team use Black Dragon&#039;s portals to come through. Star Knight picks up a transmission from Marshall Smith High to the penthouse office of Grant Conglomerates, and goes to investigate. The fight at Marshall Smith High is short and sweet, except that Silverbell finds himself teleported away by Dr. Creiss. Jonathan Grant is revealed to be Cancer, and arrested by Star Knight for illegal genetic experimentation, among other things, and apart from Creiss a clean sweep is made of the organisation, much of the equipment - now evidence - intact. Cancer namechecks the Zodiac Cartel, promising they will protect him. The richest man in the world tells his aide that Cancer will be abandoned, but having examined an orbital schematic of Freedom City&#039;s skies, teleports away from the city. Three subjects are recovered from the process. The Penumbra of SHADOW lays its plans to acquire some items from Freedom City. &lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
The team begin tracing Silverbell through his comm badge, discovering indicators that their communications may be further compromised, but also tracing Silverbell to Mount Olympus. Maddicks calls the team in to help with a zombie attack. Black Dragon and Rumble Grrl clash over Silverbell. Creiss turns out to have aid in Mount Olympus and arranges to have Silverbell vivisected while Cerberus stands guard. Black Dragon is swayed by Rumble Grrl&#039;s argument and, with Loras, travels to Olympus. They speak with Apollo, Artemis and Aphrodite. Aphrodite takes them in to Hades&#039; realm, while the rest of the team arrive at St. Ethelreda&#039;s to find perhaps six hundred zombies at that graveyard alone. Malador, the mage behind the attack, speaks to Miss Liberty as if he knows her of old, and questions why someone so pure would work with Black Dragon. He notes that he has worked alongside Black Dragon&#039;s progeny before now. As the zombies march on Freedom City, Malador offers the team a choice; stop them and leave him to do more, or oppose him directly. The Next-Gen arrive to offer help, and the man once known as Fearmonger makes a decision to stand with these men. As Black Dragon and Loras work to rescue Silverbell, Missy wrenches Malador&#039;s golden mask loose - and is possessed by it. Aphrodite notes that Zeus&#039;s edict said nothing about metahumans, and the trio of gods plan to return to the world once a favour has been repaid. Jester travels to the central precinct to repair a device left by the Scarab. Miss Malador nearly kills Megastar. Lady Lupus and Megastar do everything to keep the young hero alive. Faced with a choice of leaving a clue that he&#039;s human within the suit or letting someone else take the risk of testing the device, Jester elects to use it, eliminating the zombie threat. Miss Malador hurls the Fearmonger into space, but Loras rescues him. Rumble Grrl, working with Seven, discovers her spellcasting ability, nullifying one of Miss Malador&#039;s efforts for just long enough to allow Star Knight&#039;s words to reach Missy. The young woman reasserts herself, ending the possession as Star Knight swings a punch. The mask is separated from her face and she is knocked cold. Jester&#039;s armour is seriously damaged following the battle.&lt;br /&gt;
As Missy recovers in the Redeemer&#039;s infirmary, she tells Black Dragon she has learned some odd things about him, and asks what&#039;s going on - and the Raven, grimly, repeats the question.&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Black Dragon tells his story.&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14380</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14380"/>
		<updated>2005-11-30T09:27:34Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: Issue Five&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
NOTE: What is recorded here happened in the comic. It&#039;s not necessarily public knowledge.&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit, and the team discuss the situation over dinner, while the Driogano mob observe via tarot.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
Julie Streeter visits the team for an interview. The shade of Lauren Hammond - the Silver Scream - appears to Missy. In front of the reporter, Jester pies the Analyst. Lauren Hammond allows Missy to speak with the dead Toy Boy, learning that &#039;Cancer&#039; summoned Hammond and bound her to kill him. She agrees to ask Fun Time Toys to put the X1300 back into production to help Toy Boy rest easy. First inklings of romance between Lady Lupus and Star Knight. Mongoose and the Analyst go to Majestic Industries to consult with Dr. Napier, coming away with the feeling that Hieronymous King, owner of the company, is hiding something. Mongoose vanishes. Star Knight, Loras and Lady Lupus go to meet Director Powers of AEGIS in a bar in Sarajevo, while the rest of the team talk with Adrian Eldrich, who the Jester knows. Powers tells Star Knight of the Zodiac Cartel, mentioning their connection to Greece and ties to the US military-industrial complex, suggesting a talk with the Freedom Mafia. Powers mentions the arms smuggling that Lupus interfered with. Eldrich mentions Miss Liberty&#039;s counterpart, but does not identify her. They are repulsed from the Astral Plane by a suited man later identified as the lawyer Lucien Cabot. The team visiting Eldrich encounter a Foundry team hunting the Jester, but elude them and lay Lauren Hammond properly to rest. Malcolm Brite sends the team up in his comedy routine that night. Ms. Harkins is visited by someone travelling through shadows, but forgets that this has happened.&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Dr. Andel of Star Island calls for Star Knight, asking for a consultation on energy readings the space centre has been picking up. These readings concern them, as a launch is due in a couple of weeks. The readings turn out to be linked to a sphere of energy in the asteroid belt, centered around Asimov, that appear to be responsive to technology, and which have such significant electromagnetic output that they are effectively a solid band, keeping Earth sealed off from the cosmos. Energy patterns bear similarity to both Lor Republic and Grue Empire transmissions. Loras leaves a device by the barrier to transmit readouts. Jester arranges a meet with Oliverti family members for information on the Zodiac Cartel. The mob instead send Aki, one of Doc Otaku&#039;s Angel Androids, with a file. Jester suggests infiltrating the Cartel&#039;s make-a-metahuman operation through Missy, going via Andrew Franks at Rice &amp;amp; Stimson. Silencer calls the team and helps to set up the operation, while Jester manufactures a new leg-splint for Missy with a homer in it, pretending it&#039;s from a friend. Silencer also tells the team that their comm-security has been compromised; a mayoral comm device was found. Ms. Harkins is asked to account for the various communications devices, and tells them that all those with devices answered her call. Missy&#039;s cover name for the operation is &#039;Neila Osmond&#039;. It is revealed that Black Dragon has killed for mistakes.&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Missy meets Mr Franks, and realises that if she went ahead with the treatment she could walk again without the aid of a brace. We are reminded that the DNAscent process is dubiously legal at best, and they travel to Cardistanic, which bases the operation at the defunct Marshall Smith High School outside town. It is suggested that Kortens help with the process. She meets Dr. Hanks, and the mob-backed catburglar Lockpick, aka Tommy Mendola. Julie Streeter&#039;s piece on the time, titled Freedom&#039;s Finest, comes out. The Raven travels to Kyoto to speak with Kimiyo Ranaga, the teenage girl who is a vigilante heir to the Crimson Katana legacy, about Black Dragon. At Missy&#039;s signal, the team get ready to move in. Missy meets Dr. Creiss, who appears to have implanted mental powers and is the team psychiatrist. The team use Black Dragon&#039;s portals to come through. Star Knight picks up a transmission from Marshall Smith High to the penthouse office of Grant Conglomerates, and goes to investigate. The fight at Marshall Smith High is short and sweet, except that Silverbell finds himself teleported away by Dr. Creiss. Jonathan Grant is revealed to be Cancer, and arrested by Star Knight for illegal genetic experimentation, among other things, and apart from Creiss a clean sweep is made of the organisation, much of the equipment - now evidence - intact. Cancer namechecks the Zodiac Cartel, promising they will protect him. The richest man in the world tells his aide that Cancer will be abandoned, but having examined an orbital schematic of Freedom City&#039;s skies, teleports away from the city. Three subjects are recovered from the process. The Penumbra of SHADOW lays its plans to acquire some items from Freedom City. &lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
The team begin tracing Silverbell through his comm badge, discovering indicators that their communications may be further compromised, but also tracing Silverbell to Mount Olympus. Maddicks calls the team in to help with a zombie attack. &lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14122</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14122"/>
		<updated>2005-11-21T10:32:02Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
NOTE: What is recorded here happened in the comic. It&#039;s not necessarily public knowledge.&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit, and the team discuss the situation over dinner, while the Driogano mob observe via tarot.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
Julie Streeter visits the team for an interview. The shade of Lauren Hammond - the Silver Scream - appears to Missy. In front of the reporter, Jester pies the Analyst. Lauren Hammond allows Missy to speak with the dead Toy Boy, learning that &#039;Cancer&#039; summoned Hammond and bound her to kill him. She agrees to ask Fun Time Toys to put the X1300 back into production to help Toy Boy rest easy. First inklings of romance between Lady Lupus and Star Knight. Mongoose and the Analyst go to Majestic Industries to consult with Dr. Napier, coming away with the feeling that Hieronymous King, owner of the company, is hiding something. Mongoose vanishes. Star Knight, Loras and Lady Lupus go to meet Director Powers of AEGIS in a bar in Sarajevo, while the rest of the team talk with Adrian Eldrich, who the Jester knows. Powers tells Star Knight of the Zodiac Cartel, mentioning their connection to Greece and ties to the US military-industrial complex, suggesting a talk with the Freedom Mafia. Powers mentions the arms smuggling that Lupus interfered with. Eldrich mentions Miss Liberty&#039;s counterpart, but does not identify her. They are repulsed from the Astral Plane by a suited man later identified as the lawyer Lucien Cabot. The team visiting Eldrich encounter a Foundry team hunting the Jester, but elude them and lay Lauren Hammond properly to rest. Malcolm Brite sends the team up in his comedy routine that night. Ms. Harkins is visited by someone travelling through shadows, but forgets that this has happened.&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Dr. Andel of Star Island calls for Star Knight, asking for a consultation on energy readings the space centre has been picking up. These readings concern them, as a launch is due in a couple of weeks. The readings turn out to be linked to a sphere of energy in the asteroid belt, centered around Asimov, that appear to be responsive to technology, and which have such significant electromagnetic output that they are effectively a solid band, keeping Earth sealed off from the cosmos. Energy patterns bear similarity to both Lor Republic and Grue Empire transmissions. Loras leaves a device by the barrier to transmit readouts. Jester arranges a meet with Oliverti family members for information on the Zodiac Cartel. The mob instead send Aki, one of Doc Otaku&#039;s Angel Androids, with a file. Jester suggests infiltrating the Cartel&#039;s make-a-metahuman operation through Missy, going via Andrew Franks at Rice &amp;amp; Stimson. Silencer calls the team and helps to set up the operation, while Jester manufactures a new leg-splint for Missy with a homer in it, pretending it&#039;s from a friend. Silencer also tells the team that their comm-security has been compromised; a mayoral comm device was found. Ms. Harkins is asked to account for the various communications devices, and tells them that all those with devices answered her call. Missy&#039;s cover name for the operation is &#039;Neila Osmond&#039;. It is revealed that Black Dragon has killed for mistakes.&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Missy meets Mr Franks.&lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14121</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14121"/>
		<updated>2005-11-21T10:30:16Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: Issues Three and Four&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
NOTE: What is recorded here happened in the comic. It&#039;s not necessarily public knowledge.&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit, and the team discuss the situation over dinner, while the Driogano mob observe via tarot.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
Julie Streeter visits the team for an interview. The shade of Lauren Hammond - the Silver Scream - appears to Missy. In front of the reporter, Jester pies the Analyst. Lauren Hammond allows Missy to speak with the dead Toy Boy, learning that &#039;Cancer&#039; summoned Hammond and bound her to kill him. She agrees to ask Fun Time Toys to put the X1300 back into production to help Toy Boy rest easy. First inklings of romance between Lady Lupus and Star Knight. Mongoose and the Analyst go to Majestic Industries to consult with Dr. Napier, coming away with the feeling that Hieronymous King, owner of the company, is hiding something. Mongoose vanishes. Star Knight, Loras and Lady Lupus go to meet Director Powers of AEGIS in a bar in Sarajevo, while the rest of the team talk with Adrian Eldrich, who the Jester knows. Powers tells Star Knight of the Zodiac Cartel, mentioning their connection to Greece and ties to the US military-industrial complex, suggesting a talk with the Freedom Mafia. Powers mentions the arms smuggling that Lupus interfered with. Eldrich mentions Miss Liberty&#039;s counterpart, but does not identify her. They are repulsed from the Astral Plane by a suited man later identified as the lawyer Lucien Cabot. The team visiting Eldrich encounter a Foundry team hunting the Jester, but elude them and lay Lauren Hammond properly to rest. Malcolm Brite sends the team up in his comedy routine that night. Ms. Harkins is visited by someone travelling through shadows, but forgets that this has happened.&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
Dr. Andel of Star Island calls for Star Knight, asking for a consultation on energy readings the space centre has been picking up. These readings concern them, as a launch is due in a couple of weeks. The readings turn out to be linked to a sphere of energy in the asteroid belt, centered around Asimov, that appear to be responsive to technology, and which have such significant electromagnetic output that they are effectively a solid band, keeping Earth sealed off from the cosmos. Energy patterns bear similarity to both Lor Republic and Grue Empire transmissions. Loras leaves a device by the barrier to transmit readouts. Jester arranges a meet with Oliverti family members for information on the Zodiac Cartel. The mob instead send Aki, one of Doc Otaku&#039;s Angel Androids, with a file. Jester suggests infiltrating the Cartel&#039;s make-a-metahuman operation through Missy, going via Andrew Franks at Rice &amp;amp; Stimson. Silencer calls the team and helps to set up the operation, while Jester manufactures a new leg-splint for Missy with a homer in it, pretending it&#039;s from a friend. Silencer also tells the team that their comm-security has been compromised; a mayoral comm device was found. Ms. Harkins is asked to account for the various communications devices, and tells them that all those with devices answered her call. Missy&#039;s cover name for the operation is &#039;Neila Osmond&#039;. It is revealed that Black Dragon has killed for mistakes.&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Missy meets Mr Franks.&lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jester&amp;diff=14040</id>
		<title>Jester</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jester&amp;diff=14040"/>
		<updated>2005-11-18T14:12:00Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jester/ Malcolm Brite&lt;br /&gt;
PL 13&lt;br /&gt;
Hero Points 6&lt;br /&gt;
&lt;br /&gt;
STR 17 (+3/+4 Super-strength = +7)&lt;br /&gt;
&lt;br /&gt;
DEX 18 (+4)&lt;br /&gt;
&lt;br /&gt;
CON 15 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 20 (+5/+6 Super- intelligence = +11)&lt;br /&gt;
&lt;br /&gt;
WIS 15 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 18 (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[41 pp on Attributes]&lt;br /&gt;
&lt;br /&gt;
Attack/Defensive/Initiative&lt;br /&gt;
Base Attack = 5 (15p)&lt;br /&gt;
&lt;br /&gt;
Melee: 5 BAB+4 (Attack Finesse) = 9&lt;br /&gt;
&lt;br /&gt;
Ranged: 5 BAB +4 Dex = 9&lt;br /&gt;
&lt;br /&gt;
Base Defense Bonus = 7&lt;br /&gt;
&lt;br /&gt;
Defense = 10+ 7 BDB +4 Dex = 21&lt;br /&gt;
&lt;br /&gt;
Flatfooted = 10+ 7 BDB = 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +8&lt;br /&gt;
Unarmed Damage: +2 STR + 4 Super-Strength = 9S&lt;br /&gt;
Speed: 100/200/400&lt;br /&gt;
&lt;br /&gt;
Saves&lt;br /&gt;
Dam: +2 (+13 Armour)&lt;br /&gt;
Fort: +2 (Con)&lt;br /&gt;
Will: +4 +2 (Iron Will) +2 (Wis)&lt;br /&gt;
Ref: +6 (Dex + Lightning Reflexes)&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
Improved Initiative (+4 Initiative)&lt;br /&gt;
&lt;br /&gt;
Imp. Disarm (cannot be countered)&lt;br /&gt;
&lt;br /&gt;
Imp. Grapple (can grapple one handed)&lt;br /&gt;
&lt;br /&gt;
Imp. Trip (once tripped, can attack)&lt;br /&gt;
&lt;br /&gt;
Indomitable Will (can reroll Will save after round&lt;br /&gt;
&lt;br /&gt;
Instant Stand [device] (standing is a free action)&lt;br /&gt;
&lt;br /&gt;
All-Around Sight [Super,Device] (+4 vs. surprises, cannot be flanked)&lt;br /&gt;
&lt;br /&gt;
Amplhibious [Super, Device] (survive in water)&lt;br /&gt;
&lt;br /&gt;
Darkvision [Super, Device] (see in darkness)&lt;br /&gt;
&lt;br /&gt;
Immunity: Poison [Super, Device]&lt;br /&gt;
&lt;br /&gt;
Immunity: Suffocation [Super, Device]&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes&lt;br /&gt;
&lt;br /&gt;
Attack Finesse&lt;br /&gt;
&lt;br /&gt;
Radio Broadcasting [Super, Device]&lt;br /&gt;
&lt;br /&gt;
Radio Hearing [Super, Device]&lt;br /&gt;
&lt;br /&gt;
Rapid Strike [Device]&lt;br /&gt;
&lt;br /&gt;
Power Attack [Device]&lt;br /&gt;
&lt;br /&gt;
Rapid Takedown [Device]&lt;br /&gt;
&lt;br /&gt;
Takedown Attack [Device]&lt;br /&gt;
&lt;br /&gt;
Immunity: Pressure [Device]&lt;br /&gt;
&lt;br /&gt;
True Sight [device]&lt;br /&gt;
&lt;br /&gt;
Iron Will&lt;br /&gt;
&lt;br /&gt;
Photographic Memory&lt;br /&gt;
&lt;br /&gt;
See Invisible [Device]&lt;br /&gt;
&lt;br /&gt;
[27pp]&lt;br /&gt;
&lt;br /&gt;
Skills (Total)&lt;br /&gt;
Acrobatics 7&lt;br /&gt;
Balance 7&lt;br /&gt;
Bluff 10&lt;br /&gt;
Climb 10&lt;br /&gt;
Computers 12&lt;br /&gt;
Concentration 2&lt;br /&gt;
Craft (Battlesuit) 12&lt;br /&gt;
Diplomacy 6&lt;br /&gt;
Disable Device 12&lt;br /&gt;
Disguise 8&lt;br /&gt;
Drive 5&lt;br /&gt;
Escape Artist 4&lt;br /&gt;
Forgery 11&lt;br /&gt;
Gather Info. 4&lt;br /&gt;
Hide 4&lt;br /&gt;
Innuendo 10&lt;br /&gt;
Intimidate 8&lt;br /&gt;
Jump 10&lt;br /&gt;
Knowledge: Metahumans 11&lt;br /&gt;
Known Criminals 11&lt;br /&gt;
Freedom City 11&lt;br /&gt;
Comedy Routines 11&lt;br /&gt;
Listen 6&lt;br /&gt;
Medicine 11&lt;br /&gt;
Move Silent 4&lt;br /&gt;
Open Lock 5&lt;br /&gt;
Perfrom (Stand-up comedy) 11&lt;br /&gt;
Profession (Technician) 2&lt;br /&gt;
Science:&lt;br /&gt;
Technology 11&lt;br /&gt;
Physics 11&lt;br /&gt;
Chemistry 11&lt;br /&gt;
Forensics 11&lt;br /&gt;
Search 11&lt;br /&gt;
Sense Motive 2&lt;br /&gt;
Sleight of Hand 6&lt;br /&gt;
Spot 2&lt;br /&gt;
Survival 2&lt;br /&gt;
Swim 10&lt;br /&gt;
Taunt 12&lt;br /&gt;
[20pp]&lt;br /&gt;
&lt;br /&gt;
Superpowers&lt;br /&gt;
&lt;br /&gt;
Super-Intelligence 6&lt;br /&gt;
&lt;br /&gt;
&#039;Jester&#039; Suit&lt;br /&gt;
&lt;br /&gt;
Armour 13&lt;br /&gt;
&lt;br /&gt;
Super-Strength 4&lt;br /&gt;
Limit: Device&lt;br /&gt;
&lt;br /&gt;
Dazzle 9 &#039;Confetti Combat&#039;&lt;br /&gt;
Extra: Dazzle Burst&lt;br /&gt;
Extra: Scramble Electronics&lt;br /&gt;
Limit: Device&lt;br /&gt;
&lt;br /&gt;
Sensory Protection 5&lt;br /&gt;
[Device]&lt;br /&gt;
&lt;br /&gt;
Mental Protection 8&lt;br /&gt;
[Device]&lt;br /&gt;
&lt;br /&gt;
Super-Senses 5&lt;br /&gt;
[Device]&lt;br /&gt;
&lt;br /&gt;
Strike 5 &#039;Hand Buzzers&#039;&lt;br /&gt;
[Device]&lt;br /&gt;
&lt;br /&gt;
Flight 6&lt;br /&gt;
Stunt: Super-Flight&lt;br /&gt;
[Device]&lt;br /&gt;
&lt;br /&gt;
Snare 9 &#039;Custard Pie Containment&#039;&lt;br /&gt;
[Device]&lt;br /&gt;
&lt;br /&gt;
Weaknesses&lt;br /&gt;
Quirk (-10pp) Malcolm is a constant joker. Whether he is on the stage or facing down Omega himself, he cannot cease his constant punning. Obviously this gets on some of his few friends&#039; nerves over periods of time.&lt;br /&gt;
&lt;br /&gt;
Appearance: Malcolm is a somewhat outrageous individual. Slouching about 5&#039; 9&amp;quot; with an athletic build, his corn coloured hair bears luminous green streaks. He is usually wearing a truly hallucinogenic Hawaiian shirt and tattered jeans, most often with goggles holding the hair out of his eyes. He talks often and loudly, usually poking fun at someone nearby.&lt;br /&gt;
&lt;br /&gt;
As Jester, nothing of Malcolm can be seen. The red and green armour reaches around 7 foot with disproportionally large hands and greaves. The armour is modelled after a fool&#039;s costume, the helmet bearing a glassy visor where the eyes should be.&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14035</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14035"/>
		<updated>2005-11-18T13:12:44Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14034</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14034"/>
		<updated>2005-11-18T13:12:26Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: Issues one and two added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
Both the Atom Family and Freedom League are in another dimension, prompting the formation of a team whose primary remit is the protection of Freedom City. The group assemble, meeting for the first time. Analyst prevents a shootout at a diner simply by talking it through, impressing Alyssa Harkins. Preventing high-tech arms smuggling, Lady Lupus is observed by a shadowy woman. Four of Toy Boy&#039;s creations attack the Goodman Building, home of the Atom Family, but are driven off by Loras, Miss Liberty, Star Knight and Lady Lupus as the remainder of the team head to H.I.T. to prevent the Cosmic Mind from unifying and controlling human consciousness. Analyst shows an unusual resistance to mental control. Questions are raised about Black Dragon&#039;s background. Collective disappears. The Cosmic Mind is defeated, but suggests her return to Earth was aided.&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
Dannings turns to drink. Siren guest stars, informing the team she&#039;s relocating to Liverpool in pursuit of Baron Samedi. Toy Boy is killed by &#039;Cancer&#039; before the team can reach him. The protective coating on his creations is linked to an experimental product by Dr. Michael Napier of Majestic Industries. We discover that Star Knight cannot contact the other Star Knights. Black Dragon begins the assembly of a trophy room. Dannings contacts the team - ghosts of horror characters are taking over the Secret Bar. At the same time, Star Knight detects an enemy incoming and goes to meet it with Loras above the Earth - it turns out to be Blackstar. The team investigating the Secret Bar deduce that their opponent is the Silver Scream, who assaults them as they&#039;re looking for Toy Boy, but is eventually talked into surrender by Miss Liberty. Above the Earth, Star Knight discovers he&#039;s not the only one cut off from the rest of the galaxy, and Blackstar is driven off, fleeing to Farside City. Star Knight and Loras end their pursuit.&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14033</id>
		<title>Redeemers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Redeemers&amp;diff=14033"/>
		<updated>2005-11-18T11:53:20Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Redeemers are a team of heroes within Freedom City appearing in the Shoot for the Stars campaign and guest-starring in the Teen Freedom campaign. More details on this version of the setting can be found at the [[freedomcityduo:Main_page]]&lt;br /&gt;
&lt;br /&gt;
These are their adventures...&lt;br /&gt;
&lt;br /&gt;
Issue One&lt;br /&gt;
&lt;br /&gt;
Issue Two&lt;br /&gt;
&lt;br /&gt;
Issue Three&lt;br /&gt;
&lt;br /&gt;
Issue Four&lt;br /&gt;
&lt;br /&gt;
Issue Five&lt;br /&gt;
&lt;br /&gt;
Issue Six&lt;br /&gt;
&lt;br /&gt;
Issue Seven&lt;br /&gt;
&lt;br /&gt;
Issue Eight&lt;br /&gt;
&lt;br /&gt;
Issue Nine&lt;br /&gt;
&lt;br /&gt;
Issue Ten&lt;br /&gt;
&lt;br /&gt;
Issue Eleven&lt;br /&gt;
&lt;br /&gt;
Redeemers/Atom Family: Man on the Moon one-shot&lt;br /&gt;
&lt;br /&gt;
Issue Twelve&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14032</id>
		<title>Freedomcityduo:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14032"/>
		<updated>2005-11-18T11:49:54Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Freedom City.&lt;br /&gt;
&lt;br /&gt;
Shoot for the Stars ([http://forum.rpg.net/showthread.php?t=205859]) (The adventures of the Redeemers)&lt;br /&gt;
&lt;br /&gt;
Teen Freedom ([http://forum.rpg.net/showthread.php?t=229593]) (The adventures of )&lt;br /&gt;
&lt;br /&gt;
These games coexist in the same version of the Freedom City universe. This subsection of the wiki is intended to make life easier for GMs and players by providing up-to-date character sheet records, NPC information, and public notes - as well as timelines - for both games, allowing players to keep up to date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Redeemers PCs:&lt;br /&gt;
&lt;br /&gt;
[[Black Dragon - Sion Yu]]&lt;br /&gt;
&lt;br /&gt;
[[Catalyst]]&lt;br /&gt;
&lt;br /&gt;
[[Dr. Q]]&lt;br /&gt;
&lt;br /&gt;
[[Fearmonger]]&lt;br /&gt;
&lt;br /&gt;
[[Jester]]&lt;br /&gt;
&lt;br /&gt;
[[Lady Lupus]]&lt;br /&gt;
&lt;br /&gt;
[[Loras]]&lt;br /&gt;
&lt;br /&gt;
[[Miss Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Star Knight - Mark Templar]]&lt;br /&gt;
&lt;br /&gt;
[[The Spook]]&lt;br /&gt;
&lt;br /&gt;
Teen Freedom PCs:&lt;br /&gt;
&lt;br /&gt;
[[Beastgirl]]&lt;br /&gt;
&lt;br /&gt;
[[Champion]]&lt;br /&gt;
&lt;br /&gt;
[[Dude Leet]]&lt;br /&gt;
&lt;br /&gt;
[[Kid Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Mr. Dark]]&lt;br /&gt;
&lt;br /&gt;
[[Pink Pistol]]&lt;br /&gt;
&lt;br /&gt;
[[Pounce]]&lt;br /&gt;
&lt;br /&gt;
[[Scrapper - Michael Fawkes]]&lt;br /&gt;
&lt;br /&gt;
[[Telegram Sam]]&lt;br /&gt;
&lt;br /&gt;
[[Trip]]&lt;br /&gt;
&lt;br /&gt;
[[Zany]]&lt;br /&gt;
&lt;br /&gt;
Retired/Deceased PCs:&lt;br /&gt;
&lt;br /&gt;
The Analyst - killed during Lady Lunar&#039;s invasion of Earth.&lt;br /&gt;
&lt;br /&gt;
Rumble Grrl - resigned from Redeemers, joined Next-Gen.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supporting Cast:&lt;br /&gt;
&lt;br /&gt;
(Redeemers)&lt;br /&gt;
&lt;br /&gt;
Alyssa Harkins - Mayoral aide, PR rep&lt;br /&gt;
&lt;br /&gt;
Charles Dannings - Mayoral aide, Finance&lt;br /&gt;
&lt;br /&gt;
Matthew Burke - Mayoral aide, background checks&lt;br /&gt;
&lt;br /&gt;
Art Reilly - Mayoral aide, other&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Issue Breakdowns:&lt;br /&gt;
[[Redeemers]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14031</id>
		<title>Freedomcityduo:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14031"/>
		<updated>2005-11-18T11:46:32Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Freedom City.&lt;br /&gt;
&lt;br /&gt;
Shoot for the Stars ([http://forum.rpg.net/showthread.php?t=205859]) (The adventures of the Redeemers)&lt;br /&gt;
&lt;br /&gt;
Teen Freedom ([http://forum.rpg.net/showthread.php?t=229593]) (The adventures of )&lt;br /&gt;
&lt;br /&gt;
These games coexist in the same version of the Freedom City universe. This subsection of the wiki is intended to make life easier for GMs and players by providing up-to-date character sheet records, NPC information, and public notes - as well as timelines - for both games, allowing players to keep up to date.&lt;br /&gt;
&lt;br /&gt;
Redeemers PCs:&lt;br /&gt;
&lt;br /&gt;
[[Black Dragon - Sion Yu]]&lt;br /&gt;
&lt;br /&gt;
[[Catalyst]]&lt;br /&gt;
&lt;br /&gt;
[[Dr. Q]]&lt;br /&gt;
&lt;br /&gt;
[[Fearmonger]]&lt;br /&gt;
&lt;br /&gt;
[[Jester]]&lt;br /&gt;
&lt;br /&gt;
[[Lady Lupus]]&lt;br /&gt;
&lt;br /&gt;
[[Loras]]&lt;br /&gt;
&lt;br /&gt;
[[Miss Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Star Knight - Mark Templar]]&lt;br /&gt;
&lt;br /&gt;
[[The Spook]]&lt;br /&gt;
&lt;br /&gt;
Teen Freedom PCs:&lt;br /&gt;
&lt;br /&gt;
[[Beastgirl]]&lt;br /&gt;
&lt;br /&gt;
[[Champion]]&lt;br /&gt;
&lt;br /&gt;
[[Dude Leet]]&lt;br /&gt;
&lt;br /&gt;
[[Kid Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Mr. Dark]]&lt;br /&gt;
&lt;br /&gt;
[[Pink Pistol]]&lt;br /&gt;
&lt;br /&gt;
[[Pounce]]&lt;br /&gt;
&lt;br /&gt;
[[Scrapper - Michael Fawkes]]&lt;br /&gt;
&lt;br /&gt;
[[Telegram Sam]]&lt;br /&gt;
&lt;br /&gt;
[[Trip]]&lt;br /&gt;
&lt;br /&gt;
[[Zany]]&lt;br /&gt;
&lt;br /&gt;
Retired/Deceased PCs:&lt;br /&gt;
&lt;br /&gt;
The Analyst - killed during Lady Lunar&#039;s invasion of Earth.&lt;br /&gt;
&lt;br /&gt;
Rumble Grrl - resigned from Redeemers, joined Next-Gen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Redeemers Supporting Cast:&lt;br /&gt;
&lt;br /&gt;
Alyssa Harkins - Mayoral aide, PR rep&lt;br /&gt;
&lt;br /&gt;
Charles Dannings - Mayoral aide, Finance&lt;br /&gt;
&lt;br /&gt;
Matthew Burke - Mayoral aide, background checks&lt;br /&gt;
&lt;br /&gt;
Art Reilly - Mayoral aide, other&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kid_Liberty&amp;diff=14030</id>
		<title>Kid Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kid_Liberty&amp;diff=14030"/>
		<updated>2005-11-18T11:44:16Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Johnny Davis grew up in the same small town as Melissa Morgan (aka [[Miss Liberty]]) and was dragged, grumbling, to all the same church affairs that she happily went to. It&#039;s still, really, surprising that he happened to catch a glimpse of himself in her mirror when it fell out of her bag.&lt;br /&gt;
&lt;br /&gt;
And it&#039;s significant, because that mirror is very special...&lt;br /&gt;
&lt;br /&gt;
Johnny found himself looking at his &#039;true self&#039;, a near-perfect specimen of a sixteen-year-old, with the ability to fly, phenomenal strength and resilience, and a knack with language. These days, the sun always shines on Missy and on Johnny. But... well, it&#039;s taken him a while to come clean about it and step up to the plate. (In fact, it&#039;s only about to happen, right now.)&lt;br /&gt;
&lt;br /&gt;
He stays in his &#039;true self&#039; form as Kid Liberty (which the form seems to want to be called) most of the time. The sudden encroachment of a sense of absolute justice doesn&#039;t help with the girls, but he really doesn&#039;t like acne.&lt;br /&gt;
&lt;br /&gt;
As Kid Liberty, he wears a blue T-shirt with a white star above his heart and a row of white stars on each short sleeve, tight red trousers, and immaculate white boots. The vague good looks of Johnny Davis sharpen into something better-looking.&lt;br /&gt;
&lt;br /&gt;
KID LIBERTY&lt;br /&gt;
concept: Star-Spangled Teen&lt;br /&gt;
&lt;br /&gt;
secret ID: Johnny Davis&lt;br /&gt;
&lt;br /&gt;
gender: Male&lt;br /&gt;
&lt;br /&gt;
age: 16&lt;br /&gt;
&lt;br /&gt;
height: 5&#039; 8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
size: Medium&lt;br /&gt;
&lt;br /&gt;
hair: Blond&lt;br /&gt;
&lt;br /&gt;
eyes: Blue&lt;br /&gt;
&lt;br /&gt;
ABILITIES&lt;br /&gt;
STR 20 +13&lt;br /&gt;
&lt;br /&gt;
DEX 12 +1&lt;br /&gt;
&lt;br /&gt;
CON 20 +5&lt;br /&gt;
&lt;br /&gt;
INT 12 +1&lt;br /&gt;
&lt;br /&gt;
WIS 18 +4&lt;br /&gt;
&lt;br /&gt;
CHA 14 +2&lt;br /&gt;
&lt;br /&gt;
SAVES&lt;br /&gt;
DMG +7&lt;br /&gt;
FORT +5&lt;br /&gt;
REF +1&lt;br /&gt;
WILL +4&lt;br /&gt;
&lt;br /&gt;
MOVEMENT&lt;br /&gt;
INIT +1&lt;br /&gt;
SPD 100&lt;br /&gt;
&lt;br /&gt;
COMBAT&lt;br /&gt;
BASE DEFENSE 5&lt;br /&gt;
DEF 16&lt;br /&gt;
FLAT 15&lt;br /&gt;
MENTAL 19&lt;br /&gt;
&lt;br /&gt;
BASE ATTACK 5&lt;br /&gt;
MELEE +10&lt;br /&gt;
RANGED +6&lt;br /&gt;
MENTAL +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SKILLS&lt;br /&gt;
*acrobatics [0]&lt;br /&gt;
balance [1]&lt;br /&gt;
bluff [2]&lt;br /&gt;
climb [13]&lt;br /&gt;
*computers [2/1]&lt;br /&gt;
concentration [4]&lt;br /&gt;
craft [1]&lt;br /&gt;
*demolitions [0]&lt;br /&gt;
diplomacy [2]&lt;br /&gt;
*disable device [0]&lt;br /&gt;
disguise [2]&lt;br /&gt;
*drive [0]&lt;br /&gt;
escape artist [1]&lt;br /&gt;
forgery [1]&lt;br /&gt;
gather info [2]&lt;br /&gt;
*handle animal [0]&lt;br /&gt;
hide [1]&lt;br /&gt;
*innuendo [0]&lt;br /&gt;
intimidate [13]&lt;br /&gt;
jump [13]&lt;br /&gt;
knowledge: [1]&lt;br /&gt;
listen [4]&lt;br /&gt;
*medicine [5/1]&lt;br /&gt;
move silently [1]&lt;br /&gt;
*open lock [0]&lt;br /&gt;
perform [2]&lt;br /&gt;
*pilot [0]&lt;br /&gt;
profession: [4]&lt;br /&gt;
*read lips [0]&lt;br /&gt;
*repair [0]&lt;br /&gt;
*ride [0]&lt;br /&gt;
science: [1]&lt;br /&gt;
search [1]&lt;br /&gt;
sense motive [4]&lt;br /&gt;
*sleight of hand [0]&lt;br /&gt;
spot [4]&lt;br /&gt;
survival [4]&lt;br /&gt;
swim [13]&lt;br /&gt;
taunt [2]&lt;br /&gt;
&lt;br /&gt;
FEATS&lt;br /&gt;
Durability (Super) (lethal dmg &amp;lt; = to dmg save is stun)&lt;br /&gt;
Identity Change (Super) (can switch to hero form)&lt;br /&gt;
Toughness (+2 to damage saves)&lt;br /&gt;
True Sight (Super) (unaffected by illusions)&lt;br /&gt;
&lt;br /&gt;
POWERS&lt;br /&gt;
Flight [8]&lt;br /&gt;
Power Stunt: Super-Flight&lt;br /&gt;
Super-Strength [8]&lt;br /&gt;
Extra: Protection [8]&lt;br /&gt;
Extra: Super-Breath [8]&lt;br /&gt;
Comprehend [1]&lt;br /&gt;
Weather Control [1]&lt;br /&gt;
&lt;br /&gt;
WEAKNESS&lt;br /&gt;
Quirk (Code of Honour: Silver-Age to the Bone)&lt;br /&gt;
Naïve, -5 sense motive checks&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kid_Liberty&amp;diff=14029</id>
		<title>Kid Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kid_Liberty&amp;diff=14029"/>
		<updated>2005-11-18T11:43:20Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Johnny Davis grew up in the same small town as Melissa Morgan (aka [[Miss Liberty]]) and was dragged, grumbling, to all the same church affairs that she happily went to. It&#039;s still, really, surprising that he happened to catch a glimpse of himself in her mirror when it fell out of her bag.&lt;br /&gt;
&lt;br /&gt;
And it&#039;s significant, because that mirror is very special...&lt;br /&gt;
&lt;br /&gt;
Johnny found himself looking at his &#039;true self&#039;, a near-perfect specimen of a sixteen-year-old, with the ability to fly, phenomenal strength and resilience, and a knack with language. These days, the sun always shines on Missy and on Johnny. But... well, it&#039;s taken him a while to come clean about it and step up to the plate. (In fact, it&#039;s only about to happen, right now.)&lt;br /&gt;
&lt;br /&gt;
He stays in his &#039;true self&#039; form as Kid Liberty (which the form seems to want to be called) most of the time. The sudden encroachment of a sense of absolute justice doesn&#039;t help with the girls, but he really doesn&#039;t like acne.&lt;br /&gt;
&lt;br /&gt;
As Kid Liberty, he wears a blue T-shirt with a white star above his heart and a row of white stars on each short sleeve, tight red trousers, and immaculate white boots. The vague good looks of Johnny Davis sharpen into something better-looking.&lt;br /&gt;
&lt;br /&gt;
KID LIBERTY&lt;br /&gt;
concept: Star-Spangled Teen&lt;br /&gt;
secret ID: Johnny Davis&lt;br /&gt;
gender: Male&lt;br /&gt;
age: 16&lt;br /&gt;
height: 5&#039; 8&amp;quot;&lt;br /&gt;
weight:&lt;br /&gt;
size: Medium&lt;br /&gt;
hair: Blond&lt;br /&gt;
eyes: Blue&lt;br /&gt;
ABILITIES&lt;br /&gt;
STR 20 +13&lt;br /&gt;
DEX 12 +1&lt;br /&gt;
CON 20 +5&lt;br /&gt;
INT 12 +1&lt;br /&gt;
WIS 18 +4&lt;br /&gt;
CHA 14 +2&lt;br /&gt;
SAVES&lt;br /&gt;
DMG +7&lt;br /&gt;
FORT +5&lt;br /&gt;
REF +1&lt;br /&gt;
WILL +4&lt;br /&gt;
MOVEMENT&lt;br /&gt;
INIT +1&lt;br /&gt;
SPD 100&lt;br /&gt;
COMBAT&lt;br /&gt;
BASE DEFENSE 5&lt;br /&gt;
DEF 16&lt;br /&gt;
FLAT 15&lt;br /&gt;
MENTAL 19&lt;br /&gt;
&lt;br /&gt;
BASE ATTACK 5&lt;br /&gt;
MELEE +10&lt;br /&gt;
RANGED +6&lt;br /&gt;
MENTAL +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SKILLS&lt;br /&gt;
*acrobatics [0]&lt;br /&gt;
balance [1]&lt;br /&gt;
bluff [2]&lt;br /&gt;
climb [13]&lt;br /&gt;
*computers [2/1]&lt;br /&gt;
concentration [4]&lt;br /&gt;
craft [1]&lt;br /&gt;
*demolitions [0]&lt;br /&gt;
diplomacy [2]&lt;br /&gt;
*disable device [0]&lt;br /&gt;
disguise [2]&lt;br /&gt;
*drive [0]&lt;br /&gt;
escape artist [1]&lt;br /&gt;
forgery [1]&lt;br /&gt;
gather info [2]&lt;br /&gt;
*handle animal [0]&lt;br /&gt;
hide [1]&lt;br /&gt;
*innuendo [0]&lt;br /&gt;
intimidate [13]&lt;br /&gt;
jump [13]&lt;br /&gt;
knowledge: [1]&lt;br /&gt;
listen [4]&lt;br /&gt;
*medicine [5/1]&lt;br /&gt;
move silently [1]&lt;br /&gt;
*open lock [0]&lt;br /&gt;
perform [2]&lt;br /&gt;
*pilot [0]&lt;br /&gt;
profession: [4]&lt;br /&gt;
*read lips [0]&lt;br /&gt;
*repair [0]&lt;br /&gt;
*ride [0]&lt;br /&gt;
science: [1]&lt;br /&gt;
search [1]&lt;br /&gt;
sense motive [4]&lt;br /&gt;
*sleight of hand [0]&lt;br /&gt;
spot [4]&lt;br /&gt;
survival [4]&lt;br /&gt;
swim [13]&lt;br /&gt;
taunt [2]&lt;br /&gt;
&lt;br /&gt;
FEATS&lt;br /&gt;
Durability (Super) (lethal dmg &amp;lt; = to dmg save is stun)&lt;br /&gt;
Identity Change (Super) (can switch to hero form)&lt;br /&gt;
Toughness (+2 to damage saves)&lt;br /&gt;
True Sight (Super) (unaffected by illusions)&lt;br /&gt;
&lt;br /&gt;
POWERS&lt;br /&gt;
Flight [8]&lt;br /&gt;
Power Stunt: Super-Flight&lt;br /&gt;
Super-Strength [8]&lt;br /&gt;
Extra: Protection [8]&lt;br /&gt;
Extra: Super-Breath [8]&lt;br /&gt;
Comprehend [1]&lt;br /&gt;
Weather Control [1]&lt;br /&gt;
&lt;br /&gt;
WEAKNESS&lt;br /&gt;
Quirk (Code of Honour: Silver-Age to the Bone)&lt;br /&gt;
Naïve, -5 sense motive checks&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kid_Liberty&amp;diff=14028</id>
		<title>Kid Liberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kid_Liberty&amp;diff=14028"/>
		<updated>2005-11-18T11:41:54Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Johnny Davis grew up in the same small town as Melissa Morgan (aka [[Miss Liberty]]) and was dragged, grumbling, to all the same church affairs that she happily went to. It&#039;s still, really, surprising that he happened to catch a glimpse of himself in her mirror when it fell out of her bag.&lt;br /&gt;
&lt;br /&gt;
And it&#039;s significant, because that mirror is very special...&lt;br /&gt;
&lt;br /&gt;
Johnny found himself looking at his &#039;true self&#039;, a near-perfect specimen of a sixteen-year-old, with the ability to fly, phenomenal strength and resilience, and a knack with language. These days, the sun always shines on Missy and on Johnny. But... well, it&#039;s taken him a while to come clean about it and step up to the plate. (In fact, it&#039;s only about to happen, right now.)&lt;br /&gt;
&lt;br /&gt;
He stays in his &#039;true self&#039; form as Kid Liberty (which the form seems to want to be called) most of the time. The sudden encroachment of a sense of absolute justice doesn&#039;t help with the girls, but he really doesn&#039;t like acne.&lt;br /&gt;
&lt;br /&gt;
As Kid Liberty, he wears a blue T-shirt with a white star above his heart and a row of white stars on each short sleeve, tight red trousers, and immaculate white boots. The vague good looks of Johnny Davis sharpen into something better-looking.&lt;br /&gt;
&lt;br /&gt;
KID LIBERTY&lt;br /&gt;
concept: Star-Spangled Teen&lt;br /&gt;
secret ID: Johnny Davis&lt;br /&gt;
gender: Male&lt;br /&gt;
age: 16&lt;br /&gt;
height: 5&#039; 8&amp;quot;&lt;br /&gt;
weight:&lt;br /&gt;
size: Medium&lt;br /&gt;
hair: Blond&lt;br /&gt;
eyes: Blue&lt;br /&gt;
[[User:Phantom Stranger|Phantom Stranger]]ABILITIES[[User:Phantom Stranger|Phantom Stranger]]&lt;br /&gt;
STR 20 +13&lt;br /&gt;
DEX 12 +1&lt;br /&gt;
CON 20 +5&lt;br /&gt;
INT 12 +1&lt;br /&gt;
WIS 18 +4&lt;br /&gt;
CHA 14 +2&lt;br /&gt;
[[User:Phantom Stranger|Phantom Stranger]]SAVES[[User:Phantom Stranger|Phantom Stranger]]&lt;br /&gt;
DMG +7&lt;br /&gt;
FORT +5&lt;br /&gt;
REF +1&lt;br /&gt;
WILL +4&lt;br /&gt;
[[User:Phantom Stranger|Phantom Stranger]]MOVEMENT[[User:Phantom Stranger|Phantom Stranger]]&lt;br /&gt;
INIT +1&lt;br /&gt;
SPD 100&lt;br /&gt;
[[User:Phantom Stranger|Phantom Stranger]]COMBAT[[User:Phantom Stranger|Phantom Stranger]]&lt;br /&gt;
BASE DEFENSE 5&lt;br /&gt;
DEF 16&lt;br /&gt;
FLAT 15&lt;br /&gt;
MENTAL 19&lt;br /&gt;
&lt;br /&gt;
BASE ATTACK 5&lt;br /&gt;
MELEE +10&lt;br /&gt;
RANGED +6&lt;br /&gt;
MENTAL +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:Phantom Stranger|Phantom Stranger]]SKILLS[[User:Phantom Stranger|Phantom Stranger]]&lt;br /&gt;
*acrobatics [0]&lt;br /&gt;
balance [1]&lt;br /&gt;
bluff [2]&lt;br /&gt;
climb [13]&lt;br /&gt;
*computers [2/1]&lt;br /&gt;
concentration [4]&lt;br /&gt;
craft [1]&lt;br /&gt;
*demolitions [0]&lt;br /&gt;
diplomacy [2]&lt;br /&gt;
*disable device [0]&lt;br /&gt;
disguise [2]&lt;br /&gt;
*drive [0]&lt;br /&gt;
escape artist [1]&lt;br /&gt;
forgery [1]&lt;br /&gt;
gather info [2]&lt;br /&gt;
*handle animal [0]&lt;br /&gt;
hide [1]&lt;br /&gt;
*innuendo [0]&lt;br /&gt;
intimidate [13]&lt;br /&gt;
jump [13]&lt;br /&gt;
knowledge: [1]&lt;br /&gt;
listen [4]&lt;br /&gt;
*medicine [5/1]&lt;br /&gt;
move silently [1]&lt;br /&gt;
*open lock [0]&lt;br /&gt;
perform [2]&lt;br /&gt;
*pilot [0]&lt;br /&gt;
profession: [4]&lt;br /&gt;
*read lips [0]&lt;br /&gt;
*repair [0]&lt;br /&gt;
*ride [0]&lt;br /&gt;
science: [1]&lt;br /&gt;
search [1]&lt;br /&gt;
sense motive [4]&lt;br /&gt;
*sleight of hand [0]&lt;br /&gt;
spot [4]&lt;br /&gt;
survival [4]&lt;br /&gt;
swim [13]&lt;br /&gt;
taunt [2]&lt;br /&gt;
&lt;br /&gt;
[[User:Phantom Stranger|Phantom Stranger]]FEATS[[User:Phantom Stranger|Phantom Stranger]]&lt;br /&gt;
Durability (Super) (lethal dmg &amp;lt; = to dmg save is stun)&lt;br /&gt;
Identity Change (Super) (can switch to hero form)&lt;br /&gt;
Toughness (+2 to damage saves)&lt;br /&gt;
True Sight (Super) (unaffected by illusions)&lt;br /&gt;
&lt;br /&gt;
[[User:Phantom Stranger|Phantom Stranger]]POWERS[[User:Phantom Stranger|Phantom Stranger]]&lt;br /&gt;
Flight [8]&lt;br /&gt;
Power Stunt: Super-Flight&lt;br /&gt;
Super-Strength [8]&lt;br /&gt;
Extra: Protection [8]&lt;br /&gt;
Extra: Super-Breath [8]&lt;br /&gt;
Comprehend [1]&lt;br /&gt;
Weather Control [1]&lt;br /&gt;
&lt;br /&gt;
[[User:Phantom Stranger|Phantom Stranger]]WEAKNESS[[User:Phantom Stranger|Phantom Stranger]]&lt;br /&gt;
Quirk (Code of Honour: Silver-Age to the Bone)&lt;br /&gt;
Naïve, -5 sense motive checks&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14027</id>
		<title>Freedomcityduo:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14027"/>
		<updated>2005-11-18T11:40:06Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Freedom City.&lt;br /&gt;
&lt;br /&gt;
Shoot for the Stars ([http://forum.rpg.net/showthread.php?t=205859]) (The adventures of the Redeemers)&lt;br /&gt;
&lt;br /&gt;
Teen Freedom ([http://forum.rpg.net/showthread.php?t=229593]) (The adventures of )&lt;br /&gt;
&lt;br /&gt;
These games coexist in the same version of the Freedom City universe. This subsection of the wiki is intended to make life easier for GMs and players by providing up-to-date character sheet records, NPC information, and public notes - as well as timelines - for both games, allowing players to keep up to date.&lt;br /&gt;
&lt;br /&gt;
Redeemers PCs:&lt;br /&gt;
&lt;br /&gt;
[[Black Dragon - Sion Yu]]&lt;br /&gt;
&lt;br /&gt;
[[Catalyst]]&lt;br /&gt;
&lt;br /&gt;
[[Dr. Q]]&lt;br /&gt;
&lt;br /&gt;
[[Fearmonger]]&lt;br /&gt;
&lt;br /&gt;
[[Jester]]&lt;br /&gt;
&lt;br /&gt;
[[Lady Lupus]]&lt;br /&gt;
&lt;br /&gt;
[[Loras]]&lt;br /&gt;
&lt;br /&gt;
[[Miss Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Star Knight - Mark Templar]]&lt;br /&gt;
&lt;br /&gt;
[[The Spook]]&lt;br /&gt;
&lt;br /&gt;
Teen Freedom PCs:&lt;br /&gt;
&lt;br /&gt;
[[Beastgirl]]&lt;br /&gt;
&lt;br /&gt;
[[Champion]]&lt;br /&gt;
&lt;br /&gt;
[[Dude Leet]]&lt;br /&gt;
&lt;br /&gt;
[[Kid Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Mr. Dark]]&lt;br /&gt;
&lt;br /&gt;
[[Pink Pistol]]&lt;br /&gt;
&lt;br /&gt;
[[Pounce]]&lt;br /&gt;
&lt;br /&gt;
[[Scrapper - Michael Fawkes]]&lt;br /&gt;
&lt;br /&gt;
[[Telegram Sam]]&lt;br /&gt;
&lt;br /&gt;
[[Trip]]&lt;br /&gt;
&lt;br /&gt;
[[Zany]]&lt;br /&gt;
&lt;br /&gt;
Retired/Deceased PCs:&lt;br /&gt;
&lt;br /&gt;
The Analyst - killed during Lady Lunar&#039;s invasion of Earth.&lt;br /&gt;
&lt;br /&gt;
Rumble Grrl - resigned from Redeemers, joined Next-Gen.&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14026</id>
		<title>Freedomcityduo:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14026"/>
		<updated>2005-11-18T11:39:28Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Freedom City.&lt;br /&gt;
&lt;br /&gt;
Shoot for the Stars ([http://forum.rpg.net/showthread.php?t=205859]) (The adventures of the Redeemers)&lt;br /&gt;
&lt;br /&gt;
Teen Freedom ([http://forum.rpg.net/showthread.php?t=229593]) (The adventures of )&lt;br /&gt;
&lt;br /&gt;
These games coexist in the same version of the Freedom City universe. This subsection of the wiki is intended to make life easier for GMs and players by providing up-to-date character sheet records, NPC information, and public notes - as well as timelines - for both games, allowing players to keep up to date.&lt;br /&gt;
&lt;br /&gt;
Redeemers PCs:&lt;br /&gt;
&lt;br /&gt;
[[Black Dragon - Sion Yu]]&lt;br /&gt;
&lt;br /&gt;
[[Catalyst]]&lt;br /&gt;
&lt;br /&gt;
[[Dr. Q]]&lt;br /&gt;
&lt;br /&gt;
[[Fearmonger]]&lt;br /&gt;
&lt;br /&gt;
[[Jester]]&lt;br /&gt;
&lt;br /&gt;
[[Lady Lupus]]&lt;br /&gt;
&lt;br /&gt;
[[Loras]]&lt;br /&gt;
&lt;br /&gt;
[[Miss Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Star Knight - Mark Templar]]&lt;br /&gt;
&lt;br /&gt;
[[The Spook]]&lt;br /&gt;
&lt;br /&gt;
Teen Freedom PCs:&lt;br /&gt;
&lt;br /&gt;
[[Beastgirl]]&lt;br /&gt;
&lt;br /&gt;
[[Champion]]&lt;br /&gt;
&lt;br /&gt;
[[Dude Leet]]&lt;br /&gt;
&lt;br /&gt;
[[Kid Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Mr. Dark]]&lt;br /&gt;
&lt;br /&gt;
[[Pink Pistol]]&lt;br /&gt;
&lt;br /&gt;
[[Pounce]]&lt;br /&gt;
&lt;br /&gt;
[[Scrapper - Michael Fawkes]]&lt;br /&gt;
&lt;br /&gt;
[[Telegram Sam]]&lt;br /&gt;
&lt;br /&gt;
[[Trip]]&lt;br /&gt;
&lt;br /&gt;
[[Zany]]&lt;br /&gt;
&lt;br /&gt;
Retired/Deceased PCs:&lt;br /&gt;
&lt;br /&gt;
The Analyst - killed during Lady Lunar&#039;s invasion of Earth.&lt;br /&gt;
Rumble Grrl - resigned from Redeemers, joined Next-Gen.&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14025</id>
		<title>Freedomcityduo:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14025"/>
		<updated>2005-11-18T11:38:09Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Freedom City.&lt;br /&gt;
&lt;br /&gt;
Shoot for the Stars ([http://forum.rpg.net/showthread.php?t=205859]) (The adventures of the Redeemers)&lt;br /&gt;
&lt;br /&gt;
Teen Freedom ([http://forum.rpg.net/showthread.php?t=229593]) (The adventures of )&lt;br /&gt;
&lt;br /&gt;
These games coexist in the same version of the Freedom City universe. This subsection of the wiki is intended to make life easier for GMs and players by providing up-to-date character sheet records, NPC information, and public notes - as well as timelines - for both games, allowing players to keep up to date.&lt;br /&gt;
&lt;br /&gt;
Redeemers PCs:&lt;br /&gt;
&lt;br /&gt;
[[Black Dragon - Sion Yu]]&lt;br /&gt;
&lt;br /&gt;
[[Catalyst]]&lt;br /&gt;
&lt;br /&gt;
[[Dr. Q]]&lt;br /&gt;
&lt;br /&gt;
[[Fearmonger]]&lt;br /&gt;
&lt;br /&gt;
[[Jester]]&lt;br /&gt;
&lt;br /&gt;
[[Lady Lupus]]&lt;br /&gt;
&lt;br /&gt;
[[Loras]]&lt;br /&gt;
&lt;br /&gt;
[[Miss Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Star Knight - Mark Templar]]&lt;br /&gt;
&lt;br /&gt;
[[The Spook]]&lt;br /&gt;
&lt;br /&gt;
Teen Freedom PCs:&lt;br /&gt;
&lt;br /&gt;
[[Beastgirl]]&lt;br /&gt;
&lt;br /&gt;
[[Champion]]&lt;br /&gt;
&lt;br /&gt;
[[Dude Leet]]&lt;br /&gt;
&lt;br /&gt;
[[Kid Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Mr. Dark]]&lt;br /&gt;
&lt;br /&gt;
[[Pink Pistol]]&lt;br /&gt;
&lt;br /&gt;
[[Pounce]]&lt;br /&gt;
&lt;br /&gt;
[[Scrapper - Michael Fawkes]]&lt;br /&gt;
&lt;br /&gt;
[[Telegram Sam]]&lt;br /&gt;
&lt;br /&gt;
[[Trip]]&lt;br /&gt;
&lt;br /&gt;
[[Zany]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14024</id>
		<title>Freedomcityduo:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14024"/>
		<updated>2005-11-18T11:37:38Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Freedom City.&lt;br /&gt;
&lt;br /&gt;
Shoot for the Stars ([http://forum.rpg.net/showthread.php?t=205859]) (The adventures of the Redeemers)&lt;br /&gt;
&lt;br /&gt;
Teen Freedom ([http://forum.rpg.net/showthread.php?t=229593]) (The adventures of )&lt;br /&gt;
&lt;br /&gt;
These games coexist in the same version of the Freedom City universe. This subsection of the wiki is intended to make life easier for GMs and players by providing up-to-date character sheet records, NPC information, and public notes - as well as timelines - for both games, allowing players to keep up to date.&lt;br /&gt;
&lt;br /&gt;
Redeemers PCs:&lt;br /&gt;
&lt;br /&gt;
[[Black Dragon]]&lt;br /&gt;
&lt;br /&gt;
[[Catalyst]]&lt;br /&gt;
&lt;br /&gt;
[[Dr. Q]]&lt;br /&gt;
&lt;br /&gt;
[[Fearmonger]]&lt;br /&gt;
&lt;br /&gt;
[[Jester]]&lt;br /&gt;
&lt;br /&gt;
[[Lady Lupus]]&lt;br /&gt;
&lt;br /&gt;
[[Loras]]&lt;br /&gt;
&lt;br /&gt;
[[Miss Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Star Knight - Mark Templar]]&lt;br /&gt;
&lt;br /&gt;
[[The Spook]]&lt;br /&gt;
&lt;br /&gt;
Teen Freedom PCs:&lt;br /&gt;
&lt;br /&gt;
[[Beastgirl]]&lt;br /&gt;
&lt;br /&gt;
[[Champion]]&lt;br /&gt;
&lt;br /&gt;
[[Dude Leet]]&lt;br /&gt;
&lt;br /&gt;
[[Kid Liberty]]&lt;br /&gt;
&lt;br /&gt;
[[Mr. Dark]]&lt;br /&gt;
&lt;br /&gt;
[[Pink Pistol]]&lt;br /&gt;
&lt;br /&gt;
[[Pounce]]&lt;br /&gt;
&lt;br /&gt;
[[Scrapper - Michael Fawkes]]&lt;br /&gt;
&lt;br /&gt;
[[Telegram Sam]]&lt;br /&gt;
&lt;br /&gt;
[[Trip]]&lt;br /&gt;
&lt;br /&gt;
[[Zany]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14023</id>
		<title>Freedomcityduo:Main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freedomcityduo:Main_page&amp;diff=14023"/>
		<updated>2005-11-18T11:33:17Z</updated>

		<summary type="html">&lt;p&gt;Phantom Stranger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Freedom City.&lt;br /&gt;
&lt;br /&gt;
Shoot for the Stars ([http://forum.rpg.net/showthread.php?t=205859]) (The adventures of the Redeemers)&lt;br /&gt;
&lt;br /&gt;
Teen Freedom ([http://forum.rpg.net/showthread.php?t=229593]) (The adventures of )&lt;br /&gt;
&lt;br /&gt;
These games coexist in the same version of the Freedom City universe. This subsection of the wiki is intended to make life easier for GMs and players by providing up-to-date character sheet records, NPC information, and public notes - as well as timelines - for both games, allowing players to keep up to date.&lt;br /&gt;
&lt;br /&gt;
Redeemers PCs:&lt;br /&gt;
&lt;br /&gt;
[[Black Dragon]]&lt;br /&gt;
[[Catalyst]]&lt;br /&gt;
[[Dr. Q]]&lt;br /&gt;
[[Fearmonger]]&lt;br /&gt;
[[Jester]]&lt;br /&gt;
[[Lady Lupus]]&lt;br /&gt;
[[Loras]]&lt;br /&gt;
[[Miss Liberty]]&lt;br /&gt;
[[Star Knight - Mark Templar]]&lt;br /&gt;
[[The Spook]]&lt;br /&gt;
&lt;br /&gt;
Teen Freedom PCs:&lt;br /&gt;
&lt;br /&gt;
[[Beastgirl]]&lt;br /&gt;
[[Champion]]&lt;br /&gt;
[[Dude Leet]]&lt;br /&gt;
[[Kid Liberty]]&lt;br /&gt;
[[Mr. Dark]]&lt;br /&gt;
[[Pink Pistol]]&lt;br /&gt;
[[Pounce]]&lt;br /&gt;
[[Scrapper - Michael Fawkes]]&lt;br /&gt;
[[Telegram Sam]]&lt;br /&gt;
[[Trip]]&lt;br /&gt;
[[Zany]]&lt;/div&gt;</summary>
		<author><name>Phantom Stranger</name></author>
	</entry>
</feed>