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	<updated>2026-05-15T08:19:23Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yewbecca:main_page&amp;diff=145363</id>
		<title>Yewbecca:main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yewbecca:main_page&amp;diff=145363"/>
		<updated>2010-05-26T17:45:18Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Intel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yewbecca &lt;br /&gt;
&lt;br /&gt;
This is the wiki for an Eclipse Phase play-by-post game on the RPG.net forums. &lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
[[Havrin]], Neo-Avian Scavenger, played by artifex&lt;br /&gt;
&lt;br /&gt;
Randall Wyatt, Freelance Salvage &amp;amp; Reclamations Specialist, played by Kai Tave&lt;br /&gt;
&lt;br /&gt;
Emma Beckett, Scum Freelancer, played by Naeolin&lt;br /&gt;
&lt;br /&gt;
Jonah Spectre, Psyber Assassin, played by Arkritedes&lt;br /&gt;
&lt;br /&gt;
[[Methran Snielle]], Negotiator, played by Andrensath&lt;br /&gt;
&lt;br /&gt;
Robert &amp;quot;Skin&amp;quot; Clarke, Soldier, played by Smokeskin&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
&lt;br /&gt;
Approximately one hour ago, a TerraGenesis bioinformatician named Dr. Yun Kwon alerted the corporation&#039;s Martian headquarters at Ashoka that there was a containment leak at a research facility (TerraGenesis codename YEWBECCA) near the edge of the TITAN Quarantine Zone. Firewall intercepts picked up unencrypted fragments of the transmission and subsequent analysis has turned up indications of a potential X-Risk situation at Kwon&#039;s location. Your cell is to procede east from Noctis via a provided tilt-rotor transport to the facility and complete the following objectives (in order of priority):&lt;br /&gt;
&lt;br /&gt;
1) Locate and secure Dr. Kwon for extraction.&lt;br /&gt;
&lt;br /&gt;
2) Locate and secure Container JSK215 for extraction.&lt;br /&gt;
&lt;br /&gt;
3) Gain access to and download facility databases, particularly those regarding the exoplanet codenamed DREMEL in TerraGenesis communications.&lt;br /&gt;
&lt;br /&gt;
WARNING: TerraGenesis is sending a maintenance and biohazard cleanup unit to YEWBECCA in response to Kwon&#039;s alert. This unit is being delayed by proxy associates to provide a window of opportunity for your cell to complete its objectives. Current estimates place the TerraGenesis unit&#039;s arrival time at 15:37, approximately three hours from your cell&#039;s own estimated arrival time at the facility (12:37). Caution is advised regarding potential interactions with facility personnel and security response. &lt;br /&gt;
&lt;br /&gt;
Should you or your fellow operatives identify evidence of TITAN involvement, the Exsurgent Virus, or other potential threats to the stability of the Mars colony, you are authorized to take whatever means are necessary to contain or eliminate these threats. This includes but is not limited to the use of lethal force and the sabotage of TerraGenesis equipment. Current intelligence also indicates a probability of contact with previously uncataloged exoterran biology within the site. Your cell has been provided with immunization boosters and biohazard safety equipment for this eventuality. Use with discretion.&lt;br /&gt;
&lt;br /&gt;
Forwarding data...&lt;br /&gt;
&lt;br /&gt;
=Intel=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Yun Kwon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Age: 68&lt;br /&gt;
&lt;br /&gt;
Dr. Kwon is a bioinformatician who works for the corporation TerraGenesis. He is primarily a researcher, working with the cataloging and comparison of exoterran plant life. Specializing in hybridizing wetlands flora, he is sympathetic to efforts to reclaim Earth but has stated a preference for finding a “new Eden” through exploration of Pandora Gates. These sentiments have occasionally caused some conflict with some of his more conservative peers at TerraGenesis, but there is no indication that he harbors extremist views. By all accounts, he is something of a lab rat rather than an explorer or troublemaker, content to focus on his work in a controlled environment. &lt;br /&gt;
&lt;br /&gt;
Firewall is primarily interested in Kwon’s knowledge regarding particular exoplanet projects TerraGenesis is currently engaged in. He is also obviously of interest as he is the party who first signaled the corporation that something may be amiss at Yewbecca. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yewbecca Facility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Yewbecca facility is located near the western edge of the TITAN Quarantine Zone, a fact that points to it being intentionally difficult to reach or stumble upon by accident. While it is likely involved in some capacity with the terraforming of Mars, the level of security and secrecy indicate other, more cutting edge research is being done on its grounds. The facility is composed of four main structures. The primary one is a central building which appears to be where the researchers and other staff live and work. The other three are equally large dome structures with filtration and hydration systems which suggest greenhouses. &lt;br /&gt;
&lt;br /&gt;
Current estimates place the number of TerraGenesis personnel on site at around 10 to 20 individuals, most of whom are using biomorph platforms. Based on typical facilities of this type, it is expected that roughly half of these individuals are research scientists and the other half are support staff. Security forces are likely to be small in number but of high caliber. It is expected that the facility has at least one AI dedicated to maintaining facility subsystems. There is a distinct possibility that there are exoterran life forms in the facility, though indications point to most of these being non-sapient and plant-like.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yewbecca:main_page&amp;diff=145362</id>
		<title>Yewbecca:main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yewbecca:main_page&amp;diff=145362"/>
		<updated>2010-05-26T17:45:01Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Premise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yewbecca &lt;br /&gt;
&lt;br /&gt;
This is the wiki for an Eclipse Phase play-by-post game on the RPG.net forums. &lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
[[Havrin]], Neo-Avian Scavenger, played by artifex&lt;br /&gt;
&lt;br /&gt;
Randall Wyatt, Freelance Salvage &amp;amp; Reclamations Specialist, played by Kai Tave&lt;br /&gt;
&lt;br /&gt;
Emma Beckett, Scum Freelancer, played by Naeolin&lt;br /&gt;
&lt;br /&gt;
Jonah Spectre, Psyber Assassin, played by Arkritedes&lt;br /&gt;
&lt;br /&gt;
[[Methran Snielle]], Negotiator, played by Andrensath&lt;br /&gt;
&lt;br /&gt;
Robert &amp;quot;Skin&amp;quot; Clarke, Soldier, played by Smokeskin&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
&lt;br /&gt;
Approximately one hour ago, a TerraGenesis bioinformatician named Dr. Yun Kwon alerted the corporation&#039;s Martian headquarters at Ashoka that there was a containment leak at a research facility (TerraGenesis codename YEWBECCA) near the edge of the TITAN Quarantine Zone. Firewall intercepts picked up unencrypted fragments of the transmission and subsequent analysis has turned up indications of a potential X-Risk situation at Kwon&#039;s location. Your cell is to procede east from Noctis via a provided tilt-rotor transport to the facility and complete the following objectives (in order of priority):&lt;br /&gt;
&lt;br /&gt;
1) Locate and secure Dr. Kwon for extraction.&lt;br /&gt;
&lt;br /&gt;
2) Locate and secure Container JSK215 for extraction.&lt;br /&gt;
&lt;br /&gt;
3) Gain access to and download facility databases, particularly those regarding the exoplanet codenamed DREMEL in TerraGenesis communications.&lt;br /&gt;
&lt;br /&gt;
WARNING: TerraGenesis is sending a maintenance and biohazard cleanup unit to YEWBECCA in response to Kwon&#039;s alert. This unit is being delayed by proxy associates to provide a window of opportunity for your cell to complete its objectives. Current estimates place the TerraGenesis unit&#039;s arrival time at 15:37, approximately three hours from your cell&#039;s own estimated arrival time at the facility (12:37). Caution is advised regarding potential interactions with facility personnel and security response. &lt;br /&gt;
&lt;br /&gt;
Should you or your fellow operatives identify evidence of TITAN involvement, the Exsurgent Virus, or other potential threats to the stability of the Mars colony, you are authorized to take whatever means are necessary to contain or eliminate these threats. This includes but is not limited to the use of lethal force and the sabotage of TerraGenesis equipment. Current intelligence also indicates a probability of contact with previously uncataloged exoterran biology within the site. Your cell has been provided with immunization boosters and biohazard safety equipment for this eventuality. Use with discretion.&lt;br /&gt;
&lt;br /&gt;
Forwarding data...&lt;br /&gt;
&lt;br /&gt;
=Intel=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dr. Yun Kwon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Age: 68&lt;br /&gt;
&lt;br /&gt;
Dr. Kwon is a bioinformatician who works for the corporation TerraGenesis. He is primarily a researcher, working with the cataloging and comparison of exoterran plant life. Specializing in hybridizing wetlands flora, he is sympathetic to efforts to reclaim Earth but has stated a preference for finding a “new Eden” through exploration of Pandora Gates. These sentiments have occasionally caused some conflict with some of his more conservative peers at TerraGenesis, but there is no indication that he harbors extremist views. By all accounts, he is something of a lab rat rather than an explorer or troublemaker, content to focus on his work in a controlled environment. &lt;br /&gt;
&lt;br /&gt;
Firewall is primarily interested in Kwon’s knowledge regarding particular exoplanet projects TerraGenesis is currently engaged in. He is also obviously of interest as he is the party who first signaled the corporation that something may be amiss at Yewbecca. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yewbecca Facility&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Yewbecca facility is located near the western edge of the TITAN Quarantine Zone, a fact that points to it being intentionally difficult to reach or stumble upon by accident. While it is likely involved in some capacity with the terraforming of Mars, the level of security and secrecy indicate other, more cutting edge research is being done on its grounds. The facility is composed of four main structures. The primary one is a central building which appears to be where the researchers and other staff live and work. The other three are equally large dome structures with filtration and hydration systems which suggest greenhouses. &lt;br /&gt;
&lt;br /&gt;
Current estimates place the number of TerraGenesis personnel on site at around 10 to 20 individuals, most of whom are using biomorph platforms. Based on typical facilities of this type, it is expected that roughly half of these individuals are research scientists and the other half are support staff. Security forces are likely to be small in number but of high caliber. It is expected that the facility has at least one AI dedicated to maintaining facility subsystems. There is a distinct possibility that there are exoterran life forms in the facility, though indications point to most of these being non-sapient and plant-like.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yewbecca:main_page&amp;diff=144003</id>
		<title>Yewbecca:main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yewbecca:main_page&amp;diff=144003"/>
		<updated>2010-05-15T15:34:55Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Premise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yewbecca &lt;br /&gt;
&lt;br /&gt;
This is the wiki for an Eclipse Phase play-by-post game on the RPG.net forums. &lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
Havrin, Neo-Avian Scavenger, played by artifex&lt;br /&gt;
&lt;br /&gt;
Randall Wyatt, Freelance Salvage &amp;amp; Reclamations Specialist, played by Kai Tave&lt;br /&gt;
&lt;br /&gt;
Emma Beckett, Scum Freelancer, played by Naeolin&lt;br /&gt;
&lt;br /&gt;
Jonah Spectre, Psyber Assassin, played by Arkritedes&lt;br /&gt;
&lt;br /&gt;
Methran Snielle, Negotiator, played by Andrensath&lt;br /&gt;
&lt;br /&gt;
Robert &amp;quot;Skin&amp;quot; Clarke, Soldier, played by Smokeskin&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
&lt;br /&gt;
Approximately one hour ago, a TerraGenesis bioinformatician named Dr. Yun Kwon alerted the corporation&#039;s Martian headquarters at Ashoka that there was a containment leak at a research facility (TerraGenesis codename YEWBECCA) near the edge of the TITAN Quarantine Zone. Firewall intercepts picked up unencrypted fragments of the transmission and subsequent analysis has turned up indications of a potential X-Risk situation at Kwon&#039;s location. Your cell is to procede east from Noctis via a provided tilt-rotor transport to the facility and complete the following objectives (in order of priority):&lt;br /&gt;
&lt;br /&gt;
1) Locate and secure Dr. Kwon for extraction.&lt;br /&gt;
&lt;br /&gt;
2) Locate and secure Container JSK215 for extraction.&lt;br /&gt;
&lt;br /&gt;
3) Gain access to and download facility databases, particularly those regarding the exoplanet codenamed DREMEL in TerraGenesis communications.&lt;br /&gt;
&lt;br /&gt;
WARNING: TerraGenesis is sending a maintenance and biohazard cleanup unit to YEWBECCA in response to Kwon&#039;s alert. This unit is being delayed by proxy associates to provide a window of opportunity for your cell to complete its objectives. Current estimates place the TerraGenesis unit&#039;s arrival time at 15:37, approximately three hours from your cell&#039;s own estimated arrival time at the facility (12:37). Caution is advised regarding potential interactions with facility personnel and security response. &lt;br /&gt;
&lt;br /&gt;
Should you or your fellow operatives identify evidence of TITAN involvement, the Exsurgent Virus, or other potential threats to the stability of the Mars colony, you are authorized to take whatever means are necessary to contain or eliminate these threats. This includes but is not limited to the use of lethal force and the sabotage of TerraGenesis equipment. Current intelligence also indicates a probability of contact with previously uncataloged exoterran biology within the site. Your cell has been provided with immunization boosters and biohazard safety equipment for this eventuality. Use with discretion.&lt;br /&gt;
&lt;br /&gt;
Forwarding data...&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yewbecca:main_page&amp;diff=144002</id>
		<title>Yewbecca:main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yewbecca:main_page&amp;diff=144002"/>
		<updated>2010-05-15T15:34:27Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yewbecca &lt;br /&gt;
&lt;br /&gt;
This is the wiki for an Eclipse Phase play-by-post game on the RPG.net forums. &lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
Havrin, Neo-Avian Scavenger, played by artifex&lt;br /&gt;
&lt;br /&gt;
Randall Wyatt, Freelance Salvage &amp;amp; Reclamations Specialist, played by Kai Tave&lt;br /&gt;
&lt;br /&gt;
Emma Beckett, Scum Freelancer, played by Naeolin&lt;br /&gt;
&lt;br /&gt;
Jonah Spectre, Psyber Assassin, played by Arkritedes&lt;br /&gt;
&lt;br /&gt;
Methran Snielle, Negotiator, played by Andrensath&lt;br /&gt;
&lt;br /&gt;
Robert &amp;quot;Skin&amp;quot; Clarke, Soldier, played by Smokeskin&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
&lt;br /&gt;
Approximately one hour ago, a TerraGenesis bioinformatician named Dr. Yun Kwon alerted the corporation&#039;s Martian headquarters at Ashoka that there was a containment leak at a research facility (TerraGenesis codename YEWBECCA) near the edge of the TITAN Quarantine Zone. Firewall intercepts picked up unencrypted fragments of the transmission and subsequent analysis has turned up indications of a potential X-Risk situation at Kwon&#039;s location. Your cell is to procede east from Noctis via a provided tilt-rotor transport to the facility and complete the following objectives (in order of priority):&lt;br /&gt;
&lt;br /&gt;
1) Locate and secure Dr. Kwon for extraction.&lt;br /&gt;
2) Locate and secure Container JSK215 for extraction.&lt;br /&gt;
3) Gain access to and download facility databases, particularly those regarding the exoplanet codenamed DREMEL in TerraGenesis communications.&lt;br /&gt;
&lt;br /&gt;
WARNING: TerraGenesis is sending a maintenance and biohazard cleanup unit to YEWBECCA in response to Kwon&#039;s alert. This unit is being delayed by proxy associates to provide a window of opportunity for your cell to complete its objectives. Current estimates place the TerraGenesis unit&#039;s arrival time at 15:37, approximately three hours from your cell&#039;s own estimated arrival time at the facility (12:37). Caution is advised regarding potential interactions with facility personnel and security response. &lt;br /&gt;
&lt;br /&gt;
Should you or your fellow operatives identify evidence of TITAN involvement, the Exsurgent Virus, or other potential threats to the stability of the Mars colony, you are authorized to take whatever means are necessary to contain or eliminate these threats. This includes but is not limited to the use of lethal force and the sabotage of TerraGenesis equipment. Current intelligence also indicates a probability of contact with previously uncataloged exoterran biology within the site. Your cell has been provided with immunization boosters and biohazard safety equipment for this eventuality. Use with discretion.&lt;br /&gt;
&lt;br /&gt;
Forwarding data...&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yewbecca:main_page&amp;diff=144001</id>
		<title>Yewbecca:main page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yewbecca:main_page&amp;diff=144001"/>
		<updated>2010-05-15T14:35:51Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: Created page with &amp;#039;Yewbecca  This is the wiki for an Eclipse Phase play-by-post game on the RPG.net forums.   GM: Mathey  Player Characters  Havrin, Neo-Avian Scavenger, played by artifex Randall W…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yewbecca&lt;br /&gt;
&lt;br /&gt;
This is the wiki for an Eclipse Phase play-by-post game on the RPG.net forums. &lt;br /&gt;
&lt;br /&gt;
GM: Mathey&lt;br /&gt;
&lt;br /&gt;
Player Characters&lt;br /&gt;
&lt;br /&gt;
Havrin, Neo-Avian Scavenger, played by artifex&lt;br /&gt;
Randall Wyatt, Freelance Salvage &amp;amp; Reclamations Specialist, played by Kai Tave&lt;br /&gt;
Emma Beckett, Scum Freelancer, played by Naeolin&lt;br /&gt;
Jonah Spectre, Psyber Assassin, played by Arkritedes&lt;br /&gt;
Methran Snielle, Negotiator, played by Andrensath&lt;br /&gt;
Robert &amp;quot;Skin&amp;quot; Clarke, Soldier, played by Smokeskin&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Izum&amp;diff=142710</id>
		<title>Izum</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Izum&amp;diff=142710"/>
		<updated>2010-04-20T12:07:56Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;Izum&amp;#039;&amp;#039;&amp;#039; Captain 2/Courtier 5/Swashbuckler 3 Female Human   Striking (human talent): +2 Cha, -2 Con; Celebrated; Engaging Diversion; Natural Elegance  Bard/Fencer (possibly Mus…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Izum&#039;&#039;&#039;&lt;br /&gt;
Captain 2/Courtier 5/Swashbuckler 3&lt;br /&gt;
Female Human&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Striking (human talent): +2 Cha, -2 Con; Celebrated; Engaging Diversion; Natural Elegance&lt;br /&gt;
&lt;br /&gt;
Bard/Fencer (possibly Musketeer) (specialty): &lt;br /&gt;
&lt;br /&gt;
Social Meleeist&lt;br /&gt;
&lt;br /&gt;
Str 15 &lt;br /&gt;
&lt;br /&gt;
Dex 11 &lt;br /&gt;
&lt;br /&gt;
Con 12 -2(striking) +2(level) = 12&lt;br /&gt;
&lt;br /&gt;
Int 12 &lt;br /&gt;
&lt;br /&gt;
Wis 12 &lt;br /&gt;
&lt;br /&gt;
Cha 15 +2(striking) = 17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies:&lt;br /&gt;
&lt;br /&gt;
Edged forte&lt;br /&gt;
&lt;br /&gt;
Bows (Black powder if Reason era) forte&lt;br /&gt;
&lt;br /&gt;
Tricks&lt;br /&gt;
&lt;br /&gt;
Parry (Courtier)&lt;br /&gt;
&lt;br /&gt;
Fully Engaged (level)&lt;br /&gt;
&lt;br /&gt;
Relentless Attack (level)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stances&lt;br /&gt;
&lt;br /&gt;
Interests&lt;br /&gt;
&lt;br /&gt;
thinking&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melee weapons: &lt;br /&gt;
&lt;br /&gt;
Unarmed: &lt;br /&gt;
&lt;br /&gt;
Ranged: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves&lt;br /&gt;
&lt;br /&gt;
Fort +&lt;br /&gt;
&lt;br /&gt;
Ref +&lt;br /&gt;
&lt;br /&gt;
Will +&lt;br /&gt;
&lt;br /&gt;
Defense: +&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wounds/Vitality: /&lt;br /&gt;
&lt;br /&gt;
Initiative: +&lt;br /&gt;
&lt;br /&gt;
Lifestyle: &lt;br /&gt;
&lt;br /&gt;
Legend: &lt;br /&gt;
&lt;br /&gt;
Reputation: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action Dice: (d6).&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
&lt;br /&gt;
Athletics &lt;br /&gt;
&lt;br /&gt;
Bluff &lt;br /&gt;
&lt;br /&gt;
Craft &lt;br /&gt;
&lt;br /&gt;
Haggle &lt;br /&gt;
&lt;br /&gt;
Impress &lt;br /&gt;
&lt;br /&gt;
Intimidate &lt;br /&gt;
&lt;br /&gt;
Investigate &lt;br /&gt;
&lt;br /&gt;
Notice &lt;br /&gt;
&lt;br /&gt;
Resolve &lt;br /&gt;
&lt;br /&gt;
Ride &lt;br /&gt;
&lt;br /&gt;
Search &lt;br /&gt;
&lt;br /&gt;
Sense Motive &lt;br /&gt;
&lt;br /&gt;
Sneak &lt;br /&gt;
&lt;br /&gt;
Survival &lt;br /&gt;
&lt;br /&gt;
Tactics &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Only the Finest (Courtier core)&lt;br /&gt;
&lt;br /&gt;
With a Word (Courtier 1)&lt;br /&gt;
&lt;br /&gt;
Gifts and Favors 1 (Courtier 2)&lt;br /&gt;
&lt;br /&gt;
Obligations; +75s for bribes and supplies (Courtier 3)&lt;br /&gt;
&lt;br /&gt;
Eloquence; +1 Int (Courtier 4)&lt;br /&gt;
&lt;br /&gt;
Rise to Power; +1 Lifestyle (Courtier 5)&lt;br /&gt;
&lt;br /&gt;
Right-Hand Man; Gain Personal Lieutenant feat; Basic Combat feats count as Style for determining his XP value (Captain 1)&lt;br /&gt;
&lt;br /&gt;
Master and Commander 1; +1 Terrain feat, max Tactics rank Career Level +6.&lt;br /&gt;
&lt;br /&gt;
Show-Off (Swashbuckler core)&lt;br /&gt;
&lt;br /&gt;
Rapier Wit (Swashbuckler 1)&lt;br /&gt;
&lt;br /&gt;
Legendary Swordsman 1; Gain Fencing Mastery feat, +1 Heroic Renown (Swashbuckler 2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
&lt;br /&gt;
Comely, Elegant&lt;br /&gt;
&lt;br /&gt;
Lady Luck&#039;s Smile (Swashbuckler 3)&lt;br /&gt;
&lt;br /&gt;
Fencing Basics, Mastery&lt;br /&gt;
&lt;br /&gt;
Repartee Basics&lt;br /&gt;
&lt;br /&gt;
Personal Lieutenant &lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
Working on it&lt;br /&gt;
&lt;br /&gt;
Captain, Courtier, Swashbuckler&lt;br /&gt;
&lt;br /&gt;
Revolutionary Judge&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142709</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142709"/>
		<updated>2010-04-20T12:06:30Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A FantasyCraft Play-By-Post Game&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[CordwoodMongoose|Mongoose]] (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Courtier/Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
*&#039;&#039;&#039;[[Izum]] (Andrensath)&#039;&#039;&#039; Striking ?, Courtier/Swashbuckler&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Combat:&#039;&#039;&#039; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominant Heroes:&#039;&#039;&#039; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dramatic Pacing:&#039;&#039;&#039; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hewn Limbs:&#039;&#039;&#039; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampant Corruption:&#039;&#039;&#039; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Magic Items:&#039;&#039;&#039; Fewer magic items in general.&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; In Eschaton, the Vergent City, the Triumverate rules over the last remnant of humanity without question. Once the heroic saviors of the city from the existential threat of the Deadborn, they are now powerful but corrupt tyrants. As time runs out for this dark refuge, a stranger comes to town seeking mercenaries and cutthroats to bring an end to the Triumvirs and those who support them...&lt;br /&gt;
&lt;br /&gt;
Cordwood is a dark apocalyptic fantasy set in Eschaton, the only surviving fragment of the World That Was. Floating adrift in the black void of the Big Empty, left in the wake of the Deadborn&#039;s mass destruction, it is home to many thousands of men, women and children. Some are native to the city-state, some are refugees who escaped the World That Was, but all serve the curel whims of the Triumvirate and their corrupt hirelings. Protected by steampunk machinery and the powers of the Triumvirs, it is a grim and foreboding place. Inspired by 19th century literature, images of Victorian London, and existential horror stories, its a gloomy tale of murder, revenge, and the last gasp of mankind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[CordwoodEschaton|Eschaton]]&lt;br /&gt;
&lt;br /&gt;
[[CordwoodTriumverate|The Triumverate]]&lt;br /&gt;
&lt;br /&gt;
[[CoordwoodCultures|Cultures &amp;amp; Races]]&lt;br /&gt;
&lt;br /&gt;
[[CordwoodReligion|Religions &amp;amp; Philosophies]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CordwoodMongoose&amp;diff=142708</id>
		<title>CordwoodMongoose</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CordwoodMongoose&amp;diff=142708"/>
		<updated>2010-04-20T12:03:39Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mongoose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Male Human&lt;br /&gt;
&lt;br /&gt;
Ruthless (human talent): +1 Str, -1 Wis; Always Ready; Cheap Shot (trick); Menacing Threat&lt;br /&gt;
&lt;br /&gt;
Fighter (specialty): +1 Con; Armor Basics; +4 tricks (or proficiencies); Melee Combat Expert&lt;br /&gt;
&lt;br /&gt;
Str 15 +1 (ruthless) = 16&lt;br /&gt;
&lt;br /&gt;
Dex 15 +1 (level) = 16&lt;br /&gt;
&lt;br /&gt;
Con 12 +1(fighter) = 13&lt;br /&gt;
&lt;br /&gt;
Int 12&lt;br /&gt;
&lt;br /&gt;
Wis 11-1 (ruthless) = 10&lt;br /&gt;
&lt;br /&gt;
Cha 11+1 (level) = 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
Unarmed forte&lt;br /&gt;
&lt;br /&gt;
Edged forte&lt;br /&gt;
&lt;br /&gt;
Blunt forte&lt;br /&gt;
&lt;br /&gt;
Hurled &lt;br /&gt;
&lt;br /&gt;
Guns&lt;br /&gt;
&lt;br /&gt;
Bows forte&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tricks &lt;br /&gt;
&lt;br /&gt;
Cheap Shot (ruthless)&lt;br /&gt;
&lt;br /&gt;
Ragged Wound (fighter)&lt;br /&gt;
&lt;br /&gt;
Relentless (fighter)&lt;br /&gt;
&lt;br /&gt;
Salt the Wound (fighter)&lt;br /&gt;
&lt;br /&gt;
Fully Engaged (fighter)&lt;br /&gt;
&lt;br /&gt;
Bury The Blade (Sword Mastery)&lt;br /&gt;
&lt;br /&gt;
Think Ahead (Sword Supremacy)&lt;br /&gt;
&lt;br /&gt;
Silver Tongue&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stances&lt;br /&gt;
&lt;br /&gt;
Martial Spirit (Sword Basics)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests&lt;br /&gt;
&lt;br /&gt;
Eschatonian (language)&lt;br /&gt;
&lt;br /&gt;
Eschaton&lt;br /&gt;
&lt;br /&gt;
chess&lt;br /&gt;
&lt;br /&gt;
military history&lt;br /&gt;
&lt;br /&gt;
economics&lt;br /&gt;
&lt;br /&gt;
politics&lt;br /&gt;
&lt;br /&gt;
monotheism&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melee weapons: +12 attack, +3 damage&lt;br /&gt;
&lt;br /&gt;
Unarmed: +12attack, +3 damage, &lt;br /&gt;
&lt;br /&gt;
Ranged: +12 attack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves&lt;br /&gt;
&lt;br /&gt;
Fort +7&lt;br /&gt;
&lt;br /&gt;
Ref +6 &lt;br /&gt;
&lt;br /&gt;
Will +8 &lt;br /&gt;
&lt;br /&gt;
Defense: 17 +5(level) +3 (Dex) -1(armor)&lt;br /&gt;
&lt;br /&gt;
DR 6&lt;br /&gt;
&lt;br /&gt;
Wounds/Vitality: 13/121&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative: +11 &lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5&lt;br /&gt;
&lt;br /&gt;
Legend: 6&lt;br /&gt;
&lt;br /&gt;
Reputation: 100 (+50 for buying or improving contacts)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4 (d6).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills (including Mods)&lt;br /&gt;
&lt;br /&gt;
Athletics 13&lt;br /&gt;
&lt;br /&gt;
Bluff 5&lt;br /&gt;
&lt;br /&gt;
Craft 2 (metalworking)&lt;br /&gt;
&lt;br /&gt;
Haggle 2&lt;br /&gt;
&lt;br /&gt;
Impress 4&lt;br /&gt;
&lt;br /&gt;
Intimidate 5&lt;br /&gt;
&lt;br /&gt;
Investigate 2&lt;br /&gt;
&lt;br /&gt;
Notice 10&lt;br /&gt;
&lt;br /&gt;
Resolve 9&lt;br /&gt;
&lt;br /&gt;
Ride 6&lt;br /&gt;
&lt;br /&gt;
Search 4&lt;br /&gt;
&lt;br /&gt;
Sense Motive 4&lt;br /&gt;
&lt;br /&gt;
Sneak 3&lt;br /&gt;
&lt;br /&gt;
Survival 3&lt;br /&gt;
&lt;br /&gt;
Tactics 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats and abilities&lt;br /&gt;
&lt;br /&gt;
Accurate (soldier core)&lt;br /&gt;
&lt;br /&gt;
Fortunes of War I; DR 1 (soldier 2)&lt;br /&gt;
&lt;br /&gt;
Armor Use I; +1 defense in armor; 20% discount (soldier 4)&lt;br /&gt;
&lt;br /&gt;
Weapon Specialist; +2 Damage with proficient weapons (soldier 6)&lt;br /&gt;
&lt;br /&gt;
Fight on (x4) (soldier 1, 3, 5 and 7)&lt;br /&gt;
&lt;br /&gt;
With a Word (Courtier 1)&lt;br /&gt;
&lt;br /&gt;
Gifts and Favors 1 (courtier 2)&lt;br /&gt;
&lt;br /&gt;
Obligations; +75s for bribes and supplies (Courtier 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Armor Basics&lt;br /&gt;
&lt;br /&gt;
Sword Basics, Mastery, Supremacy&lt;br /&gt;
&lt;br /&gt;
Cleave basics&lt;br /&gt;
&lt;br /&gt;
Fortune Favors the Bold&lt;br /&gt;
&lt;br /&gt;
Mobility Basics, Mastery&lt;br /&gt;
&lt;br /&gt;
Repartee basics&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mongoose&#039; Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moderate Hardened Leather Armor, Heavy Fittings. Lightweight Upgrade.&lt;br /&gt;
DR6, DP-2, 10 disguise, Resist Fire 5, Move -5&#039; , 33 lbs., cost 488s&lt;br /&gt;
(Armor Basics give DP -1 and Move -0)&lt;br /&gt;
&lt;br /&gt;
Razor Sword. Bleed, Grip and Superior Upgrades.&lt;br /&gt;
1d8 Lethal, Finesse, Keen 4, Bleed. 5 lbs. cost 144s&lt;br /&gt;
&lt;br /&gt;
Blunderbus&lt;br /&gt;
3d8 Lethal. Load 7, Spread. 6 lbs cost 110s&lt;br /&gt;
&lt;br /&gt;
Military Pistol, Reliable upgrade&lt;br /&gt;
3d6 Lethal, Bludgeon, Load 7, 3 lbs, cost 128s&lt;br /&gt;
&lt;br /&gt;
Backback 10s (pack + contents 18 lbs)&lt;br /&gt;
&lt;br /&gt;
Powder &amp;amp; Shot 5s&lt;br /&gt;
&lt;br /&gt;
Purse 5s&lt;br /&gt;
&lt;br /&gt;
76s cash in hand&lt;br /&gt;
&lt;br /&gt;
pouch 2s&lt;br /&gt;
&lt;br /&gt;
Silk Rope 20s&lt;br /&gt;
&lt;br /&gt;
Grapple Hook 12s&lt;br /&gt;
&lt;br /&gt;
Grooming Case 8s&lt;br /&gt;
&lt;br /&gt;
Whistle 2s&lt;br /&gt;
&lt;br /&gt;
65 lbs total&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CordwoodMongoose&amp;diff=142707</id>
		<title>CordwoodMongoose</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CordwoodMongoose&amp;diff=142707"/>
		<updated>2010-04-20T12:01:47Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;Mongoose&amp;#039;&amp;#039;&amp;#039;  Male Human  Ruthless (human talent): +1 Str, -1 Wis; Always Ready; Cheap Shot (trick); Menacing Threat Fighter (specialty): +1 Con; Armor Basics; +4 tricks (or pr…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mongoose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Male Human&lt;br /&gt;
&lt;br /&gt;
Ruthless (human talent): +1 Str, -1 Wis; Always Ready; Cheap Shot (trick); Menacing Threat&lt;br /&gt;
Fighter (specialty): +1 Con; Armor Basics; +4 tricks (or proficiencies); Melee Combat Expert&lt;br /&gt;
&lt;br /&gt;
Str 15 +1 (ruthless) = 16&lt;br /&gt;
Dex 15 +1 (level) = 16&lt;br /&gt;
Con 12 +1(fighter) = 13&lt;br /&gt;
Int 12&lt;br /&gt;
Wis 11-1 (ruthless) = 10&lt;br /&gt;
Cha 11+1 (level) = 12&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
Unarmed forte&lt;br /&gt;
Edged forte&lt;br /&gt;
Blunt forte&lt;br /&gt;
Hurled &lt;br /&gt;
Guns&lt;br /&gt;
Bows forte&lt;br /&gt;
&lt;br /&gt;
Tricks &lt;br /&gt;
Cheap Shot (ruthless)&lt;br /&gt;
Ragged Wound (fighter)&lt;br /&gt;
Relentless (fighter)&lt;br /&gt;
Salt the Wound (fighter)&lt;br /&gt;
Fully Engaged (fighter)&lt;br /&gt;
Bury The Blade (Sword Mastery)&lt;br /&gt;
Think Ahead (Sword Supremacy)&lt;br /&gt;
Silver Tongue&lt;br /&gt;
&lt;br /&gt;
Stances&lt;br /&gt;
Martial Spirit (Sword Basics)&lt;br /&gt;
&lt;br /&gt;
Interests&lt;br /&gt;
Eschatonian (language)&lt;br /&gt;
Eschaton&lt;br /&gt;
chess&lt;br /&gt;
military history&lt;br /&gt;
economics&lt;br /&gt;
politics&lt;br /&gt;
monotheism&lt;br /&gt;
&lt;br /&gt;
Melee weapons: +12 attack, +3 damage&lt;br /&gt;
Unarmed: +12attack, +3 damage, &lt;br /&gt;
Ranged: +12 attack&lt;br /&gt;
&lt;br /&gt;
Saves&lt;br /&gt;
Fort +7&lt;br /&gt;
Ref +6 &lt;br /&gt;
Will +8 &lt;br /&gt;
Defense: 17 +5(level) +3 (Dex) -1(armor)&lt;br /&gt;
DR 6&lt;br /&gt;
Wounds/Vitality: 13/121&lt;br /&gt;
&lt;br /&gt;
Initiative: +11 &lt;br /&gt;
Lifestyle: 5&lt;br /&gt;
Legend: 6&lt;br /&gt;
Reputation: 100 (+50 for buying or improving contacts)&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4 (d6).&lt;br /&gt;
&lt;br /&gt;
Skills (including Mods)&lt;br /&gt;
Athletics 13&lt;br /&gt;
Bluff 5&lt;br /&gt;
Craft 2 (metalworking)&lt;br /&gt;
Haggle 2&lt;br /&gt;
Impress 4&lt;br /&gt;
Intimidate 5&lt;br /&gt;
Investigate 2&lt;br /&gt;
Notice 10&lt;br /&gt;
Resolve 9&lt;br /&gt;
Ride 6&lt;br /&gt;
Search 4&lt;br /&gt;
Sense Motive 4&lt;br /&gt;
Sneak 3&lt;br /&gt;
Survival 3&lt;br /&gt;
Tactics 8&lt;br /&gt;
&lt;br /&gt;
Feats and abilities&lt;br /&gt;
Accurate (soldier core)&lt;br /&gt;
Fortunes of War I; DR 1 (soldier 2)&lt;br /&gt;
Armor Use I; +1 defense in armor; 20% discount (soldier 4)&lt;br /&gt;
Weapon Specialist; +2 Damage with proficient weapons (soldier 6)&lt;br /&gt;
Fight on (x4) (soldier 1, 3, 5 and 7)&lt;br /&gt;
With a Word (Courtier 1)&lt;br /&gt;
Gifts and Favors 1 (courtier 2)&lt;br /&gt;
Obligations; +75s for bribes and supplies (Courtier 3)&lt;br /&gt;
&lt;br /&gt;
Armor Basics&lt;br /&gt;
Sword Basics, Mastery, Supremacy&lt;br /&gt;
Cleave basics&lt;br /&gt;
Fortune Favors the Bold&lt;br /&gt;
Mobility Basics, Mastery&lt;br /&gt;
Repartee basics&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mongoose&#039; Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moderate Hardened Leather Armor, Heavy Fittings. Lightweight Upgrade.&lt;br /&gt;
DR6, DP-2, 10 disguise, Resist Fire 5, Move -5&#039; , 33 lbs., cost 488s&lt;br /&gt;
(Armor Basics give DP -1 and Move -0)&lt;br /&gt;
&lt;br /&gt;
Razor Sword. Bleed, Grip and Superior Upgrades.&lt;br /&gt;
1d8 Lethal, Finesse, Keen 4, Bleed. 5 lbs. cost 144s&lt;br /&gt;
&lt;br /&gt;
Blunderbus&lt;br /&gt;
3d8 Lethal. Load 7, Spread. 6 lbs cost 110s&lt;br /&gt;
&lt;br /&gt;
Military Pistol, Reliable upgrade&lt;br /&gt;
3d6 Lethal, Bludgeon, Load 7, 3 lbs, cost 128s&lt;br /&gt;
&lt;br /&gt;
Backback 10s (pack + contents 18 lbs)&lt;br /&gt;
Powder &amp;amp; Shot 5s&lt;br /&gt;
Purse 5s&lt;br /&gt;
76s cash in hand&lt;br /&gt;
pouch 2s&lt;br /&gt;
Silk Rope 20s&lt;br /&gt;
Grapple Hook 12s&lt;br /&gt;
Grooming Case 8s&lt;br /&gt;
Whistle 2s&lt;br /&gt;
&lt;br /&gt;
65 lbs total&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142706</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142706"/>
		<updated>2010-04-20T11:59:43Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A FantasyCraft Play-By-Post Game&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[CordwoodMongoose|Mongoose]] (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Combat:&#039;&#039;&#039; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominant Heroes:&#039;&#039;&#039; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dramatic Pacing:&#039;&#039;&#039; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hewn Limbs:&#039;&#039;&#039; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampant Corruption:&#039;&#039;&#039; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Magic Items:&#039;&#039;&#039; Fewer magic items in general.&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; In Eschaton, the Vergent City, the Triumverate rules over the last remnant of humanity without question. Once the heroic saviors of the city from the existential threat of the Deadborn, they are now powerful but corrupt tyrants. As time runs out for this dark refuge, a stranger comes to town seeking mercenaries and cutthroats to bring an end to the Triumvirs and those who support them...&lt;br /&gt;
&lt;br /&gt;
Cordwood is a dark apocalyptic fantasy set in Eschaton, the only surviving fragment of the World That Was. Floating adrift in the black void of the Big Empty, left in the wake of the Deadborn&#039;s mass destruction, it is home to many thousands of men, women and children. Some are native to the city-state, some are refugees who escaped the World That Was, but all serve the curel whims of the Triumvirate and their corrupt hirelings. Protected by steampunk machinery and the powers of the Triumvirs, it is a grim and foreboding place. Inspired by 19th century literature, images of Victorian London, and existential horror stories, its a gloomy tale of murder, revenge, and the last gasp of mankind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[CordwoodEschaton|Eschaton]]&lt;br /&gt;
&lt;br /&gt;
[[CordwoodTriumverate|The Triumverate]]&lt;br /&gt;
&lt;br /&gt;
[[CoordwoodCultures|Cultures &amp;amp; Races]]&lt;br /&gt;
&lt;br /&gt;
[[CordwoodReligion|Religions &amp;amp; Philosophies]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CordwoodReligion&amp;diff=142705</id>
		<title>CordwoodReligion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CordwoodReligion&amp;diff=142705"/>
		<updated>2010-04-20T11:58:29Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Religions &amp;amp; Philosophies=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cabriri:&#039;&#039;&#039; Religion of Eschaton, Boeotia, the Cambri Isles, and Lydia. Pantheistic, akin to Roman and Greek deities, now outlawed as heresy following the deaths of the Cabriri themselves but still practiced in secret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diplopia:&#039;&#039;&#039; Belief that the loss of this universe has resulted in the creation of a mirror universe that is akin to a paradise, technically heresy but popular among uppertendom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hagia Trium:&#039;&#039;&#039; Worship of the Triumverate as divine saviors of mankind, instituted in Eschaton 100 years ago as the one true way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Izedi:&#039;&#039;&#039; Worship of nature spirits subsequently thought to be agents of the Deadborn, outlawed as heresy but still practiced in secret.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necrolatry:&#039;&#039;&#039; Worship of the dead who are thought to have ascended to spiritual prominence, outlawed as heresy but still practiced in secret, particularly common in the Cromlech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Targum:&#039;&#039;&#039; Worship of elder religious texts from a cult that supposedly forsaw the fall of man, native to Yezdegerd, outlawed as heresy but still followed in secret by many.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tenebrae:&#039;&#039;&#039; Worship of the darkness, the Deadborn, The Big Empty, all cults of Tenebrae were supposedly hunted to the point of extinction long ago.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vacuism:&#039;&#039;&#039; Belief in the fundamental emptiness of the universe and that all things must return to the vacuum, outlawed as heresy but still practiced in secret. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeteticism:&#039;&#039;&#039; Belief that humanity cannot comprehend truth or relative value, skeptics and rationalists, anti-dogma, popular among academics, outlawed as heresy but still practiced in secret.&lt;br /&gt;
&lt;br /&gt;
=The Deadborn=&lt;br /&gt;
&lt;br /&gt;
There were once many dozens of Deadborn, but the ones most people of Eschaton know are: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagnatha:&#039;&#039;&#039; Massive Deadborn who grew as the Emptiness overtook the World That Was, Impossibly strong, also known as The Juggernaut and The Growing Corpse, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliga:&#039;&#039;&#039; Secretive and stealthy Deadborn who crept into the World That Was first and helped to conceal the Deadborn, their plots and their agents, also known as The Lady of Mists and Hider of Truths, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ronion:&#039;&#039;&#039; Bestial Deadborn who bore terrible wounds that never healed and which brought plagues and madness, also known as The Mange and Disease Dog, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vermipar:&#039;&#039;&#039; Horrible worm-like Deadborn who infected inanimate things and used them against the living, also known as The Burrower and Worm Maker, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thamuuz:&#039;&#039;&#039; Charismatic and duplicitous Deadborn who led the Izedi in worship of nature spirits, betrayed his followers and sacrificed many in the Wrackful Ritual, also known as The Great Liar and Baseless, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feaze:&#039;&#039;&#039; Constantly changing Deadborn who spread confusion, worry, and anxiety throughout the World That Was, also known as The Mad One and Pell Mell, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redrum:&#039;&#039;&#039; Bloodthirsty Deadborn who encouraged wars, mass slaughter, executions, and murder, also known as The Ripper and Vivisector, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
=The Cabriri=&lt;br /&gt;
&lt;br /&gt;
The chief deities of the pantheon of Cabriri were:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mascag:&#039;&#039;&#039; The White God, Father of the World, Chieftain of the Cabriri, Transformer, God of Fires, Earth, Forges, Farming, Eschaton, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Canthara:&#039;&#039;&#039; The Green God, The Fly God, God of Insects, Poison, Medicine, Drink, Drugs, Sex, slain by the Philanthropist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sinopis:&#039;&#039;&#039; The Red God, The Sturdy God, Builder, God of Industry, War, Production, Labor, Machines, Strength, slain by the Polemarch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volbor:&#039;&#039;&#039; The Copper God, The Glittering God, Conductor, God of Wealth, Crystals, Gems, Travel, Trade, Magic, slain by the Thanatope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necron:&#039;&#039;&#039; The Black God, The Fetid God, Decayer, God of Spirits, Ancestors, Pottery, History, Knowledge, slain by the Thanatope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Massicot:&#039;&#039;&#039; The Yellow God, The Xanthic God, Shapeshifter, Deity of Creativity, Art, Culture, Change, slain by the Polemarch.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CordwoodReligion&amp;diff=142704</id>
		<title>CordwoodReligion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CordwoodReligion&amp;diff=142704"/>
		<updated>2010-04-20T11:56:51Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: Created page with &amp;#039;Religions &amp;amp; Philosophies  Cabriri  Religion of Eschaton, Boeotia, the Cambri Isles, and Lydia. Pantheistic, akin to Roman and Greek deities, now outlawed as heresy following the …&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Religions &amp;amp; Philosophies&lt;br /&gt;
&lt;br /&gt;
Cabriri&lt;br /&gt;
&lt;br /&gt;
Religion of Eschaton, Boeotia, the Cambri Isles, and Lydia. Pantheistic, akin to Roman and Greek deities, now outlawed as heresy following the deaths of the Cabriri themselves but still practiced in secret.&lt;br /&gt;
&lt;br /&gt;
Diplopia&lt;br /&gt;
&lt;br /&gt;
Belief that the loss of this universe has resulted in the creation of a mirror universe that is akin to a paradise, technically heresy but popular among uppertendom.&lt;br /&gt;
&lt;br /&gt;
Hagia Trium&lt;br /&gt;
&lt;br /&gt;
Worship of the Triumverate as divine saviors of mankind, instituted in Eschaton 100 years ago as the one true way. &lt;br /&gt;
&lt;br /&gt;
Izedi&lt;br /&gt;
&lt;br /&gt;
Worship of nature spirits subsequently thought to be agents of the Deadborn, outlawed as heresy but still practiced in secret.&lt;br /&gt;
&lt;br /&gt;
Necrolatry&lt;br /&gt;
&lt;br /&gt;
Worship of the dead who are thought to have ascended to spiritual prominence, outlawed as heresy but still practiced in secret, particularly common in the Cromlech.&lt;br /&gt;
&lt;br /&gt;
Targum&lt;br /&gt;
&lt;br /&gt;
Worship of elder religious texts from a cult that supposedly forsaw the fall of man, native to Yezdegerd, outlawed as heresy but still followed in secret by many.&lt;br /&gt;
&lt;br /&gt;
Tenebrae&lt;br /&gt;
&lt;br /&gt;
Worship of the darkness, the Deadborn, The Big Empty, all cults of Tenebrae were supposedly hunted to the point of extinction long ago.&lt;br /&gt;
&lt;br /&gt;
Vacuism&lt;br /&gt;
&lt;br /&gt;
Belief in the fundamental emptiness of the universe and that all things must return to the vacuum, outlawed as heresy but still practiced in secret. &lt;br /&gt;
&lt;br /&gt;
Zeteticism&lt;br /&gt;
&lt;br /&gt;
Belief that humanity cannot comprehend truth or relative value, skeptics and rationalists, anti-dogma, popular among academics, outlawed as heresy but still practiced in secret.&lt;br /&gt;
&lt;br /&gt;
The Deadborn&lt;br /&gt;
&lt;br /&gt;
There were once many dozens of Deadborn, but the ones most people of Eschaton know are: &lt;br /&gt;
&lt;br /&gt;
Jagnatha: Massive Deadborn who grew as the Emptiness overtook the World That Was, Impossibly strong, also known as The Juggernaut and The Growing Corpse, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
Caliga: Secretive and stealthy Deadborn who crept into the World That Was first and helped to conceal the Deadborn, their plots and their agents, also known as The Lady of Mists and Hider of Truths, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
Ronion: Bestial Deadborn who bore terrible wounds that never healed and which brought plagues and madness, also known as The Mange and Disease Dog, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
Vermipar: Horrible worm-like Deadborn who infected inanimate things and used them against the living, also known as The Burrower and Worm Maker, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
Thamuuz: Charismatic and duplicitous Deadborn who led the Izedi in worship of nature spirits, betrayed his followers and sacrificed many in the Wrackful Ritual, also known as The Great Liar and Baseless, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
Feaze: Constantly changing Deadborn who spread confusion, worry, and anxiety throughout the World That Was, also known as The Mad One and Pell Mell, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
Redrum: Bloodthirsty Deadborn who encouraged wars, mass slaughter, executions, and murder, also known as The Ripper and Vivisector, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
=The Cabriri=&lt;br /&gt;
&lt;br /&gt;
The chief deities of the pantheon of Cabriri were:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mascag:&#039;&#039;&#039; The White God, Father of the World, Chieftain of the Cabriri, Transformer, God of Fires, Earth, Forges, Farming, Eschaton, slain by the Triumverate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Canthara:&#039;&#039;&#039; The Green God, The Fly God, God of Insects, Poison, Medicine, Drink, Drugs, Sex, slain by the Philanthropist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sinopis:&#039;&#039;&#039; The Red God, The Sturdy God, Builder, God of Industry, War, Production, Labor, Machines, Strength, slain by the Polemarch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volbor:&#039;&#039;&#039; The Copper God, The Glittering God, Conductor, God of Wealth, Crystals, Gems, Travel, Trade, Magic, slain by the Thanatope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necron:&#039;&#039;&#039; The Black God, The Fetid God, Decayer, God of Spirits, Ancestors, Pottery, History, Knowledge, slain by the Thanatope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Massicot:&#039;&#039;&#039; The Yellow God, The Xanthic God, Shapeshifter, Deity of Creativity, Art, Culture, Change, slain by the Polemarch.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CoordwoodCultures&amp;diff=142703</id>
		<title>CoordwoodCultures</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CoordwoodCultures&amp;diff=142703"/>
		<updated>2010-04-20T11:55:48Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: Created page with &amp;#039;=Cultures &amp;amp; Races=  &amp;#039;&amp;#039;&amp;#039;Boeotians:&amp;#039;&amp;#039;&amp;#039; Large nation of industrialists and capitalists whose home was claimed by the Deadborn after a long war. They are typically seen as crass, tal…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cultures &amp;amp; Races=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boeotians:&#039;&#039;&#039; Large nation of industrialists and capitalists whose home was claimed by the Deadborn after a long war. They are typically seen as crass, talkative, and impulsive. Found everywhere in Eschaton, they commonly find work as merchants, soldiers, or laborers. Some are merchant lords or members of the Syndicate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cambrions:&#039;&#039;&#039; People from the coastal lands south of Eschaton, mainly sailors and fishermen. Considered by many to be a grim, selfish, and dour race. Found mainly in the Cromlech, the Fastness, or the Core, they often find work as laborers, innkeepers, and servants to the uppertendom. A few have managed to get seats in Syndicate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrenaics:&#039;&#039;&#039; Tattooed and tribalistic people who joined together to form the city-state of Cyrenaica, home to many philosophers and astrologers before it was destroyed by the Deadborn. Currently looked down on by many cultures as primitives and simple-minded warriors. They are mainly in the Rookery and work as laborers, soldiers, bodyguards, slaves, and criminals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eschatonians:&#039;&#039;&#039; People native to the city-state of Eschaton, inventive and productive. They are collectively seen as duplicitous and stubborn by other cultures. They are the dominant group in Eschaton and don&#039;t let the refugees from other lands forget it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Izedi:&#039;&#039;&#039; A people that worshipped nature spirits who turned out to be in league with the Deadborn. Their priests used many of them as sacrifices in the Wrackful Ritual that destroyed their steppes homeland. Their typical stereotype is as fatalistic cynics and superstitious mystics. They are found in the Rookery, the Cromlech, and occasionally in the Fastness working as priests, servants, and artisans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lydians:&#039;&#039;&#039; A nation of artists, poets, and scholars, they were members of the most advanced culture of the World That Was. Viewed as corrupt and debauched by others, these pleasure-seeking intellectuals were caught unawares by Deadborn. They are mainly found in the Cromlech, the Fastness, and the Core, typically finding employment as artists, teachers, and advisors to the uppertendom. Some of the Lydians&#039; wealth rivals that of the merchant lords. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Singalese:&#039;&#039;&#039; People from the distant and industrious island nation of Singal, once ruled by a god-emperor who was slain by the Deadborn. Most other cultures think of them as weak, strange, and overly mysterious. They are mostly found in the Rookery, finding work as laborers, slaves, servants, and machinists. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yezdegerdians:&#039;&#039;&#039; A race of nomads who created the vast desert empire of Yezdegerd before it was utterly consumed by a massive sandstorm called the Samiel. They are typically seen as brutal and greedy by other cultures. They are found all over Eschaton working as merchants, artisans, servants, and laborers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zingaro:&#039;&#039;&#039; Mountain people who lost their homeland of Zingar to the first Deadborn, now a race of wanderers. Looked down upon as rogues, cheats, and accursed by other cultures. They are found mostly in the Rookery and work as entertainers, criminals, slaves, and artisans. &lt;br /&gt;
&lt;br /&gt;
=Languages=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attic:&#039;&#039;&#039; Language of Lydia, often spoken by scholars and priests. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrenaic:&#039;&#039;&#039; Language of Cyrenaica.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Singalese:&#039;&#039;&#039; Language of Singal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telugu:&#039;&#039;&#039; Language of the Izedi and Yezdegerdians.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volapuk:&#039;&#039;&#039; Language of Eschaton, Boeotia, and the Cambri Isles; a polyglot established centuries ago and now spoken by most of surviving humanity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zingari:&#039;&#039;&#039; Language of the Zingaro, rarely seen in written form.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CordwoodTriumverate&amp;diff=142702</id>
		<title>CordwoodTriumverate</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CordwoodTriumverate&amp;diff=142702"/>
		<updated>2010-04-20T11:53:12Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: Created page with &amp;#039;=The Triumvirs=  &amp;#039;&amp;#039;&amp;#039;The Thanatope, Lord of Cromlech, Master of Magic, Mad Necromancer&amp;#039;&amp;#039;&amp;#039;  The Thanatope was once a wizard of considerable learning and power, renowned for his wis…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Triumvirs=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Thanatope, Lord of Cromlech, Master of Magic, Mad Necromancer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Thanatope was once a wizard of considerable learning and power, renowned for his wisdom as well as his mastery of the arcane arts. An inventor and alchemist as well as a magician, he is generally credited with being the one who crafted the Churming Shroud, the magical barrier that has protected Eschaton from the Emptiness since the days of the Last Morning. When he was subsequently elevated to the status of Triumvir, he helped to solve most of the logistical problems of the isolation caused by the Shroud, producing artificial sunlight from the Canescence Engine, survivable crops such as hadder, and keeping air and heat flowing via elaborate caliducts. As with his fellow triumvirs, however, he eventually grew less interested in public welfare and more concerned with his personal survival and expansion of power. After helping the Philanthropist and Polemarch in the Purge of the Syndicate 200 years ago, he chose the district now known as the Cromlech to be his own Shard. &lt;br /&gt;
&lt;br /&gt;
Fascinated by the magical discoveries that had come from defeating the Deadborn, he shut himself up in his palace and began increasingly dire experiments with necromancy, tephramancy, and other black arts. It was this experimentation that the surviving gods objected to most strongly, and it was the power he gained from it that allowed him and his two triumvir associates to slay them a century ago. Focusing on elevating himself to godhood and total immortality, he has since spiralled into a mad obsession with overcoming the forces of the Emptiness and making the universe over for his own whims. He is now considered the high priest of the Triumverate as well as its primary philosopher, and he demands ritualistic tribute from his minions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Polemarch, Lord of the Fastness, Master of War, Brutal Tyrant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Polemarch was once a great warrior who aided the other two triumvirs in beating back the Deadborn and securing the safety of Eschaton. He was rewarded with a posting as a military officer serving the Syndicate, and he served faithfully in that capacity for a century. Gifted with a brilliant strategic mind but cursed with the same ambition that haunts his fellow triumvirs, he was the main architect of the Purge of the Syndicate and the creation of the Shards. By crushing the power of his political enemies in carefully prepared ambushes and raids, he was able to become the Supreme Commander of the Vergent City military and the primary enforcer of the Triumverate&#039;s rule. When he was discontent with the performance of the city&#039;s old militia, he created the Order of Capistrates, soldiers who underwent a secret initiation and training regimen that turned them into his fantatical servants. &lt;br /&gt;
&lt;br /&gt;
Armed with the Capistrates, he later set about a miniature campaign of conquest around the borders of the Fastness, his chosen Shard. This resulted in the brief War of the Triumverate, a bloody and bitter struggle with the Thanatope and Philanthropist which he ultimately lost after three months. Control of the Capistrates and the secrets of their order was now shared between the Triumverate rather than resting with him alone, a concession he made after several costly but ultimately futile assassination attempts made against his rivals failed. After stewing over this humiliation for some five decades, the Polemarch helped his former enemies plot out his most recent triumph, the massacre of the few remaining gods still troubling them with divine concerns. He has since turned his attention more closely to the running of affairs in the Fastness, enforcing increasingly draconian measures on its inhabitants and shoring up its defenses. Whether this is the result of foreknowledge of some coming plot or paranoia is currently unknown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Philanthropist, Lady of the Rookery, Mistress of Cunning, Corrupted Slavemaster&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Philanthropist was once a citizen of the slums of Eschaton who helped the Polemarch and Thanatope in fighting the Deadborn. When the city was saved and she was suddenly elevated to the rank of triumvir, she turned her attention immediately to trying to help the less fortunate and the incoming flood of refugees. Using her old contacts in the city&#039;s criminal underworld, she established a number of guilds and charitable organizations that were intended to provide a secure and welcoming home to every starving immigrant and pauper on the street. While initially successful, the Philanthropist&#039;s social experiments grew more elaborate and costly as time went on, forcing her to make more and more concessions to the Syndicate, the merchant houses, and her lawless associates. After an unspecified incident that most suspect to have been a failed assassination attempt, she talked her fellow triumvirs into ridding themselves of their rivals for power in the city. The Purge of the Syndicate followed, but this more public atrocity was accompanied by quieter, subtler maneuverings that ended the political careers and lives of many others - maneuverings orchestrated by a hardened and more ruthless Philanthropist.&lt;br /&gt;
&lt;br /&gt;
In the 200 years since the Purge, the Philanthropist gathered up control of the underworld and many guilds and merchant houses, deciding that she ultimately knew what was best for her people. Using her extensive influence to garner the largest share of the city when picking her Shard, she established the Rookery and began new plans for an open and trade-friendly district. Using inventions loaned to her by the increasingly disinterested Thanatope, she created an industrial center in the Rookery that was powered by elements of still found in Eschaton. She little suspected at the time that the Thanatope had foreseen the health hazards caused by the machinery&#039;s pollution and purposefully given her the devices to weaken her power base. A blood disease known as Cachaemia soon ravaged the citizens of the Rookery and caused the frustrated Philanthropist to take drastic steps to prevent its spread and the protests of her subjects. After a campaign of cutthroat efficiency to eliminate the leaders of dissent, she decided ultimately to create a class of slaves and laborers who would work the machines and spare the rest of the Rookery its effects. After some of the more merciful gods objected, she helped her fellow triumvirs in slaying them and turned back to her work. She has since discarded numerous other ideals she once held sacred, enforcing her will in the squalid district through her crooked Capistrate officers, slavemasters, and criminal hirelings.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142701</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142701"/>
		<updated>2010-04-20T11:52:14Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* About the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A FantasyCraft Play-By-Post Game&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mongoose (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Combat:&#039;&#039;&#039; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominant Heroes:&#039;&#039;&#039; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dramatic Pacing:&#039;&#039;&#039; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hewn Limbs:&#039;&#039;&#039; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampant Corruption:&#039;&#039;&#039; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Magic Items:&#039;&#039;&#039; Fewer magic items in general.&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; In Eschaton, the Vergent City, the Triumverate rules over the last remnant of humanity without question. Once the heroic saviors of the city from the existential threat of the Deadborn, they are now powerful but corrupt tyrants. As time runs out for this dark refuge, a stranger comes to town seeking mercenaries and cutthroats to bring an end to the Triumvirs and those who support them...&lt;br /&gt;
&lt;br /&gt;
Cordwood is a dark apocalyptic fantasy set in Eschaton, the only surviving fragment of the World That Was. Floating adrift in the black void of the Big Empty, left in the wake of the Deadborn&#039;s mass destruction, it is home to many thousands of men, women and children. Some are native to the city-state, some are refugees who escaped the World That Was, but all serve the curel whims of the Triumvirate and their corrupt hirelings. Protected by steampunk machinery and the powers of the Triumvirs, it is a grim and foreboding place. Inspired by 19th century literature, images of Victorian London, and existential horror stories, its a gloomy tale of murder, revenge, and the last gasp of mankind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[CordwoodEschaton|Eschaton]]&lt;br /&gt;
&lt;br /&gt;
[[CordwoodTriumverate|The Triumverate]]&lt;br /&gt;
&lt;br /&gt;
[[CoordwoodCultures|Cultures &amp;amp; Races]]&lt;br /&gt;
&lt;br /&gt;
[[CordwoodReligion|Religions &amp;amp; Philosophies]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CordwoodEschaton&amp;diff=142700</id>
		<title>CordwoodEschaton</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CordwoodEschaton&amp;diff=142700"/>
		<updated>2010-04-20T11:50:53Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Eschaton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Eschaton=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039; Approximately 150,000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Government:&#039;&#039;&#039; The Triumverate, a three-person council, rules Eschaton. Each triumvir has control of a Shard, a distinct district which comprises one quarter of the city-state. They collectively control the Core, the central district of Eschaton. The Triumverate theoretically shares power with the Syndicate, a subcommittee of thirteen officials elected by the major guilds and merchant houses of Eschaton, but in practice the Syndicate is only a puppet organization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense:&#039;&#039;&#039; The primary defense force of Eschaton is the Capistrates, a hooded company of militia who serve the Triumverate. They function as the police of Eschaton but are notoriously brutal and corrupt. They are protected from their numerous enemies by oaths of secrecy and the demonic masks they wear under their hoods. Each Shard has several Capistrate precincts, but the quality and number of officers varies wildly from one to another. Each triumvir has their own company of Janissaries, also, but these elite mercenaries answer only to their one master and serve mainly as bodyguards and special agents. Some guilds and merchant houses have mercenary hirelings as well, but these hirelings are not particularly known for their loyalty or expertise. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inns and Taverns:&#039;&#039;&#039; Eschaton has a number of notable resthouses, each reflecting the character and subculture of its particular Shard. The Rusty Canakin in the Rookery is a shabby but large flophouse used by numerous transients and refugees. Jack Ketch&#039;s in the Cromlech is a well-appointed but fairly cold and grim inn that looks over a drop into the Big Empty. The Shattered Swords in the Fastness is a somewhat rough and tumble bar, but features good service and an excellent selection of drinks. The Vanner Hawk of the Core is probably the finest of several inns in the central district, being home to many friends and relations of the Syndicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies:&#039;&#039;&#039; The major marketplace in Eschaton is the Guildhall, located near the exit from the Fastness in the Core. It is home to several stalls and shops owned and operated by the assorted guilds and houses of the city and is a miniature storehouse of artifacts from around the fading world. As a central center of commerce, it is constantly packed with an assortment of refugees, beggars, merchants, mercenaries, nobles, courtesans, and entertainers. The Rookery is home to a number of shadier marketplaces, including the Flea Market, a rooftop bazaar that specializes in slaves and blacklisted items. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temples:&#039;&#039;&#039; The only legal temples in Eschaton are those praising the Triumverate (known as hiakals), but the abundant refugee population and state of affairs has resulted in a large number of secret temples hidden in basements, back alleys, and old crypts. These concealed shrines pay homage to a wide variety of deities and spirits, but the most common ones are those dedicated to the Cabiri, the dead gods who disappeared over a century ago. &lt;br /&gt;
&lt;br /&gt;
=The Shards of Eschaton=&lt;br /&gt;
&lt;br /&gt;
Founded 300 years ago by its current members, the Triumverate is the ruling body in Eschaton, the Vergent City. Its members are former adventurers who helped to defend the city-state from the Deadborn and the Emptiness and became elevated to the status of heroic city leaders. Rendered immortal by some side effect of the Last Morning, each of them possesses magical power, martial skills, and great political influence over the factions of the city. While they were once good friends, their relations have become cold and purely pragmatic over time, now focused only on how they can utilize one another for their own ends. &lt;br /&gt;
&lt;br /&gt;
Each of them controls a Shard, a personally devised district of the city-state, and they tend to leave the other triumvirs to take care of their own. These Shards (the Cromlech, Fastness, and Rookery) reflect the interests, virtues, and vices of their respective triumvir, and they therefore attract and forbid particular kinds of inhabitants. They also jointly rule over the Shard known as the Core, the center of the city and their base of power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cromlech:&#039;&#039;&#039; The Cromlech is ruled by the Thanatope and is built over a large network of above and below-ground tombs and crypts. It is home to much of the financial and academic power of Eschaton and is known to be haunted by ghosts and the undead. Most of these creatures serve the Thanatope&#039;s will but some are simply left over from his past experiments searching for the key to rejuvenation and eternal life. While it has a certain pale beauty about its classical architecture and gothic towers, it is also cold, forebidding, and eeriely quiet compared to the rest of the city. Only the wealthiest or most despondent refugees call it a permanent home and Eschatonians generally keep their distance if they can afford to. Intellectuals, artisans, and students cross the Warding Bridge from the Fastness relatively frequently, however, doing their studies in one of local workshops, schools, or libraries. The Great Bank of Eschaton has its home here, as does Eschaton University and a number of merchant houses. These have offices in Cromlech because their owners prefer the security and relative isolation offered by the grim district.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fastness:&#039;&#039;&#039; The Fastness was once no more than a gatehouse protecting the ancient roads into Eschaton. Now its the dominion of the Polemarch and the center of middle class power in the city. Protected on all sides by high walls and strategic towers, it is thought to be the most defensible section of the metropolis, even more so than the Core. As a result, there are many residences clustered here and a number of noble families keep second homes in the district in the case of attack. The Capistrates headquarters is located in this Shard, as are the halls of several successful mercenary guilds. More accomodating than the Rookery and warmer than the Cromlech, its downside is the strict, militaristic rule maintained by the Capistrates and the Polemarch&#039;s Janissaries. Peace and order are enforced by neighbors spying on neighbors and an atmosphere of repression mirrored in the boxy architecture and grid-like streets. Speaking against the Polemarch is forbidden and many &amp;quot;weakening&amp;quot; philosophies, religions, and sciences are also taboo. The main source of entertainment in the Fastness is the Colosseum, a bloodsport arena where ambitious mercenaries, hapless slaves, or condemned criminals fight one another and assorted creatures. There is a monthly tradition at the Colosseum of elaborate recreations of historical battles from the world&#039;s glorious past, including naval conflicts staged on a massive water tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rookery:&#039;&#039;&#039; The Rookery is the largest Shard of Eschaton by far and also the most populous. Home to roughly half of the city&#039;s inhabitants, it is a wretched industrialized slum overseen by the ironically titled Philanthropist. Spilling over with refugees, paupers, laborers, and criminal scum, its narrow streets, uneven tenements, millhouses and warehouses are the picture of urban despair. The guilds and merchant houses that do business here often do so in secret so as to not draw attention to themselves or their wares. There&#039;s a busy trade in items deemed illegal in the Core, Cromlech, or Fastness, and many Eschatonians visit the Shard when indulging their vices. Slavery is a booming business here, with numerous unfortunates finding their way into the control of cruel drivers who serve the desires and needs of Core nobility. Some are simply lured into a dark alley and abducted, some are forced into servitude by debts, but whatever the case they typically end up in lifelong drudgery. The laborers fare little better, having a poor income, few opportunities for advancement, and regular exposure to hazardous materials and machinery. Despite this, the Philanthropist is one of the more visible triumvirs, regularly visiting the Rookery with an entourage to oversee its operation and her personal plots. While things are plainly bad on the streets, her liberal attitude and calculated charity make her more popular in her Shard than either of her fellow triumvirs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Core:&#039;&#039;&#039; The triumvirs collectively control the Core, the central district of the city and once the sole domain of the Syndicate. They meet several times a month in the Tower of the Hagiarchy to discuss affairs that concern the entirety of Eschaton and moderate the periodic meetings of the Syndicate, the guilds, and merchant houses. Only the wealthiest and most priveleged members of Eschaton society call the Core home, living lavish, decadent lives in expansive mansions placed high on Halcyon Hill. Protected from the unpleasantness occurring in the other Shards by personal guards and the best mercenaries money can buy, they tend to have fairly remote and inaccurate views of the world. Several of the more potent nobles are able to completely isolate themselves from even the Core, creating wondrous palaces of delights meant to evoke memories of life before the Last Morning. This hedonism is often supported by shares in merchant houses, slaves from the Rookery, and baubles collected from hired expeditions into the Cromlech. High society is not all fun and games, however, as many nobles are also politically important figures who have to maneuver through the often contentious affairs of the Syndicate and the Triumverate. Behind the scenes games of intrigue, scandal mongering, and assassination can make for a life as scary as that of a beggar in the Rookery.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CordwoodEschaton&amp;diff=142699</id>
		<title>CordwoodEschaton</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CordwoodEschaton&amp;diff=142699"/>
		<updated>2010-04-20T11:50:33Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Eschaton=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039; Approximately 150,000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Government:&#039;&#039;&#039; The Triumverate, a three-person council, rules Eschaton. Each triumvir has control of a Shard, a distinct district which comprises one quarter of the city-state. They collectively control the Core, the central district of Eschaton. The Triumverate theoretically shares power with the Syndicate, a subcommittee of thirteen officials elected by the major guilds and merchant houses of Eschaton, but in practice the Syndicate is only a puppet organization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense:&#039;&#039;&#039; The primary defense force of Eschaton is the Capistrates, a hooded company of militia who serve the Triumverate. They function as the police of Eschaton but are notoriously brutal and corrupt. They are protected from their numerous enemies by oaths of secrecy and the demonic masks they wear under their hoods. Each Shard has several Capistrate precincts, but the quality and number of officers varies wildly from one to another. Each triumvir has their own company of Janissaries, also, but these elite mercenaries answer only to their one master and serve mainly as bodyguards and special agents. Some guilds and merchant houses have mercenary hirelings as well, but these hirelings are not particularly known for their loyalty or expertise. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inns and Taverns:&#039;&#039;&#039; Eschaton has a number of notable resthouses, each reflecting the character and subculture of its particular Shard. The Rusty Canakin in the Rookery is a shabby but large flophouse used by numerous transients and refugees. Jack Ketch&#039;s in the Cromlech is a well-appointed but fairly cold and grim inn that looks over a drop into the Big Empty. The Shattered Swords in the Fastness is a somewhat rough and tumble bar, but features good service and an excellent selection of drinks. The Vanner Hawk of the Core is probably the finest of several inns in the central district, being home to many friends and relations of the Syndicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies:&#039;&#039;&#039; The major marketplace in Eschaton is the Guildhall, located near the exit from the Fastness in the Core. It is home to several stalls and shops owned and operated by the assorted guilds and houses of the city and is a miniature storehouse of artifacts from around the fading world. As a central center of commerce, it is constantly packed with an assortment of refugees, beggars, merchants, mercenaries, nobles, courtesans, and entertainers. The Rookery is home to a number of shadier marketplaces, including the Flea Market, a rooftop bazaar that specializes in slaves and blacklisted items. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temples:&#039;&#039;&#039; The only legal temples in Eschaton are those praising the Triumverate (known as hiakals), but the abundant refugee population and state of affairs has resulted in a large number of secret temples hidden in basements, back alleys, and old crypts. These concealed shrines pay homage to a wide variety of deities and spirits, but the most common ones are those dedicated to the Cabiri, the dead gods who disappeared over a century ago. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shards of Eschaton&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Founded 300 years ago by its current members, the Triumverate is the ruling body in Eschaton, the Vergent City. Its members are former adventurers who helped to defend the city-state from the Deadborn and the Emptiness and became elevated to the status of heroic city leaders. Rendered immortal by some side effect of the Last Morning, each of them possesses magical power, martial skills, and great political influence over the factions of the city. While they were once good friends, their relations have become cold and purely pragmatic over time, now focused only on how they can utilize one another for their own ends. &lt;br /&gt;
&lt;br /&gt;
Each of them controls a Shard, a personally devised district of the city-state, and they tend to leave the other triumvirs to take care of their own. These Shards (the Cromlech, Fastness, and Rookery) reflect the interests, virtues, and vices of their respective triumvir, and they therefore attract and forbid particular kinds of inhabitants. They also jointly rule over the Shard known as the Core, the center of the city and their base of power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cromlech:&#039;&#039;&#039; The Cromlech is ruled by the Thanatope and is built over a large network of above and below-ground tombs and crypts. It is home to much of the financial and academic power of Eschaton and is known to be haunted by ghosts and the undead. Most of these creatures serve the Thanatope&#039;s will but some are simply left over from his past experiments searching for the key to rejuvenation and eternal life. While it has a certain pale beauty about its classical architecture and gothic towers, it is also cold, forebidding, and eeriely quiet compared to the rest of the city. Only the wealthiest or most despondent refugees call it a permanent home and Eschatonians generally keep their distance if they can afford to. Intellectuals, artisans, and students cross the Warding Bridge from the Fastness relatively frequently, however, doing their studies in one of local workshops, schools, or libraries. The Great Bank of Eschaton has its home here, as does Eschaton University and a number of merchant houses. These have offices in Cromlech because their owners prefer the security and relative isolation offered by the grim district.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fastness:&#039;&#039;&#039; The Fastness was once no more than a gatehouse protecting the ancient roads into Eschaton. Now its the dominion of the Polemarch and the center of middle class power in the city. Protected on all sides by high walls and strategic towers, it is thought to be the most defensible section of the metropolis, even more so than the Core. As a result, there are many residences clustered here and a number of noble families keep second homes in the district in the case of attack. The Capistrates headquarters is located in this Shard, as are the halls of several successful mercenary guilds. More accomodating than the Rookery and warmer than the Cromlech, its downside is the strict, militaristic rule maintained by the Capistrates and the Polemarch&#039;s Janissaries. Peace and order are enforced by neighbors spying on neighbors and an atmosphere of repression mirrored in the boxy architecture and grid-like streets. Speaking against the Polemarch is forbidden and many &amp;quot;weakening&amp;quot; philosophies, religions, and sciences are also taboo. The main source of entertainment in the Fastness is the Colosseum, a bloodsport arena where ambitious mercenaries, hapless slaves, or condemned criminals fight one another and assorted creatures. There is a monthly tradition at the Colosseum of elaborate recreations of historical battles from the world&#039;s glorious past, including naval conflicts staged on a massive water tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rookery:&#039;&#039;&#039; The Rookery is the largest Shard of Eschaton by far and also the most populous. Home to roughly half of the city&#039;s inhabitants, it is a wretched industrialized slum overseen by the ironically titled Philanthropist. Spilling over with refugees, paupers, laborers, and criminal scum, its narrow streets, uneven tenements, millhouses and warehouses are the picture of urban despair. The guilds and merchant houses that do business here often do so in secret so as to not draw attention to themselves or their wares. There&#039;s a busy trade in items deemed illegal in the Core, Cromlech, or Fastness, and many Eschatonians visit the Shard when indulging their vices. Slavery is a booming business here, with numerous unfortunates finding their way into the control of cruel drivers who serve the desires and needs of Core nobility. Some are simply lured into a dark alley and abducted, some are forced into servitude by debts, but whatever the case they typically end up in lifelong drudgery. The laborers fare little better, having a poor income, few opportunities for advancement, and regular exposure to hazardous materials and machinery. Despite this, the Philanthropist is one of the more visible triumvirs, regularly visiting the Rookery with an entourage to oversee its operation and her personal plots. While things are plainly bad on the streets, her liberal attitude and calculated charity make her more popular in her Shard than either of her fellow triumvirs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Core:&#039;&#039;&#039; The triumvirs collectively control the Core, the central district of the city and once the sole domain of the Syndicate. They meet several times a month in the Tower of the Hagiarchy to discuss affairs that concern the entirety of Eschaton and moderate the periodic meetings of the Syndicate, the guilds, and merchant houses. Only the wealthiest and most priveleged members of Eschaton society call the Core home, living lavish, decadent lives in expansive mansions placed high on Halcyon Hill. Protected from the unpleasantness occurring in the other Shards by personal guards and the best mercenaries money can buy, they tend to have fairly remote and inaccurate views of the world. Several of the more potent nobles are able to completely isolate themselves from even the Core, creating wondrous palaces of delights meant to evoke memories of life before the Last Morning. This hedonism is often supported by shares in merchant houses, slaves from the Rookery, and baubles collected from hired expeditions into the Cromlech. High society is not all fun and games, however, as many nobles are also politically important figures who have to maneuver through the often contentious affairs of the Syndicate and the Triumverate. Behind the scenes games of intrigue, scandal mongering, and assassination can make for a life as scary as that of a beggar in the Rookery.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CordwoodEschaton&amp;diff=142698</id>
		<title>CordwoodEschaton</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CordwoodEschaton&amp;diff=142698"/>
		<updated>2010-04-20T11:49:37Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: Created page with &amp;#039;&amp;#039;&amp;#039;Eschaton&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Population:&amp;#039;&amp;#039;&amp;#039; Approximately 150,000.  &amp;#039;&amp;#039;&amp;#039;Government:&amp;#039;&amp;#039;&amp;#039; The Triumverate, a three-person council, rules Eschaton. Each triumvir has control of a Shard, a distinc…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Eschaton&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039; Approximately 150,000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Government:&#039;&#039;&#039; The Triumverate, a three-person council, rules Eschaton. Each triumvir has control of a Shard, a distinct district which comprises one quarter of the city-state. They collectively control the Core, the central district of Eschaton. The Triumverate theoretically shares power with the Syndicate, a subcommittee of thirteen officials elected by the major guilds and merchant houses of Eschaton, but in practice the Syndicate is only a puppet organization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense:&#039;&#039;&#039; The primary defense force of Eschaton is the Capistrates, a hooded company of militia who serve the Triumverate. They function as the police of Eschaton but are notoriously brutal and corrupt. They are protected from their numerous enemies by oaths of secrecy and the demonic masks they wear under their hoods. Each Shard has several Capistrate precincts, but the quality and number of officers varies wildly from one to another. Each triumvir has their own company of Janissaries, also, but these elite mercenaries answer only to their one master and serve mainly as bodyguards and special agents. Some guilds and merchant houses have mercenary hirelings as well, but these hirelings are not particularly known for their loyalty or expertise. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inns and Taverns:&#039;&#039;&#039; Eschaton has a number of notable resthouses, each reflecting the character and subculture of its particular Shard. The Rusty Canakin in the Rookery is a shabby but large flophouse used by numerous transients and refugees. Jack Ketch&#039;s in the Cromlech is a well-appointed but fairly cold and grim inn that looks over a drop into the Big Empty. The Shattered Swords in the Fastness is a somewhat rough and tumble bar, but features good service and an excellent selection of drinks. The Vanner Hawk of the Core is probably the finest of several inns in the central district, being home to many friends and relations of the Syndicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies:&#039;&#039;&#039; The major marketplace in Eschaton is the Guildhall, located near the exit from the Fastness in the Core. It is home to several stalls and shops owned and operated by the assorted guilds and houses of the city and is a miniature storehouse of artifacts from around the fading world. As a central center of commerce, it is constantly packed with an assortment of refugees, beggars, merchants, mercenaries, nobles, courtesans, and entertainers. The Rookery is home to a number of shadier marketplaces, including the Flea Market, a rooftop bazaar that specializes in slaves and blacklisted items. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temples:&#039;&#039;&#039; The only legal temples in Eschaton are those praising the Triumverate (known as hiakals), but the abundant refugee population and state of affairs has resulted in a large number of secret temples hidden in basements, back alleys, and old crypts. These concealed shrines pay homage to a wide variety of deities and spirits, but the most common ones are those dedicated to the Cabiri, the dead gods who disappeared over a century ago. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shards of Eschaton&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Founded 300 years ago by its current members, the Triumverate is the ruling body in Eschaton, the Vergent City. Its members are former adventurers who helped to defend the city-state from the Deadborn and the Emptiness and became elevated to the status of heroic city leaders. Rendered immortal by some side effect of the Last Morning, each of them possesses magical power, martial skills, and great political influence over the factions of the city. While they were once good friends, their relations have become cold and purely pragmatic over time, now focused only on how they can utilize one another for their own ends. &lt;br /&gt;
&lt;br /&gt;
Each of them controls a Shard, a personally devised district of the city-state, and they tend to leave the other triumvirs to take care of their own. These Shards (the Cromlech, Fastness, and Rookery) reflect the interests, virtues, and vices of their respective triumvir, and they therefore attract and forbid particular kinds of inhabitants. They also jointly rule over the Shard known as the Core, the center of the city and their base of power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cromlech:&#039;&#039;&#039; The Cromlech is ruled by the Thanatope and is built over a large network of above and below-ground tombs and crypts. It is home to much of the financial and academic power of Eschaton and is known to be haunted by ghosts and the undead. Most of these creatures serve the Thanatope&#039;s will but some are simply left over from his past experiments searching for the key to rejuvenation and eternal life. While it has a certain pale beauty about its classical architecture and gothic towers, it is also cold, forebidding, and eeriely quiet compared to the rest of the city. Only the wealthiest or most despondent refugees call it a permanent home and Eschatonians generally keep their distance if they can afford to. Intellectuals, artisans, and students cross the Warding Bridge from the Fastness relatively frequently, however, doing their studies in one of local workshops, schools, or libraries. The Great Bank of Eschaton has its home here, as does Eschaton University and a number of merchant houses. These have offices in Cromlech because their owners prefer the security and relative isolation offered by the grim district.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fastness:&#039;&#039;&#039; The Fastness was once no more than a gatehouse protecting the ancient roads into Eschaton. Now its the dominion of the Polemarch and the center of middle class power in the city. Protected on all sides by high walls and strategic towers, it is thought to be the most defensible section of the metropolis, even more so than the Core. As a result, there are many residences clustered here and a number of noble families keep second homes in the district in the case of attack. The Capistrates headquarters is located in this Shard, as are the halls of several successful mercenary guilds. More accomodating than the Rookery and warmer than the Cromlech, its downside is the strict, militaristic rule maintained by the Capistrates and the Polemarch&#039;s Janissaries. Peace and order are enforced by neighbors spying on neighbors and an atmosphere of repression mirrored in the boxy architecture and grid-like streets. Speaking against the Polemarch is forbidden and many &amp;quot;weakening&amp;quot; philosophies, religions, and sciences are also taboo. The main source of entertainment in the Fastness is the Colosseum, a bloodsport arena where ambitious mercenaries, hapless slaves, or condemned criminals fight one another and assorted creatures. There is a monthly tradition at the Colosseum of elaborate recreations of historical battles from the world&#039;s glorious past, including naval conflicts staged on a massive water tank. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rookery:&#039;&#039;&#039; The Rookery is the largest Shard of Eschaton by far and also the most populous. Home to roughly half of the city&#039;s inhabitants, it is a wretched industrialized slum overseen by the ironically titled Philanthropist. Spilling over with refugees, paupers, laborers, and criminal scum, its narrow streets, uneven tenements, millhouses and warehouses are the picture of urban despair. The guilds and merchant houses that do business here often do so in secret so as to not draw attention to themselves or their wares. There&#039;s a busy trade in items deemed illegal in the Core, Cromlech, or Fastness, and many Eschatonians visit the Shard when indulging their vices. Slavery is a booming business here, with numerous unfortunates finding their way into the control of cruel drivers who serve the desires and needs of Core nobility. Some are simply lured into a dark alley and abducted, some are forced into servitude by debts, but whatever the case they typically end up in lifelong drudgery. The laborers fare little better, having a poor income, few opportunities for advancement, and regular exposure to hazardous materials and machinery. Despite this, the Philanthropist is one of the more visible triumvirs, regularly visiting the Rookery with an entourage to oversee its operation and her personal plots. While things are plainly bad on the streets, her liberal attitude and calculated charity make her more popular in her Shard than either of her fellow triumvirs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Core:&#039;&#039;&#039; The triumvirs collectively control the Core, the central district of the city and once the sole domain of the Syndicate. They meet several times a month in the Tower of the Hagiarchy to discuss affairs that concern the entirety of Eschaton and moderate the periodic meetings of the Syndicate, the guilds, and merchant houses. Only the wealthiest and most priveleged members of Eschaton society call the Core home, living lavish, decadent lives in expansive mansions placed high on Halcyon Hill. Protected from the unpleasantness occurring in the other Shards by personal guards and the best mercenaries money can buy, they tend to have fairly remote and inaccurate views of the world. Several of the more potent nobles are able to completely isolate themselves from even the Core, creating wondrous palaces of delights meant to evoke memories of life before the Last Morning. This hedonism is often supported by shares in merchant houses, slaves from the Rookery, and baubles collected from hired expeditions into the Cromlech. High society is not all fun and games, however, as many nobles are also politically important figures who have to maneuver through the often contentious affairs of the Syndicate and the Triumverate. Behind the scenes games of intrigue, scandal mongering, and assassination can make for a life as scary as that of a beggar in the Rookery.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142697</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142697"/>
		<updated>2010-04-20T11:48:13Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* About the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A FantasyCraft Play-By-Post Game&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mongoose (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Combat:&#039;&#039;&#039; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominant Heroes:&#039;&#039;&#039; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dramatic Pacing:&#039;&#039;&#039; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hewn Limbs:&#039;&#039;&#039; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampant Corruption:&#039;&#039;&#039; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Magic Items:&#039;&#039;&#039; Fewer magic items in general.&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; In Eschaton, the Vergent City, the Triumverate rules over the last remnant of humanity without question. Once the heroic saviors of the city from the existential threat of the Deadborn, they are now powerful but corrupt tyrants. As time runs out for this dark refuge, a stranger comes to town seeking mercenaries and cutthroats to bring an end to the Triumvirs and those who support them...&lt;br /&gt;
&lt;br /&gt;
Cordwood is a dark apocalyptic fantasy set in Eschaton, the only surviving fragment of the World That Was. Floating adrift in the black void of the Big Empty, left in the wake of the Deadborn&#039;s mass destruction, it is home to many thousands of men, women and children. Some are native to the city-state, some are refugees who escaped the World That Was, but all serve the curel whims of the Triumvirate and their corrupt hirelings. Protected by steampunk machinery and the powers of the Triumvirs, it is a grim and foreboding place. Inspired by 19th century literature, images of Victorian London, and existential horror stories, its a gloomy tale of murder, revenge, and the last gasp of mankind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
[[CordwoodEschaton|Eschaton]]&lt;br /&gt;
&lt;br /&gt;
[[CordwoodTriumverate|The Triumverate]]&lt;br /&gt;
&lt;br /&gt;
[[CoordwoodCultures|Cultures &amp;amp; Races]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142696</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142696"/>
		<updated>2010-04-20T11:46:05Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* About the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A FantasyCraft Play-By-Post Game&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mongoose (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Combat:&#039;&#039;&#039; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominant Heroes:&#039;&#039;&#039; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dramatic Pacing:&#039;&#039;&#039; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hewn Limbs:&#039;&#039;&#039; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampant Corruption:&#039;&#039;&#039; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Magic Items:&#039;&#039;&#039; Fewer magic items in general.&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; In Eschaton, the Vergent City, the Triumverate rules over the last remnant of humanity without question. Once the heroic saviors of the city from the existential threat of the Deadborn, they are now powerful but corrupt tyrants. As time runs out for this dark refuge, a stranger comes to town seeking mercenaries and cutthroats to bring an end to the Triumvirs and those who support them...&lt;br /&gt;
&lt;br /&gt;
Cordwood is a dark apocalyptic fantasy set in Eschaton, the only surviving fragment of the World That Was. Floating adrift in the black void of the Big Empty, left in the wake of the Deadborn&#039;s mass destruction, it is home to many thousands of men, women and children. Some are native to the city-state, some are refugees who escaped the World That Was, but all serve the curel whims of the Triumvirate and their corrupt hirelings. Protected by steampunk machinery and the powers of the Triumvirs, it is a grim and foreboding place. Inspired by 19th century literature, images of Victorian London, and existential horror stories, its a gloomy tale of murder, revenge, and the last gasp of mankind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Eschaton&lt;br /&gt;
&lt;br /&gt;
The Triumverate&lt;br /&gt;
&lt;br /&gt;
Cultures &amp;amp; Races&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142695</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142695"/>
		<updated>2010-04-20T11:44:49Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* About the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A FantasyCraft Play-By-Post Game&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mongoose (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Combat:&#039;&#039;&#039; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominant Heroes:&#039;&#039;&#039; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dramatic Pacing:&#039;&#039;&#039; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hewn Limbs:&#039;&#039;&#039; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampant Corruption:&#039;&#039;&#039; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Magic Items:&#039;&#039;&#039; Fewer magic items in general.&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; In Eschaton, the Vergent City, the Triumverate rules over the last remnant of humanity without question. Once the heroic saviors of the city from the existential threat of the Deadborn, they are now powerful but corrupt tyrants. As time runs out for this dark refuge, a stranger comes to town seeking mercenaries and cutthroats to bring an end to the Triumvirs and those who support them...&lt;br /&gt;
&lt;br /&gt;
Cordwood is a dark apocalyptic fantasy set in Eschaton, the only surviving fragment of the World That Was. Floating adrift in the black void of the Big Empty, left in the wake of the Deadborn&#039;s mass destruction, it is home to many thousands of men, women and children. Some are native to the city-state, some are refugees who escaped the World That Was, but all serve the curel whims of the Triumvirate and their corrupt hirelings. Protected by steampunk machinery and the powers of the Triumvirs, it is a grim and foreboding place. Inspired by 19th century literature, images of Victorian London, and existential horror stories, its a gloomy tale of murder, revenge, and the last gasp of mankind.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142694</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142694"/>
		<updated>2010-04-20T11:44:15Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* About the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A FantasyCraft Play-By-Post Game&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mongoose (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Combat:&#039;&#039;&#039; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominant Heroes:&#039;&#039;&#039; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dramatic Pacing:&#039;&#039;&#039; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hewn Limbs:&#039;&#039;&#039; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampant Corruption:&#039;&#039;&#039; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Magic Items:&#039;&#039;&#039; Fewer magic items in general.&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; In Eschaton, the Vergent City, the Triumverate rules over the last remnant of humanity without question. Once the heroic saviors of the city from the existential threat of the Deadborn, they are now powerful but corrupt tyrants. As time runs out for this dark refuge, a stranger comes to town seeking mercenaries and cutthroats to bring an end to the Triumvirs and those who support them...&lt;br /&gt;
&lt;br /&gt;
Cordwood is a dark apocalyptic fantasy set in Eschaton, the only surviving fragment of the World That Was. Floating adrift in the black void of the Big Empty, left in the wake of the Deadborn&#039;s mass destruction, it is home to many thousands of men, women and children. Some are native to the city-state, some are refugees who escaped the World That Was, but all serve the curel whims of the Triumvirate and their corrupt hirelings. Protected by steampunk machinery and the powers of the Triumvirs, it is a grim and foreboding place. Inspired by 19th century literature, Victorian London, and existential horror stories, its a gloomy tale of murder, revenge, and the last gasp of mankind.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142693</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142693"/>
		<updated>2010-04-20T11:26:12Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A FantasyCraft Play-By-Post Game&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mongoose (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Combat:&#039;&#039;&#039; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominant Heroes:&#039;&#039;&#039; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dramatic Pacing:&#039;&#039;&#039; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hewn Limbs:&#039;&#039;&#039; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampant Corruption:&#039;&#039;&#039; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Magic Items:&#039;&#039;&#039; Fewer magic items in general.&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting &amp;amp; Feel:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142692</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142692"/>
		<updated>2010-04-20T11:26:01Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A FantasyCraft Game&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mongoose (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Combat:&#039;&#039;&#039; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominant Heroes:&#039;&#039;&#039; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dramatic Pacing:&#039;&#039;&#039; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hewn Limbs:&#039;&#039;&#039; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampant Corruption:&#039;&#039;&#039; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Magic Items:&#039;&#039;&#039; Fewer magic items in general.&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting &amp;amp; Feel:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142691</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142691"/>
		<updated>2010-04-20T11:25:39Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Campaign Qualities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cordwood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mongoose (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deadly Combat:&#039;&#039;&#039; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dominant Heroes:&#039;&#039;&#039; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dramatic Pacing:&#039;&#039;&#039; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hewn Limbs:&#039;&#039;&#039; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampant Corruption:&#039;&#039;&#039; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rare Magic Items:&#039;&#039;&#039; Fewer magic items in general.&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting &amp;amp; Feel:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142690</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142690"/>
		<updated>2010-04-20T11:24:49Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cordwood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mongoose (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deadly Combat:&amp;quot; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dominant Heroes:&amp;quot; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dramatic Pacing:&amp;quot; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hewn Limbs:&amp;quot; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rampant Corruption:&amp;quot; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rare Magic Items:&amp;quot; Fewer magic items in general. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting &amp;amp; Feel:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142689</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142689"/>
		<updated>2010-04-20T11:24:28Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cordwood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently:&#039;&#039;&#039; Set-up. &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mongoose (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli|Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deadly Combat:&amp;quot; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dominant Heroes:&amp;quot; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dramatic Pacing:&amp;quot; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hewn Limbs:&amp;quot; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rampant Corruption:&amp;quot; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rare Magic Items:&amp;quot; Fewer magic items in general. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting &amp;amp; Feel:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142687</id>
		<title>Cordwood</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cordwood&amp;diff=142687"/>
		<updated>2010-04-20T11:23:40Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: Created page with &amp;#039;&amp;#039;&amp;#039;&amp;#039;Cordwood&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039;Currently:&amp;#039;&amp;#039;&amp;#039; Set-up.   =Player Characters=  *&amp;#039;&amp;#039;&amp;#039;Mongoose (whutaguy)&amp;#039;&amp;#039;&amp;#039; Ruthless Fighter, Soldier *&amp;#039;&amp;#039;&amp;#039;Marli Meacher (Mandacaru)&amp;#039;&amp;#039;&amp;#039; Charismatic Rogue, …&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cordwood&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently:&#039;&#039;&#039; Set-up. &lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mongoose]] (whutaguy)&#039;&#039;&#039; Ruthless Fighter, Soldier&lt;br /&gt;
*&#039;&#039;&#039;[[Marli Meacher]] (Mandacaru)&#039;&#039;&#039; Charismatic Rogue, Assassin&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deadly Combat:&amp;quot; Threat Ranges go up by 2.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dominant Heroes:&amp;quot; Heroes/Special NPCs automatically score critical hits with threats. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dramatic Pacing:&amp;quot; Durations and time restrictions are reduced/simplified. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hewn Limbs:&amp;quot; Critical injuries on 16-25 damage; Massive damage on 26+ damage.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rampant Corruption:&amp;quot; Incentives give more bonuses. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rare Magic Items:&amp;quot; Fewer magic items in general. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting &amp;amp; Feel:&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Exsect&amp;diff=129866</id>
		<title>Exsect</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Exsect&amp;diff=129866"/>
		<updated>2009-11-16T21:05:16Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Feng Shui]]&lt;br /&gt;
[[Category:ExSect]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
Brother Aldway, Hexenhammer Magic Cop, played by Carpe DM&lt;br /&gt;
&lt;br /&gt;
Carlyle, Disavowed Spy, played by Orsino&lt;br /&gt;
&lt;br /&gt;
John Blackwell, Redeemer Supernatural Creature, played by Toras&lt;br /&gt;
&lt;br /&gt;
Slava Cross, Cadre Ex-Special Forces, played by Tapeworm&lt;br /&gt;
&lt;br /&gt;
Zak Ackerman, SHIFTO Techie, played by Kai Tave&lt;br /&gt;
&lt;br /&gt;
=Armory=&lt;br /&gt;
&lt;br /&gt;
Group Schticks&lt;br /&gt;
&lt;br /&gt;
ExSect characters have access to the following Group Schticks (from Friends of the Dragon):&lt;br /&gt;
&lt;br /&gt;
Headquarters: +3 AV Info and knowledge checks made at Headquarters with a research montage.&lt;br /&gt;
&lt;br /&gt;
Library: +5 skill bonus to Info/Malefactors when at Library; takes a few hours. &lt;br /&gt;
&lt;br /&gt;
Secret Lair: +1 AV bonus to Intrusion checks to secure the Lair. &lt;br /&gt;
&lt;br /&gt;
Weird Arsenal x2: The group gets 2 devices that penetrate, circumvent, ignore, or counteract one Creature schtick or Sorcery schtick. They each operate for one fight or until the GM says it does. Alternatively, the group can design a &lt;br /&gt;
generally impairing device that lowers a target&#039;s Sorcery or Creature Powers AV by 3 per hit for the rest of the fight. The group picks their devices at any point in three scenes. They can pick new ones for the next three scenes. &lt;br /&gt;
&lt;br /&gt;
General ExSect Gear&lt;br /&gt;
&lt;br /&gt;
Battering Ram&lt;br /&gt;
&lt;br /&gt;
Body Bag&lt;br /&gt;
&lt;br /&gt;
Cell Phone&lt;br /&gt;
&lt;br /&gt;
Crime-Scene Kit&lt;br /&gt;
&lt;br /&gt;
Digital Recorder&lt;br /&gt;
&lt;br /&gt;
Duct Tape&lt;br /&gt;
&lt;br /&gt;
Earplugs&lt;br /&gt;
&lt;br /&gt;
EMF Field Detector&lt;br /&gt;
&lt;br /&gt;
Electronic Sound Amplifier&lt;br /&gt;
&lt;br /&gt;
EMT Shears&lt;br /&gt;
&lt;br /&gt;
Exorcism Kit&lt;br /&gt;
&lt;br /&gt;
Fangbuster (protective metal collar) &lt;br /&gt;
&lt;br /&gt;
Flashlight Baton&lt;br /&gt;
&lt;br /&gt;
Glowsticks&lt;br /&gt;
&lt;br /&gt;
Headset Communication System&lt;br /&gt;
&lt;br /&gt;
Holy Symbol&lt;br /&gt;
&lt;br /&gt;
Holy Water&lt;br /&gt;
&lt;br /&gt;
IR Goggles &lt;br /&gt;
&lt;br /&gt;
IR Floodlight &lt;br /&gt;
&lt;br /&gt;
Inspection Mirror Kit&lt;br /&gt;
&lt;br /&gt;
Kirilian Camera&lt;br /&gt;
&lt;br /&gt;
Ladder, Caving&lt;br /&gt;
&lt;br /&gt;
Ladder, Multi&lt;br /&gt;
&lt;br /&gt;
Laptop Computer&lt;br /&gt;
&lt;br /&gt;
Luminol&lt;br /&gt;
&lt;br /&gt;
Motion Detector&lt;br /&gt;
&lt;br /&gt;
Multi-tool&lt;br /&gt;
&lt;br /&gt;
Rescue Whistle&lt;br /&gt;
&lt;br /&gt;
Smartphone&lt;br /&gt;
&lt;br /&gt;
Stink Tag (sticky fluid that emits persistent noxious odor)&lt;br /&gt;
&lt;br /&gt;
Talcum Powder&lt;br /&gt;
&lt;br /&gt;
Tarot Cards&lt;br /&gt;
&lt;br /&gt;
Thermal-Imaging Camera&lt;br /&gt;
&lt;br /&gt;
Therma Scanner&lt;br /&gt;
&lt;br /&gt;
UV Floodlight &lt;br /&gt;
&lt;br /&gt;
UV Goggles &lt;br /&gt;
&lt;br /&gt;
Waterproof Matches&lt;br /&gt;
&lt;br /&gt;
White Noise Generator&lt;br /&gt;
&lt;br /&gt;
Window Punch&lt;br /&gt;
&lt;br /&gt;
Special Weapons&lt;br /&gt;
&lt;br /&gt;
Autoloader Crossbow (7/4/10: Takes 5 Shots to Reload)&lt;br /&gt;
&lt;br /&gt;
Crossbow (7/4/1: Takes 9 Shots to Reload)&lt;br /&gt;
&lt;br /&gt;
Crucifix dagger (Strength +3 damage)&lt;br /&gt;
&lt;br /&gt;
M9A1 Flamethrower (sets motherfuckers on fire; 15 damage each sequence until put out)&lt;br /&gt;
&lt;br /&gt;
Rosary Garrote (Strength +2 damage)&lt;br /&gt;
&lt;br /&gt;
UV Grenade (No damage unless Malefactor target has sunlight related Bane, in which case it acts like a regular grenade)&lt;br /&gt;
&lt;br /&gt;
UV Projector Cannon (No damage unless Malefactor target has sunlight related Bane, in which case it acts like a combat shotgun and does 13 damage)&lt;br /&gt;
&lt;br /&gt;
White-Phosphorous Grenade (does grenade damage and also does 10 damage each sequence until put out)&lt;br /&gt;
&lt;br /&gt;
Wooden Stake (Strength +2 damage)&lt;br /&gt;
&lt;br /&gt;
Wooden Fighting Stake (Strength +3 damage)&lt;br /&gt;
&lt;br /&gt;
Special Modifications&lt;br /&gt;
&lt;br /&gt;
Any of the following modifications can be applied to ExSect ammunition and melee weapons. All types do less (-1) normal damage against most standard targets but full damage to Malefactors who have a Bane related to the substance or property of the ammunition. &lt;br /&gt;
&lt;br /&gt;
Blessed&lt;br /&gt;
&lt;br /&gt;
Iron&lt;br /&gt;
&lt;br /&gt;
Relic Tipped&lt;br /&gt;
&lt;br /&gt;
Silver&lt;br /&gt;
&lt;br /&gt;
Other special modifications can be requested from the Vigil given advance warning and intelligence supporting its utility. &lt;br /&gt;
&lt;br /&gt;
SHIFTO Gadgets&lt;br /&gt;
&lt;br /&gt;
The following devices and enhancements are available from SHIFTO through the Weird Arsenal group schtick (see above). &lt;br /&gt;
&lt;br /&gt;
Tau Neutrino Transference Rounds (TNT Rounds): Take a supercollider, sample some faster-than-light exotic particles, then find a way to stabilize them in a fragmenting tip that can be used in most firearms, and you get TNT rounds. The rounds glow with blue light and prolonged exposure to them is not recommended by SHIFTO labs. These bullets ignore Damage Immunity to Bullets, doing 8 base damage instead of the gun&#039;s usual damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Psychical Kinesthetic Trigger Response Emitter (Witch Switch): SHIFTO has found some unique signal emissions can be picked up by Malefactors with supernatural sensory powers, particularly Warlocks. This cell phone sized device sends out a very annoying screech of these emissions in bursts, theoretically distracting (or attracting) such monsters. Characters with the Sorcery skill can detect its unique signal, and they suffer a -2 to using Sorcery powers as long as they are in 30 feet of it. It may also draw the attention of Malefactors in the vicinity, at the GM&#039;s discretion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rhombencephalon Enhanced Stimulant (Doggie Treats): Study of captured Beasts has found that many if not all shapeshifting abilities of Malefactors involve the utilization of primitive R-Complex functions found in the brain. SHIFTO has been able to isolate this function and develop a synthetic biochemical compound that can over-stimulate and confuse this part of the brain. Malefactors exposed to this stimulant (often in the form of darts or drugged substances) cannot use Transform powers until they succeed in a Willpower check against the relevant initial check result (Guns for darts, Deceit for being slipped a mickey, etc). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tachyon Flux Variability Measurement Unit (Sniffer): This SHIFTO device detects minute changes in nearby exotic particle matter, Kirilian auras, temperature levels, and other paranormal trace-factors, does some calculations, and then displays relevant data in easy-to-read LED format. Roughly palm sized, it is able to make some distinctions in probable sources of supernatural activity it detects, but it is known to occasionally give false positives or erroneous classifications. It provides a +2 to any check to locate or identify a Malefactor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dispersed Pattern Suspension Field Generator (Corporealizer): About the size and shape of a water bottle, this device contains a battery, a coiled generator, and a complex light filtering system. When deployed, it casts a sphere of light roughly thirty feet across which can solidify Malefactors attempting to utilize phasing abilities. Anything caught in its radius loses the use of its Insubstantial power for the rest of the fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extrasensory Perception Enervation Module (Null-Scry): Functioning on principles similar to that of a white noise generator, this gadget emits random masking psychical transmissions which frustrate attempts to use paranormal senses to listen in. Anyone who is ten feet of the baseball-sized orb is immune to all Divination magic. It battery has enough power for 24 hours of continuous use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5-ht1a Seratonin Receptor Supplement (Spirit Pill): 5-ht1a is a receptor of seratonin that has been found to be related to feelings of self and transcendence. SHIFT offers a supplement that excites this receptor in order to combat Malefactor powers based on absorbing or draining spiritual energies. Taken with saltwater, it provides immunity to all Fertility magic for one fight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Neuropathic Lucidity Regulation Cipher Helmet (Braincase): Some Malefactors (particularly Behemoths) utilize powers that enhance feelings of panic and hysteria in their victims, sometimes resulting in catastrophic mental disorders or even death. By using soothing alpha channel waves and a protective barrier of signal scramblers, however, SHIFTO has developed a helmet that can protect operatives from these effects. Those who wear this helmet are immune to the Brain Shredder power and get a +2 to Willpower to resist Intimidation and fear-related effects from Malefactors. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visual Pass Effect Filtering Headset Device (SHIFT Shades): SHIFTO has developed these headsets to help operatives deal with the visually impairing and illusionistic effects of Malefactors. Worn like a pair of sunglasses, it uses miniature cameras and extremely quick delay HUD projection to provide a nearly realtime HD image of the environment unimpeded by supernatural effects. Users suffer a -1 to skill checks while they are active due to the minute delay, but they are immune to illusions such as those created by Influence magic. They are also able to utilize IR, UV, and night vision functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ectoplasmic Stasis Beam Projection Unit (Boozooka): Confronted with the task of trying to capture and detain phantasmal Revenants, SHIFTO scientists turned to these backpack-sized device. They emit streams of accelerated particles known to physically attract manifested spiritual projections in a manner similar to that of a magnet on metal. Often used in conjuction with Corporealizers, they allow characters to use their Guns skill to attempt to Hold or Throw ghosts, spirits, and other spectral Malefactors. See Golden Comeback for these supplemental fighting rules. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common ExSect Bundles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vampire Hunter Bundle:&lt;br /&gt;
&lt;br /&gt;
Large valise (to store bundle)&lt;br /&gt;
&lt;br /&gt;
Silver holy symbol&lt;br /&gt;
&lt;br /&gt;
5 uses of Holy Water&lt;br /&gt;
&lt;br /&gt;
5 Wooden Stakes&lt;br /&gt;
&lt;br /&gt;
Autoloader Crossbow&lt;br /&gt;
&lt;br /&gt;
50 crossbow bolts&lt;br /&gt;
&lt;br /&gt;
UV tactical flashlight&lt;br /&gt;
&lt;br /&gt;
UV goggles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Werecreature Hunter Bundle:&lt;br /&gt;
&lt;br /&gt;
Large valise (to store bundle)&lt;br /&gt;
&lt;br /&gt;
Silver holy symbol&lt;br /&gt;
&lt;br /&gt;
Machete w/silver coating&lt;br /&gt;
&lt;br /&gt;
20 silver 20 gauge slugs&lt;br /&gt;
&lt;br /&gt;
Mossberg Model 500 20 gauge shotgun&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Monster Hunter Bundle:&lt;br /&gt;
&lt;br /&gt;
Large valise (to store bundle)&lt;br /&gt;
&lt;br /&gt;
Silver holy symbol&lt;br /&gt;
&lt;br /&gt;
5 uses of holy water&lt;br /&gt;
&lt;br /&gt;
5 wooden stakes&lt;br /&gt;
&lt;br /&gt;
5 glowsticks&lt;br /&gt;
&lt;br /&gt;
2 white-phosphorous grenades&lt;br /&gt;
&lt;br /&gt;
Exorcism kit&lt;br /&gt;
&lt;br /&gt;
IR tactical flashlight&lt;br /&gt;
&lt;br /&gt;
IR goggles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
&lt;br /&gt;
ExSect&lt;br /&gt;
&lt;br /&gt;
A Spycraft Campaign&lt;br /&gt;
&lt;br /&gt;
Premise: A secret organization dedicated to combating occult evil, The Vigil is the only thing standing between the monsters of legend and world domination. The PCs are the ExSect division, the front line soldiers in the shadow war.&lt;br /&gt;
&lt;br /&gt;
Setting: The setting of ExSect is a 21st century world much like ours but with a hidden history of war between mankind and supernatural bad guys. The demonic Malefactors have broken through to begin plans for a mass invasion. In response, the agency known as The Vigil has been recently formed from the uniting of several orders of monster hunters. &lt;br /&gt;
&lt;br /&gt;
Theme: The primary theme of ExSect is heroism in the face of evil. The agents will confront nightmare creatures that reflect man’s capacity for wrongdoing. In so doing they will embody mankind’s potential for good and the courage of the common man. A secondary theme of ExSect is the necessary cost of defending those ideals against fear, doubt, and hate. The agents’ adventures may require them to sacrifice much that they might otherwise take for granted. The final theme is a refusal of the nihilism and misanthropy commonly found in contemporary horror stories. People are not sheep, they aren’t easily destroyed, and they will resist when what they care about is threatened. While their victory is not guaranteed, neither is their doom. &lt;br /&gt;
&lt;br /&gt;
Tone: ExSect is an action-adventure with elements borrowed from horror stories, mythology, comic books, and super spy movies. While any one of those elements may take center stage for a while, the focus is primarily on action movie heroics.&lt;br /&gt;
&lt;br /&gt;
Atmosphere: The world of ExSect is one of heightened reality, with exaggerated but familiar attributes. Those that gain special focus are grittiness, high contrast, and cinematic style. The grittiness comes from texture and background rather than documentary-style realism, with a certain “lived in” quality to the world. The high contrast refers to a great deal of shadows, powerful light, and general variety and conflict. In terms of cinematic style, ExSect is just as often about what looks or sounds cool as what is actually effective; drama and narrative are preferred over rules and logic.&lt;br /&gt;
&lt;br /&gt;
Roles: The player characters will be agents of The Vigil’s elite ExSect division. Exceptionally well trained, well armed, resolute, and cunning, they are the best defense mankind has against their monstrous foes. They can come from anywhere on the globe but should have a strong personal motive for confronting supernatural evil. Given the action orientation of the game, as well, they should exhibit some martial and physical ability beyond the norm. While stealth and subterfuge can be useful, as well, subtlety isn’t the Vigil’s forte; it’s more interested in results than secrecy.&lt;br /&gt;
&lt;br /&gt;
Inspiration: &lt;br /&gt;
&lt;br /&gt;
The following sources had some impact on the creation of the ExSect setting. &lt;br /&gt;
&lt;br /&gt;
Blade, Blade II: Wesley Snipes shoots, kicks, and slices bloodsuckers by the bucketful as the comic book half-vampire hunter. His buddy Whistler is a particularly good model for what some of the older members of The Vigil could be like. &lt;br /&gt;
&lt;br /&gt;
Dracula: The famed Abraham Van Helsing is Vlad’s polar opposite and a worthy nemesis. A man of enlightenment, a man of moral strength, and a man who kicks vampire butt, he is the very personification of the ExSect hero.&lt;br /&gt;
&lt;br /&gt;
Ghostbusters: A classic sci-fi horror comedy blockbuster, but also an illustration of the central ExSect conceit; with some know-how and guts, even a bunch of wacky screw ups can find a way to face off against Things Man Was Not Meant To Know and come out on top. &lt;br /&gt;
&lt;br /&gt;
Hellboy: Comic or film. A demon turned good guy monster killer works for a secret division of the FBI, jumping out of planes and cracking wise whilst struggling to find his humanity. &lt;br /&gt;
&lt;br /&gt;
Hellsing: Anime about people fighting vampires with big guns. Haven’t seen much of it, be enough to know its ExSect-ish.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=106070</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=106070"/>
		<updated>2009-03-23T16:42:14Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Action Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
/nil, as [[SHELTER:Damian_Wechsler|&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;]], FBI social engineer&lt;br /&gt;
&lt;br /&gt;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
TheLazyBlank, as [[SHELTER:Hailee_Wyatt|&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;]], DEA agent&lt;br /&gt;
&lt;br /&gt;
Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
&lt;br /&gt;
Psyke, as [[SHELTER:John_Vaught|&#039;&#039;&#039;John Vaught&#039;&#039;&#039;]], FBI agent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
&lt;br /&gt;
Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Story So Far=&lt;br /&gt;
&lt;br /&gt;
The mission team operating under the codename SHELTER met at the NSA headquarters building in Fort Meade, Maryland. They were introduced to one of their three administrators, codenamed Y, a highly ranked NSA official. Y told them of the theft of a secret encryption system known as WAVER, taken from a NSA front company in Baltimore. He identified the thief as a professional corporate spy named Rebecca Van Lewton, and the team was given the task of locating Van Lewton and recovering WAVER. Upon their arrival in Baltimore, however, they found that Van Lewton had been shot and killed during a Project Pitfall raid on her apartment. &lt;br /&gt;
&lt;br /&gt;
Pitfall claimed to have targeted Van Lewton as an agent of the terrorist group Banshee Net, but the team found no proof to back this up. Investigating Van Lewton&#039;s associates, they learned that she had been hired to steal WAVER through a criminal contact named Sonny Charlton. Negotiating with Charlton, they discovered that he had in turn been hired by Avery Mitchell, husband of Senator Gwen Lockheart and  a highly ranked agent of Project Pitfall. Tailing Mitchell and doing surveillance on his home, the team was able to learn that he was selling classified intelligence secrets to a group known as the Peace Cartel. The team gathered evidence of Mitchell&#039;s treason and encountered operatives of the Peace Cartel, including a former associate of Simon&#039;s named Johnathan Roberts. Carter came into contact with an encryption expert on the internet, learning what he could about WAVER. He discovered, among other things, that the code related to one he&#039;d personally come across from a suspicious website. Grabbing WAVER before Mitchell could exchange it with the criminal organization&#039;s representatives, they foiled the Cartel&#039;s plans. Y then used the evidence of Mitchell&#039;s secret activities to blackmail him into providing SHELTER with information on Pitfall activities as well as reducing Pitfall interference in future SHELTER operations.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission, given by a CIA supervisor codenamed &#039;X&#039;, involved a branch of the Franchise known as The Apothecary, a drug organization that was trading in biochemical agents on the black market. The team was to meet Apothecary operative Nelson Grakos, an amoral and hedonistic drug designer, and try to learn the location of an illegal hot lab used in creating lethal toxins. Arriving in New York City, they adopted the guises of an Albanian smuggler and his entourage, and managed to get an invitation to one of Grakos&#039; infamous parties in his downtown penthouse. As part of the arrangement, however, they were tasked with killing a former associate of Grakos named Tommy Laredo. Laredo was an accountant for his operation who had become a security risk through heroin addiction. Locating Laredo in the vicinity of Coney Island, they captured him. Planning to escort Laredo to an agency safehouse, they were interrupted by the arrival of crooked NYPD Narcotics Detective Larry Bloch. Bloch tried to negotiate for a piece of the action, but he eventually gave up, warning the team to watch their backs.&lt;br /&gt;
&lt;br /&gt;
After some surveillance of the heavily secured penthouse, the team attended the weekend party Grakos was throwing. During the party they saw Grakos meet with representatives of an Indonesian terrorist group known as True Faith. Damian recognized Grakos&#039; live-in girlfriend, Katja, as being connected with a Russian organized crime figure he had investigated while with the FBI. Katja in turn revealed to Bill that she recognized him as a friend of a friend, a KGB operative Bill had encountered during his time in Serbia. Katja stated that she and this mutual acquaintance were actually with the Krypt, and that she was under orders to make sure nothing untoward happened to Grakos or his organization. She also hinted that Bill&#039;s agency was not all that it seemed. Meanwhile, Charlotte and Damian accessed Grakos&#039; office and his personal computer. After downloading encrypted files on the hot lab and the deal The Apothecary was making with the Indonesian terrorists, the team quietly left the party. &lt;br /&gt;
&lt;br /&gt;
Finding that the hot lab was hidden within an apparently abandoned hospital in the Bronx, the team identified the security and power set up for the facility. After Simon had a close call with a guard, Damian sabotaged the power to the hot lab and the team surrounded its exits, threatening to set it on fire if the Apothecary guards inside did not surrender. After the team lit one door, the Apothecary operatives attempted to flee, and the SHELTER team was able to subdue three of them and kill a fourth. A fifth one was wounded but escaped from the scene. The team quickly sabotaged the equipment in the laboratory, destroyed the more dangerous samples inside, and set the entire facility on fire. The team reported their mission success to X and were told to await further orders. Charlotte was redeployed to a different cell. &lt;br /&gt;
&lt;br /&gt;
In the period between missions, Carter received an email from the username &amp;quot;BigNothing&amp;quot;, a contact he made during his investigation into WAVER. The email was asking Carter and his teammates for a favor on behalf of BigNothing&#039;s unnamed backers. An agent of theirs was injured, hiding from Project Pitfall, and needed to be escorted safely to a container vessel in the Atlantic Ocean. In exchange for this favor, BigNothing offered to provide intel related to the team&#039;s personal mysteries. Carter approached the others about this offer, and they agreed to take part in the rescue operation. Finding the safehouse, they met Yvette Brown (probably an alias), a young woman who had been shot in the leg and who was somewhat delirious. After tending to her injury, they got her into a car and talked their way past a police checkpoint, escaping the area before a Pitfall strike team arrived at the safehouse. The team drove to a dock where a boat was prepared to take them out to the container ship. On their way to the boat, however, they were attacked by a hit squad composed of a sniper and several assaulters using a speedboat. Carter was injured in the ensuing shootout, and a security guard and several assaulters were killed. Searching the bodies, the team found an old photograph of Simon Jordan in one assassin&#039;s possession. &lt;br /&gt;
&lt;br /&gt;
The team left the dock and found a rental boat at another location, taking it out to meet the container ship before it left the coast. Aboard the Pearl of Tangiers, Carter, Damian, and Simon handed Yvette over to a man who called himself &amp;quot;Marin&amp;quot;. Marin didn&#039;t offer many explanations, but did give the team an envelope filled with intelligence data. The data included, among other things, surveillance on Jonathan Roberts, pictures of ex-CIA station chief Francis Prosper, and an assessment of SHELTER. The latter was a fully decrypted version of the same file Carter had intercepted and tried to decrypt earlier, and it implied that SHELTER was in fact a cover operation for the organization known as the Shadow Patriots. The team decided to hand over all of the other intel, keeping the assessment secret from their control for the time being.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission was to locate and capture their old foe Jonathan Roberts. They began their search by checking a private airfield in Kansas, one which was suspected of being a front for the Peace Cartel. Roberts was expected to arrive at the airfield on business for the Cartel. The team attacked several vehicles headed to the airfield in the middle of the night, subduing several Cartel mercenaries. Roberts arrived via helicopter, however, and was able to escape aboard a cargo plane before the agents could pin him down. Evidence at the airfield pointed to the cargo plane&#039;s destination being Sudan. The team met with translator and guide David Dak, a Nuer tribesman who had emigrated to the United States more than a decade previous. They arrived in Sudan and began following clues to Roberts&#039; location. They also visited a local gun runner to buy weapons and other gear. After negotiating their way past a local militia checkpoint, they ended up in the village where they suspected Roberts was hiding. As they set up surveillance on a warehouse, they were ambushed by a squad of rebels. It was revealed that the rebels were allies of the Cartel, and had some kind of business agreement. The agents were taken to a rebel camp where they were imprisoned and interrogated by Cartel agents. The team was able to get on the good side of the rebel camp commander, however, and convinced him to aid in their escape. After getting out of the camp, the team set up an ambush for the Cartel operatives who pursued them. They killed two of the enemy agents and captured five others, including Jonathan Roberts. The team handed Roberts into SHELTER custody and returned home after their ordeal.&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to apply the following Campaign Qualities to the first Season of this game:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP) Each time a player character gains any non-Covert feat choice, he may choose a Covert feat instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: Tell me five things about yourself, four of them true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: I&#039;m sorry?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: It&#039;s a game we used to play, at the subanalytical unit. Keep ourselves sharp. It&#039;s lie detection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: Oh. I don&#039;t think I&#039;d be much good at bluffing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: That would&#039;ve counted as your lie, right there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Breach (2007)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP) All player characters are subject to the Faction gear rules. Further, Faction characters may only gain Reputation, not Net Worth. Finally, the Freelance campaign quality may not also be in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Joseph Palmi: You&#039;re the guys that scare me. You&#039;re the people that make big wars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edward Wilson: No, we make sure the wars are small ones.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Good Shepard (2006)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP) The cost to activate a critical injury inflicted on a player or special character decreases by 1 action die (minimum 0). Further, the range of damage at which a Fortitude save must be made to avoid a critical injury becomes 16-25, and the threshold at which a Fortitude save must be made to avoid dropping to -9 wound points become 26+. Finally, the DCs of all Medicine checks increase by 5, and the error ranges of all such checks increase by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tom Bishop: Ah, Jesus Christ, you just... You don&#039;t just trade these people like they&#039;re baseball cards! It&#039;s not a fucking game!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nathan Muir: Oh, yes it is. It&#039;s exactly what it is. And it&#039;s no kid&#039;s game either. This is a whole other game. And it&#039;s serious and it&#039;s dangerous. And it&#039;s not one you want to lose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Spy Game (2001)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP) All special and player characters gain a +4 morale bonus with Blend/Stealth and Sneak/Hide checks made to determine who benefits from a surprise round (see page 323). Further, all characters of any type suffer a –4 morale penalty with skill checks made to shift a target’s disposition or convince a target to take or participate in any action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jason Bourne: I can tell you the license plate numbers of all six cars outside. I can tell you that our waitress is left-handed and the guy sitting up at the counter weighs two hundred fifteen pounds and knows how to handle himself. I know the best place to look for a gun is the cab of the gray truck outside, and at this altitude, I can run flat out for a half mile before my hands start shaking. Now why would I know that? How can I know that and not know who I am?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Bourne Identity (2002)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear System&lt;br /&gt;
&lt;br /&gt;
We&#039;re using the &#039;&#039;&#039;Stockpile System&#039;&#039;&#039; from The Big Score supplement.&lt;br /&gt;
&lt;br /&gt;
=The Agency=&lt;br /&gt;
&lt;br /&gt;
The group known as SHELTER was formed in the Winter of 2006 by elements of the American intelligence community, primarily as a response to the operational and bureaucratic morass caused by Project Pitfall and the ever-expanding War On Terror. Seeking to reclaim territory and assets lost in the shadow of the massive international counter-terrorism force, several administrators of the CIA, FBI, and NSA agreed to pool their remaining resources and form a distinct, unique unit of their own creation. This unit would operate in advance of and separate from the joint task forces of the National Security Council and their Pitfall affiliates. Its primary task would be to conduct counter-terrorist and intelligence operations both within the United States and abroad, protecting American interests and offering its creators an alternative perspective on the current global crisis. A trio of trusted executives from the three originating agencies were tasked with overseeing the formation of SHELTER, operating under the cover of an NSA task force. Seeking prospective agents from government intelligence agencies, law enforcement departments, and the military, the &amp;quot;Big Three&amp;quot; selected personnel based on their proficiency, discretion, and ideals.&lt;br /&gt;
&lt;br /&gt;
In the period since its inception, SHELTER has seen only modest growth, seeking to operate below the radar of parent and sister agencies. This is in keeping with the original vision of the organization; a fallback unit which its creators could rely upon for discreet information and operation cycles. Thus far, very few people in the NSA or the American intelligence community are aware of the group&#039;s existence. There have been several close calls, primarily due to SHELTER teams crossing paths with Pitfall personnel while pursuing data or sabotaging terrorist cells. These encounters have always resulted in the SHELTER ops covering their tracks and backing down from direct confrontation. It is feared that some form of collision with Pitfall is inevitable, but the agency has managed to stave it off for the time being.&lt;br /&gt;
&lt;br /&gt;
The primary focus of SHELTER is dealing with the terrorist organization known as the Franchise. A vast, sprawling collection of criminal and extremist cells with limited but resilient networking support, the Franchise is a daunting and deadly antagonist. Every SHELTER operative lost in the field thus far met their end at the hands of this conspiracy in one form or another, and this has only intensified the focus of the surviving ops. The struggle is difficult for numerous reasons, not the least of which is the Franchise&#039;s ability to replace lost cells within weeks or even days. SHELTER holds out hope that it will somehow find a way to break this cycle and finally land a crippling blow. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;: 3 (Meddling, Protection, Secrecy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: 3 (Allies, Enemies, Rivals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image&#039;&#039;&#039;: 5 (Secretive goals, Mysterious methods, Secretive leaders, Secretive members, On record sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites&#039;&#039;&#039;: 5 (Classroom, COMSEC Center, Hospital, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;: 6 (E-IV, G-II, R-IV, S-IV, T-V, V-III, W-IV)&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code of Silence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a code of silence that we don&#039;t dare speak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a wall between and the river&#039;s deep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We keep pretending that there&#039;s nothing wrong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But there&#039;s a code of silence and it can&#039;t go on&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Code of Silence, Bruce Springsteen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; II&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Do research on Jaromir Navratil&lt;br /&gt;
&lt;br /&gt;
Arrange meeting with Navratil to acquire his information&lt;br /&gt;
&lt;br /&gt;
Follow up on Navratil&#039;s information&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure to acquire Navratil&#039;s information -2&lt;br /&gt;
&lt;br /&gt;
Being identified by other agencies -2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Surveillance Gear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4x Audio Bugs II, Commercial Bug Sweeper II, Commercial Still Camera III, Commercial Tape Recorder III, 2x Mid-Size Sedans I, Lodging 3-Star Hotel III&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Carter: 4&lt;br /&gt;
&lt;br /&gt;
Damian: 4&lt;br /&gt;
&lt;br /&gt;
Hailee: 3&lt;br /&gt;
&lt;br /&gt;
John: 4&lt;br /&gt;
&lt;br /&gt;
Simon: 0&lt;br /&gt;
&lt;br /&gt;
GC: 5&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $3200&lt;br /&gt;
&lt;br /&gt;
=Fragile Playlist=&lt;br /&gt;
&lt;br /&gt;
The following is an iTunes playlist I concocted for listening to while working on the game:&lt;br /&gt;
&lt;br /&gt;
1. Dangerous World, Mychael Danna, Breach&lt;br /&gt;
&lt;br /&gt;
2. Gimme Shelter, The Rolling Stones, Let It Bleed&lt;br /&gt;
&lt;br /&gt;
3. The Drive to Paris, John Powell, The Bourne Identity&lt;br /&gt;
&lt;br /&gt;
4. Everybody&#039;s Been Burned, The Byrds, Younger Than Yesterday&lt;br /&gt;
&lt;br /&gt;
5. New Memories, John Powell, The Bourne Supremacy&lt;br /&gt;
&lt;br /&gt;
6. Signal to Noise, Peter Gabriel, Up&lt;br /&gt;
&lt;br /&gt;
7. License: 2 Kills, David Arnold, Casino Royale&lt;br /&gt;
&lt;br /&gt;
8. Life During Wartime, Talking Heads, Fear of Music&lt;br /&gt;
&lt;br /&gt;
9. Assets and Targets, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
10. Happiness is a Warm Gun, The Beatles, The White Album&lt;br /&gt;
&lt;br /&gt;
11. The Lighthouse, Amon Tobin, Chaos Theory: Splinter Cell 3&lt;br /&gt;
&lt;br /&gt;
12. Thinking of Marie, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
13. Code of Silence, Bruce Springsteen, The Essential Bruce Springsteen&lt;br /&gt;
&lt;br /&gt;
14. Man Versus Man, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
15. The Man Who Sold the World, David Bowie, The Man Who Sold The World&lt;br /&gt;
&lt;br /&gt;
16. Paint It Black, The Rolling Stones, Aftermath&lt;br /&gt;
&lt;br /&gt;
17. Faces Without Names, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
18. Wish You Were Here, Pink Floyd, Wish You Were Here&lt;br /&gt;
&lt;br /&gt;
=Sources of Inspiration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Identity&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Supremacy&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Ultimatum&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ipcress File&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen and Country&#039;&#039; (comic book)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sandbaggers&#039;&#039; (TV series)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spy Game&#039;&#039; (film)&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=105832</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=105832"/>
		<updated>2009-03-19T22:00:22Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Action Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
/nil, as [[SHELTER:Damian_Wechsler|&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;]], FBI social engineer&lt;br /&gt;
&lt;br /&gt;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
TheLazyBlank, as [[SHELTER:Hailee_Wyatt|&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;]], DEA agent&lt;br /&gt;
&lt;br /&gt;
Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
&lt;br /&gt;
Psyke, as [[SHELTER:John_Vaught|&#039;&#039;&#039;John Vaught&#039;&#039;&#039;]], FBI agent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
&lt;br /&gt;
Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Story So Far=&lt;br /&gt;
&lt;br /&gt;
The mission team operating under the codename SHELTER met at the NSA headquarters building in Fort Meade, Maryland. They were introduced to one of their three administrators, codenamed Y, a highly ranked NSA official. Y told them of the theft of a secret encryption system known as WAVER, taken from a NSA front company in Baltimore. He identified the thief as a professional corporate spy named Rebecca Van Lewton, and the team was given the task of locating Van Lewton and recovering WAVER. Upon their arrival in Baltimore, however, they found that Van Lewton had been shot and killed during a Project Pitfall raid on her apartment. &lt;br /&gt;
&lt;br /&gt;
Pitfall claimed to have targeted Van Lewton as an agent of the terrorist group Banshee Net, but the team found no proof to back this up. Investigating Van Lewton&#039;s associates, they learned that she had been hired to steal WAVER through a criminal contact named Sonny Charlton. Negotiating with Charlton, they discovered that he had in turn been hired by Avery Mitchell, husband of Senator Gwen Lockheart and  a highly ranked agent of Project Pitfall. Tailing Mitchell and doing surveillance on his home, the team was able to learn that he was selling classified intelligence secrets to a group known as the Peace Cartel. The team gathered evidence of Mitchell&#039;s treason and encountered operatives of the Peace Cartel, including a former associate of Simon&#039;s named Johnathan Roberts. Carter came into contact with an encryption expert on the internet, learning what he could about WAVER. He discovered, among other things, that the code related to one he&#039;d personally come across from a suspicious website. Grabbing WAVER before Mitchell could exchange it with the criminal organization&#039;s representatives, they foiled the Cartel&#039;s plans. Y then used the evidence of Mitchell&#039;s secret activities to blackmail him into providing SHELTER with information on Pitfall activities as well as reducing Pitfall interference in future SHELTER operations.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission, given by a CIA supervisor codenamed &#039;X&#039;, involved a branch of the Franchise known as The Apothecary, a drug organization that was trading in biochemical agents on the black market. The team was to meet Apothecary operative Nelson Grakos, an amoral and hedonistic drug designer, and try to learn the location of an illegal hot lab used in creating lethal toxins. Arriving in New York City, they adopted the guises of an Albanian smuggler and his entourage, and managed to get an invitation to one of Grakos&#039; infamous parties in his downtown penthouse. As part of the arrangement, however, they were tasked with killing a former associate of Grakos named Tommy Laredo. Laredo was an accountant for his operation who had become a security risk through heroin addiction. Locating Laredo in the vicinity of Coney Island, they captured him. Planning to escort Laredo to an agency safehouse, they were interrupted by the arrival of crooked NYPD Narcotics Detective Larry Bloch. Bloch tried to negotiate for a piece of the action, but he eventually gave up, warning the team to watch their backs.&lt;br /&gt;
&lt;br /&gt;
After some surveillance of the heavily secured penthouse, the team attended the weekend party Grakos was throwing. During the party they saw Grakos meet with representatives of an Indonesian terrorist group known as True Faith. Damian recognized Grakos&#039; live-in girlfriend, Katja, as being connected with a Russian organized crime figure he had investigated while with the FBI. Katja in turn revealed to Bill that she recognized him as a friend of a friend, a KGB operative Bill had encountered during his time in Serbia. Katja stated that she and this mutual acquaintance were actually with the Krypt, and that she was under orders to make sure nothing untoward happened to Grakos or his organization. She also hinted that Bill&#039;s agency was not all that it seemed. Meanwhile, Charlotte and Damian accessed Grakos&#039; office and his personal computer. After downloading encrypted files on the hot lab and the deal The Apothecary was making with the Indonesian terrorists, the team quietly left the party. &lt;br /&gt;
&lt;br /&gt;
Finding that the hot lab was hidden within an apparently abandoned hospital in the Bronx, the team identified the security and power set up for the facility. After Simon had a close call with a guard, Damian sabotaged the power to the hot lab and the team surrounded its exits, threatening to set it on fire if the Apothecary guards inside did not surrender. After the team lit one door, the Apothecary operatives attempted to flee, and the SHELTER team was able to subdue three of them and kill a fourth. A fifth one was wounded but escaped from the scene. The team quickly sabotaged the equipment in the laboratory, destroyed the more dangerous samples inside, and set the entire facility on fire. The team reported their mission success to X and were told to await further orders. Charlotte was redeployed to a different cell. &lt;br /&gt;
&lt;br /&gt;
In the period between missions, Carter received an email from the username &amp;quot;BigNothing&amp;quot;, a contact he made during his investigation into WAVER. The email was asking Carter and his teammates for a favor on behalf of BigNothing&#039;s unnamed backers. An agent of theirs was injured, hiding from Project Pitfall, and needed to be escorted safely to a container vessel in the Atlantic Ocean. In exchange for this favor, BigNothing offered to provide intel related to the team&#039;s personal mysteries. Carter approached the others about this offer, and they agreed to take part in the rescue operation. Finding the safehouse, they met Yvette Brown (probably an alias), a young woman who had been shot in the leg and who was somewhat delirious. After tending to her injury, they got her into a car and talked their way past a police checkpoint, escaping the area before a Pitfall strike team arrived at the safehouse. The team drove to a dock where a boat was prepared to take them out to the container ship. On their way to the boat, however, they were attacked by a hit squad composed of a sniper and several assaulters using a speedboat. Carter was injured in the ensuing shootout, and a security guard and several assaulters were killed. Searching the bodies, the team found an old photograph of Simon Jordan in one assassin&#039;s possession. &lt;br /&gt;
&lt;br /&gt;
The team left the dock and found a rental boat at another location, taking it out to meet the container ship before it left the coast. Aboard the Pearl of Tangiers, Carter, Damian, and Simon handed Yvette over to a man who called himself &amp;quot;Marin&amp;quot;. Marin didn&#039;t offer many explanations, but did give the team an envelope filled with intelligence data. The data included, among other things, surveillance on Jonathan Roberts, pictures of ex-CIA station chief Francis Prosper, and an assessment of SHELTER. The latter was a fully decrypted version of the same file Carter had intercepted and tried to decrypt earlier, and it implied that SHELTER was in fact a cover operation for the organization known as the Shadow Patriots. The team decided to hand over all of the other intel, keeping the assessment secret from their control for the time being.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission was to locate and capture their old foe Jonathan Roberts. They began their search by checking a private airfield in Kansas, one which was suspected of being a front for the Peace Cartel. Roberts was expected to arrive at the airfield on business for the Cartel. The team attacked several vehicles headed to the airfield in the middle of the night, subduing several Cartel mercenaries. Roberts arrived via helicopter, however, and was able to escape aboard a cargo plane before the agents could pin him down. Evidence at the airfield pointed to the cargo plane&#039;s destination being Sudan. The team met with translator and guide David Dak, a Nuer tribesman who had emigrated to the United States more than a decade previous. They arrived in Sudan and began following clues to Roberts&#039; location. They also visited a local gun runner to buy weapons and other gear. After negotiating their way past a local militia checkpoint, they ended up in the village where they suspected Roberts was hiding. As they set up surveillance on a warehouse, they were ambushed by a squad of rebels. It was revealed that the rebels were allies of the Cartel, and had some kind of business agreement. The agents were taken to a rebel camp where they were imprisoned and interrogated by Cartel agents. The team was able to get on the good side of the rebel camp commander, however, and convinced him to aid in their escape. After getting out of the camp, the team set up an ambush for the Cartel operatives who pursued them. They killed two of the enemy agents and captured five others, including Jonathan Roberts. The team handed Roberts into SHELTER custody and returned home after their ordeal.&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to apply the following Campaign Qualities to the first Season of this game:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP) Each time a player character gains any non-Covert feat choice, he may choose a Covert feat instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: Tell me five things about yourself, four of them true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: I&#039;m sorry?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: It&#039;s a game we used to play, at the subanalytical unit. Keep ourselves sharp. It&#039;s lie detection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: Oh. I don&#039;t think I&#039;d be much good at bluffing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: That would&#039;ve counted as your lie, right there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Breach (2007)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP) All player characters are subject to the Faction gear rules. Further, Faction characters may only gain Reputation, not Net Worth. Finally, the Freelance campaign quality may not also be in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Joseph Palmi: You&#039;re the guys that scare me. You&#039;re the people that make big wars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edward Wilson: No, we make sure the wars are small ones.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Good Shepard (2006)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP) The cost to activate a critical injury inflicted on a player or special character decreases by 1 action die (minimum 0). Further, the range of damage at which a Fortitude save must be made to avoid a critical injury becomes 16-25, and the threshold at which a Fortitude save must be made to avoid dropping to -9 wound points become 26+. Finally, the DCs of all Medicine checks increase by 5, and the error ranges of all such checks increase by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tom Bishop: Ah, Jesus Christ, you just... You don&#039;t just trade these people like they&#039;re baseball cards! It&#039;s not a fucking game!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nathan Muir: Oh, yes it is. It&#039;s exactly what it is. And it&#039;s no kid&#039;s game either. This is a whole other game. And it&#039;s serious and it&#039;s dangerous. And it&#039;s not one you want to lose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Spy Game (2001)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP) All special and player characters gain a +4 morale bonus with Blend/Stealth and Sneak/Hide checks made to determine who benefits from a surprise round (see page 323). Further, all characters of any type suffer a –4 morale penalty with skill checks made to shift a target’s disposition or convince a target to take or participate in any action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jason Bourne: I can tell you the license plate numbers of all six cars outside. I can tell you that our waitress is left-handed and the guy sitting up at the counter weighs two hundred fifteen pounds and knows how to handle himself. I know the best place to look for a gun is the cab of the gray truck outside, and at this altitude, I can run flat out for a half mile before my hands start shaking. Now why would I know that? How can I know that and not know who I am?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Bourne Identity (2002)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear System&lt;br /&gt;
&lt;br /&gt;
We&#039;re using the &#039;&#039;&#039;Stockpile System&#039;&#039;&#039; from The Big Score supplement.&lt;br /&gt;
&lt;br /&gt;
=The Agency=&lt;br /&gt;
&lt;br /&gt;
The group known as SHELTER was formed in the Winter of 2006 by elements of the American intelligence community, primarily as a response to the operational and bureaucratic morass caused by Project Pitfall and the ever-expanding War On Terror. Seeking to reclaim territory and assets lost in the shadow of the massive international counter-terrorism force, several administrators of the CIA, FBI, and NSA agreed to pool their remaining resources and form a distinct, unique unit of their own creation. This unit would operate in advance of and separate from the joint task forces of the National Security Council and their Pitfall affiliates. Its primary task would be to conduct counter-terrorist and intelligence operations both within the United States and abroad, protecting American interests and offering its creators an alternative perspective on the current global crisis. A trio of trusted executives from the three originating agencies were tasked with overseeing the formation of SHELTER, operating under the cover of an NSA task force. Seeking prospective agents from government intelligence agencies, law enforcement departments, and the military, the &amp;quot;Big Three&amp;quot; selected personnel based on their proficiency, discretion, and ideals.&lt;br /&gt;
&lt;br /&gt;
In the period since its inception, SHELTER has seen only modest growth, seeking to operate below the radar of parent and sister agencies. This is in keeping with the original vision of the organization; a fallback unit which its creators could rely upon for discreet information and operation cycles. Thus far, very few people in the NSA or the American intelligence community are aware of the group&#039;s existence. There have been several close calls, primarily due to SHELTER teams crossing paths with Pitfall personnel while pursuing data or sabotaging terrorist cells. These encounters have always resulted in the SHELTER ops covering their tracks and backing down from direct confrontation. It is feared that some form of collision with Pitfall is inevitable, but the agency has managed to stave it off for the time being.&lt;br /&gt;
&lt;br /&gt;
The primary focus of SHELTER is dealing with the terrorist organization known as the Franchise. A vast, sprawling collection of criminal and extremist cells with limited but resilient networking support, the Franchise is a daunting and deadly antagonist. Every SHELTER operative lost in the field thus far met their end at the hands of this conspiracy in one form or another, and this has only intensified the focus of the surviving ops. The struggle is difficult for numerous reasons, not the least of which is the Franchise&#039;s ability to replace lost cells within weeks or even days. SHELTER holds out hope that it will somehow find a way to break this cycle and finally land a crippling blow. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;: 3 (Meddling, Protection, Secrecy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: 3 (Allies, Enemies, Rivals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image&#039;&#039;&#039;: 5 (Secretive goals, Mysterious methods, Secretive leaders, Secretive members, On record sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites&#039;&#039;&#039;: 5 (Classroom, COMSEC Center, Hospital, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;: 6 (E-IV, G-II, R-IV, S-IV, T-V, V-III, W-IV)&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code of Silence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a code of silence that we don&#039;t dare speak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a wall between and the river&#039;s deep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We keep pretending that there&#039;s nothing wrong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But there&#039;s a code of silence and it can&#039;t go on&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Code of Silence, Bruce Springsteen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; II&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Do research on Jaromir Navratil&lt;br /&gt;
&lt;br /&gt;
Arrange meeting with Navratil to acquire his information&lt;br /&gt;
&lt;br /&gt;
Follow up on Navratil&#039;s information&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure to acquire Navratil&#039;s information -2&lt;br /&gt;
&lt;br /&gt;
Being identified by other agencies -2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Surveillance Gear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4x Audio Bugs II, Commercial Bug Sweeper II, Commercial Still Camera III, Commercial Tape Recorder III, 2x Mid-Size Sedans I, Lodging 3-Star Hotel III&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Carter: 4&lt;br /&gt;
&lt;br /&gt;
Damian: 4&lt;br /&gt;
&lt;br /&gt;
Hailee: 3&lt;br /&gt;
&lt;br /&gt;
John: 4&lt;br /&gt;
&lt;br /&gt;
Simon: 1&lt;br /&gt;
&lt;br /&gt;
GC: 6&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $3200&lt;br /&gt;
&lt;br /&gt;
=Fragile Playlist=&lt;br /&gt;
&lt;br /&gt;
The following is an iTunes playlist I concocted for listening to while working on the game:&lt;br /&gt;
&lt;br /&gt;
1. Dangerous World, Mychael Danna, Breach&lt;br /&gt;
&lt;br /&gt;
2. Gimme Shelter, The Rolling Stones, Let It Bleed&lt;br /&gt;
&lt;br /&gt;
3. The Drive to Paris, John Powell, The Bourne Identity&lt;br /&gt;
&lt;br /&gt;
4. Everybody&#039;s Been Burned, The Byrds, Younger Than Yesterday&lt;br /&gt;
&lt;br /&gt;
5. New Memories, John Powell, The Bourne Supremacy&lt;br /&gt;
&lt;br /&gt;
6. Signal to Noise, Peter Gabriel, Up&lt;br /&gt;
&lt;br /&gt;
7. License: 2 Kills, David Arnold, Casino Royale&lt;br /&gt;
&lt;br /&gt;
8. Life During Wartime, Talking Heads, Fear of Music&lt;br /&gt;
&lt;br /&gt;
9. Assets and Targets, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
10. Happiness is a Warm Gun, The Beatles, The White Album&lt;br /&gt;
&lt;br /&gt;
11. The Lighthouse, Amon Tobin, Chaos Theory: Splinter Cell 3&lt;br /&gt;
&lt;br /&gt;
12. Thinking of Marie, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
13. Code of Silence, Bruce Springsteen, The Essential Bruce Springsteen&lt;br /&gt;
&lt;br /&gt;
14. Man Versus Man, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
15. The Man Who Sold the World, David Bowie, The Man Who Sold The World&lt;br /&gt;
&lt;br /&gt;
16. Paint It Black, The Rolling Stones, Aftermath&lt;br /&gt;
&lt;br /&gt;
17. Faces Without Names, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
18. Wish You Were Here, Pink Floyd, Wish You Were Here&lt;br /&gt;
&lt;br /&gt;
=Sources of Inspiration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Identity&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Supremacy&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Ultimatum&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ipcress File&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen and Country&#039;&#039; (comic book)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sandbaggers&#039;&#039; (TV series)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spy Game&#039;&#039; (film)&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:John_Vaught&amp;diff=105591</id>
		<title>SHELTER:John Vaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:John_Vaught&amp;diff=105591"/>
		<updated>2009-03-16T16:52:48Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;John Vaught&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:John_Vaught.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: John Vaught&lt;br /&gt;
&lt;br /&gt;
Codename: HANDSHAKE&lt;br /&gt;
&lt;br /&gt;
Player: Pyske&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Witty Suit&lt;br /&gt;
&lt;br /&gt;
Class: Fixer 3/Advocate 3&lt;br /&gt;
&lt;br /&gt;
Reputation: 16&lt;br /&gt;
&lt;br /&gt;
XP: 15,250&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 48&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 181 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Salt &amp;amp; Pepper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (John has one major rivalry, in Arnold Monk, the former leader of the FBI&#039;s Economic Espionage Task Force. When John&#039;s formal complaint was rejected by a board of appeals (because the man&#039;s CYA approach was technically within the rules &amp;amp; regs), John used his social network to have the man ostracized and eventually pushed out of his position. Arnold held a grudge, and he&#039;s aware that John has moved into the espionage arena.)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 8 (-1)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 20 (+5)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4&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;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8&lt;br /&gt;
&lt;br /&gt;
Request: +11&lt;br /&gt;
&lt;br /&gt;
Gear: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +5&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Glock 26 9mm (favored): +5, 1d10+1, Error/Threat 1/20, Ammo 12M3, Recoil ?, Range 20 ft, Qualities: Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+7 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
[Athletics +1/+3 (2 ranks, cap 20) -- Skill Training II]&lt;br /&gt;
&lt;br /&gt;
Blend +2/+6 (1 rank, cap 20)*&lt;br /&gt;
&lt;br /&gt;
Bluff +17 (9 ranks, threat 17-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +15 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, North Africa, West Asia) +6 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Falsify +3/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +17 (9 ranks, threat 19-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Intimidate +0/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Investigation +2/+6 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Manipulate +9/+13 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Medicine +3/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Networking +10/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (4 ranks, 30 cap)&lt;br /&gt;
&lt;br /&gt;
Profession (Finance, Accounting forte) +16 (7 ranks, threat 19-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+9 (6 ranks, threat 19-20, cap 30)&lt;br /&gt;
&lt;br /&gt;
Search +3 (1 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +5/+9 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +2/+6 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Alcoholic Beverages (High-Quality), Entrepreneurship, Management Theory, Politics, Photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Str, improve disposition 1/session, +2 interests, +2 bluff threat range, Style feat, +1 Profession focus, free bribe 1/session at min value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Self-Promoter: When you succeed, you make sure everyone knows about it. At the end of each mission, your Reputation or Net Worth reward and that of each of your teammates increases by 1 or $50,000, respectively. Additionally, when you suffer an error with a skill check possessing the Disposition tag, the GC or an opposing character must spend 1 additional action die to activate it as a critical failure.&lt;br /&gt;
&lt;br /&gt;
The Hookup: At Level 1, each time you fail a Networking or Streetwise check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result&lt;br /&gt;
&lt;br /&gt;
Lets Deal I: At Level 2, instead of making an opposed Bureaucracy check, you may set your result to 1 higher than that of your opponent. This cannot result in an error or threat. You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Slick: At Levels 3, 7, 11, 15, and 19, you gain 2 additional acquaintance-grade contacts or 1 Style feat.&lt;br /&gt;
&lt;br /&gt;
Absolute Certainty: At Level 1, your class level is added to your Wisdom when calculating your stress damage thresholds (see page 339). Further, any time you succeed with an opposed Resolve check (i.e. as part of a standard skill check), you gain a +2 morale bonus with all opposed skill checks against the same opponent until the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Behind the Scenes I: At Level 2, a number of times per mission equal to your starting action dice, you may devote 1 hour to informing your supporters of your needs, after which you may make any 1 Request check with a DC of 20 or less without spending action dice (see pages 62 and 219). This check is automatically successful.&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;
Advisor: You gain a +2 insight bonus with all skill and Knowledge checks made with Resolve and Profession. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s Wisdom score below 6). Also, your result cap with Impress/ Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by an amount equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Candidate: Your 2 lowest attributes each increase by 1 (your choice of attribute in the case of a tie).&lt;br /&gt;
&lt;br /&gt;
Favored Gear: You gain 1 additional Possession (personal gear). This item’s Caliber may not exceed 1/3 your career level (rounded up).&lt;br /&gt;
• If the item’s Caliber exceeds the current mission caliber, you must discard a number of action dice equal to the difference&lt;br /&gt;
between these Calibers at the start of each session or you lose access to the item for the duration of the current mission.&lt;br /&gt;
• If the item’s Caliber is lower than the current mission caliber, you gain a number of action dice equal to the difference between these Calibers at the start of each session. These bonus action dice may only be spent to boost skill checks and activate threats using your favored gear item.&lt;br /&gt;
&lt;br /&gt;
Comtempt: Once per round, you may make a final attack against a standard character as a free action. You may use this ability a number of times per combat equal to your starting action dice (4).&lt;br /&gt;
&lt;br /&gt;
[Escape and Evasion Training -- Feat Training I]: You gain a +3 synergy bonus with all Blend checks made as the Prey in a manhunt. Further, all checks you make as the Prey in a manhunt gain a synergy bonus from your Falsify skill. Also, your maximum synergy bonus with checks made as the Prey in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Bluff skill with all Maneuver checks made as the Prey in a chase.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contact: Marie Turka, DEA Internal Affairs -- known via some &amp;quot;creative accounting&amp;quot; for a DEA op&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Assistance I: You can streamline any group activity, though at some risk. At Level 2, you may increase the error range of a teammate’s skill check by 1 to reduce the time required to make the check to 1/2 standard (rounded up, minimum 5 minutes). This&lt;br /&gt;
ability may target any skill check except one made as part of a Dramatic Conflict (see page 362). Further, you may assist only&lt;br /&gt;
1 teammate at a time. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
Associate: Red Herrings: You’re versed in forensic techniques — and how to foil them. At Level 4, you may spend 1 full round spoiling a 5-ft. square. This increases the DC of each skill check made to examine the target area or locate physical clues within it by 15. Further, you may spend action dice to activate critical failures with these skill checks, even when you aren’t present.&lt;br /&gt;
&lt;br /&gt;
Confederate: Cleaning Crew: At Level 6, you and each of your teammates within 30 ft. of you gains a synergy bonus with Blend checks equal to 1/2 your class level (rounded down).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 11&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (cruising yacht w/ Potomac berth, luxury sports car, professional attire +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 11 (Limousine SUV II (Security Package II, Run-flat tires, Basic Emergency Service Package, Structural Reinforcement, Ergonomic Seats), Glock 26 9mm II (Concealed Holster, Tactical Flashlight), Glock 26 9mm [favored] (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds), Low Profile Armor (Average) III (Nomex Underwear), Skill Boost I (+2 Impress), Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (FBI agent James Mullen, PR 2), Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, Skill Training II (Athletics), Feat Training I (Escape and Evasion Training), cigarettes, lighter, chewing gum, blackberry, disposable cell phone, attache case, portable document shredder, 2x handcuffs, bluetooth headset, tactical radio, needle-nose pliers, blank search warrant, business cards, gun cleaning kit, fancy watch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Glock 26 9mm II (Concealed Holster, Tactical Flashlight) [small of back]&lt;br /&gt;
Glock 26 9mm [favored] (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds) [ankle holster]&lt;br /&gt;
Low Profile Armor (Average) III (Nomex Underwear) [blazer]&lt;br /&gt;
Gadget: Skill Boost I (+2 Impress) [blazer front pocket]&lt;br /&gt;
Cover Identity II (FBI agent James Mullen, PR 2) [blazer inside pocket]&lt;br /&gt;
cigarettes, lighter, chewing gum, blackberry, business cards, disposable cell phone [pants pocket]&lt;br /&gt;
attache case [carried] &lt;br /&gt;
bluetooth headset [worn or blazer pocket]&lt;br /&gt;
fancy watch [worn]&lt;br /&gt;
&lt;br /&gt;
=Trunk of Rental Vehicle=&lt;br /&gt;
Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, portable document shredder, 2x handcuffs, tactical radio, needle-nose pliers, blank search warrant, gun cleaning kit&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
8 subdual damage&lt;br /&gt;
&lt;br /&gt;
-16 vitality&lt;br /&gt;
&lt;br /&gt;
24 stress damage&lt;br /&gt;
&lt;br /&gt;
-3 9mmP round&lt;br /&gt;
&lt;br /&gt;
=Transcript=&lt;br /&gt;
&lt;br /&gt;
Arnold Monk&lt;br /&gt;
&lt;br /&gt;
06.11.07 15:00&lt;br /&gt;
&lt;br /&gt;
Nothing really all that much to say about John, I guess. I mean, he’s a nice guy. Hard worker. I guess John just doesn’t have a particularly noteworthy history. He’s never been directly involved with any high profile cases; never gone through a door guns blazing, and certainly never done any operations off the books. He’s told me so himself, and frankly I believe him. He’s just not the type.&lt;br /&gt;
&lt;br /&gt;
I mean sure, he’s known some of those types of folks. Even had a hand in hiring one or two, from time to time. Occasionally he gets to have lunch with the directors up here, or share war stories with the field agents, but that’s really a factor of the fact that John’s a likeable guy. Purely personal; it has nothing to do with business.&lt;br /&gt;
&lt;br /&gt;
Look, John’s the ambitious type. Ever since the towers, he’s had some kind of thing going… I think maybe he got a little rattled by it all, or something. Maybe he felt responsible or something – you know, our team was working some kind of financial angle on the whole deal. Maybe he thought we should have pushed harder, could have stopped things. But you know, we had to keep our cover. Wasn’t worth the sacrifice to push things.&lt;br /&gt;
&lt;br /&gt;
Guess he wasn’t happy with that. That’s why you guys got him. Some inter-agency swap through DHS, right? It’s funny, I’m probably the only guy at the agency who’s got a bad word to say about John, after he burned me out of my spot. But I guess that’s why you’re talking to me, right? Johns a nice guy and all, and he did good work on the EEA task force. But he won’t let go of it. I followed protocols and I did my job, and when he couldn’t get an appeal through the FBI, he sabotaged me, got me blacklisted and shut out. I was a “risk to the program.” You want to know what a real risk to the program is? Someone who can’t follow the rules, that’s what. When John thinks he’s right about something, he’s willing to step on anyone and sacrifice anything to make the “right thing” happen.&lt;br /&gt;
&lt;br /&gt;
You think about that before you give him whatever this super-secret new job is supposed to be.&lt;br /&gt;
&lt;br /&gt;
Thanks. I guess that&#039;s it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=105590</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=105590"/>
		<updated>2009-03-16T16:48:31Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Action Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
/nil, as [[SHELTER:Damian_Wechsler|&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;]], FBI social engineer&lt;br /&gt;
&lt;br /&gt;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
TheLazyBlank, as [[SHELTER:Hailee_Wyatt|&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;]], DEA agent&lt;br /&gt;
&lt;br /&gt;
Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
&lt;br /&gt;
Psyke, as [[SHELTER:John_Vaught|&#039;&#039;&#039;John Vaught&#039;&#039;&#039;]], FBI agent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
&lt;br /&gt;
Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Story So Far=&lt;br /&gt;
&lt;br /&gt;
The mission team operating under the codename SHELTER met at the NSA headquarters building in Fort Meade, Maryland. They were introduced to one of their three administrators, codenamed Y, a highly ranked NSA official. Y told them of the theft of a secret encryption system known as WAVER, taken from a NSA front company in Baltimore. He identified the thief as a professional corporate spy named Rebecca Van Lewton, and the team was given the task of locating Van Lewton and recovering WAVER. Upon their arrival in Baltimore, however, they found that Van Lewton had been shot and killed during a Project Pitfall raid on her apartment. &lt;br /&gt;
&lt;br /&gt;
Pitfall claimed to have targeted Van Lewton as an agent of the terrorist group Banshee Net, but the team found no proof to back this up. Investigating Van Lewton&#039;s associates, they learned that she had been hired to steal WAVER through a criminal contact named Sonny Charlton. Negotiating with Charlton, they discovered that he had in turn been hired by Avery Mitchell, husband of Senator Gwen Lockheart and  a highly ranked agent of Project Pitfall. Tailing Mitchell and doing surveillance on his home, the team was able to learn that he was selling classified intelligence secrets to a group known as the Peace Cartel. The team gathered evidence of Mitchell&#039;s treason and encountered operatives of the Peace Cartel, including a former associate of Simon&#039;s named Johnathan Roberts. Carter came into contact with an encryption expert on the internet, learning what he could about WAVER. He discovered, among other things, that the code related to one he&#039;d personally come across from a suspicious website. Grabbing WAVER before Mitchell could exchange it with the criminal organization&#039;s representatives, they foiled the Cartel&#039;s plans. Y then used the evidence of Mitchell&#039;s secret activities to blackmail him into providing SHELTER with information on Pitfall activities as well as reducing Pitfall interference in future SHELTER operations.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission, given by a CIA supervisor codenamed &#039;X&#039;, involved a branch of the Franchise known as The Apothecary, a drug organization that was trading in biochemical agents on the black market. The team was to meet Apothecary operative Nelson Grakos, an amoral and hedonistic drug designer, and try to learn the location of an illegal hot lab used in creating lethal toxins. Arriving in New York City, they adopted the guises of an Albanian smuggler and his entourage, and managed to get an invitation to one of Grakos&#039; infamous parties in his downtown penthouse. As part of the arrangement, however, they were tasked with killing a former associate of Grakos named Tommy Laredo. Laredo was an accountant for his operation who had become a security risk through heroin addiction. Locating Laredo in the vicinity of Coney Island, they captured him. Planning to escort Laredo to an agency safehouse, they were interrupted by the arrival of crooked NYPD Narcotics Detective Larry Bloch. Bloch tried to negotiate for a piece of the action, but he eventually gave up, warning the team to watch their backs.&lt;br /&gt;
&lt;br /&gt;
After some surveillance of the heavily secured penthouse, the team attended the weekend party Grakos was throwing. During the party they saw Grakos meet with representatives of an Indonesian terrorist group known as True Faith. Damian recognized Grakos&#039; live-in girlfriend, Katja, as being connected with a Russian organized crime figure he had investigated while with the FBI. Katja in turn revealed to Bill that she recognized him as a friend of a friend, a KGB operative Bill had encountered during his time in Serbia. Katja stated that she and this mutual acquaintance were actually with the Krypt, and that she was under orders to make sure nothing untoward happened to Grakos or his organization. She also hinted that Bill&#039;s agency was not all that it seemed. Meanwhile, Charlotte and Damian accessed Grakos&#039; office and his personal computer. After downloading encrypted files on the hot lab and the deal The Apothecary was making with the Indonesian terrorists, the team quietly left the party. &lt;br /&gt;
&lt;br /&gt;
Finding that the hot lab was hidden within an apparently abandoned hospital in the Bronx, the team identified the security and power set up for the facility. After Simon had a close call with a guard, Damian sabotaged the power to the hot lab and the team surrounded its exits, threatening to set it on fire if the Apothecary guards inside did not surrender. After the team lit one door, the Apothecary operatives attempted to flee, and the SHELTER team was able to subdue three of them and kill a fourth. A fifth one was wounded but escaped from the scene. The team quickly sabotaged the equipment in the laboratory, destroyed the more dangerous samples inside, and set the entire facility on fire. The team reported their mission success to X and were told to await further orders. Charlotte was redeployed to a different cell. &lt;br /&gt;
&lt;br /&gt;
In the period between missions, Carter received an email from the username &amp;quot;BigNothing&amp;quot;, a contact he made during his investigation into WAVER. The email was asking Carter and his teammates for a favor on behalf of BigNothing&#039;s unnamed backers. An agent of theirs was injured, hiding from Project Pitfall, and needed to be escorted safely to a container vessel in the Atlantic Ocean. In exchange for this favor, BigNothing offered to provide intel related to the team&#039;s personal mysteries. Carter approached the others about this offer, and they agreed to take part in the rescue operation. Finding the safehouse, they met Yvette Brown (probably an alias), a young woman who had been shot in the leg and who was somewhat delirious. After tending to her injury, they got her into a car and talked their way past a police checkpoint, escaping the area before a Pitfall strike team arrived at the safehouse. The team drove to a dock where a boat was prepared to take them out to the container ship. On their way to the boat, however, they were attacked by a hit squad composed of a sniper and several assaulters using a speedboat. Carter was injured in the ensuing shootout, and a security guard and several assaulters were killed. Searching the bodies, the team found an old photograph of Simon Jordan in one assassin&#039;s possession. &lt;br /&gt;
&lt;br /&gt;
The team left the dock and found a rental boat at another location, taking it out to meet the container ship before it left the coast. Aboard the Pearl of Tangiers, Carter, Damian, and Simon handed Yvette over to a man who called himself &amp;quot;Marin&amp;quot;. Marin didn&#039;t offer many explanations, but did give the team an envelope filled with intelligence data. The data included, among other things, surveillance on Jonathan Roberts, pictures of ex-CIA station chief Francis Prosper, and an assessment of SHELTER. The latter was a fully decrypted version of the same file Carter had intercepted and tried to decrypt earlier, and it implied that SHELTER was in fact a cover operation for the organization known as the Shadow Patriots. The team decided to hand over all of the other intel, keeping the assessment secret from their control for the time being.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission was to locate and capture their old foe Jonathan Roberts. They began their search by checking a private airfield in Kansas, one which was suspected of being a front for the Peace Cartel. Roberts was expected to arrive at the airfield on business for the Cartel. The team attacked several vehicles headed to the airfield in the middle of the night, subduing several Cartel mercenaries. Roberts arrived via helicopter, however, and was able to escape aboard a cargo plane before the agents could pin him down. Evidence at the airfield pointed to the cargo plane&#039;s destination being Sudan. The team met with translator and guide David Dak, a Nuer tribesman who had emigrated to the United States more than a decade previous. They arrived in Sudan and began following clues to Roberts&#039; location. They also visited a local gun runner to buy weapons and other gear. After negotiating their way past a local militia checkpoint, they ended up in the village where they suspected Roberts was hiding. As they set up surveillance on a warehouse, they were ambushed by a squad of rebels. It was revealed that the rebels were allies of the Cartel, and had some kind of business agreement. The agents were taken to a rebel camp where they were imprisoned and interrogated by Cartel agents. The team was able to get on the good side of the rebel camp commander, however, and convinced him to aid in their escape. After getting out of the camp, the team set up an ambush for the Cartel operatives who pursued them. They killed two of the enemy agents and captured five others, including Jonathan Roberts. The team handed Roberts into SHELTER custody and returned home after their ordeal.&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to apply the following Campaign Qualities to the first Season of this game:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP) Each time a player character gains any non-Covert feat choice, he may choose a Covert feat instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: Tell me five things about yourself, four of them true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: I&#039;m sorry?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: It&#039;s a game we used to play, at the subanalytical unit. Keep ourselves sharp. It&#039;s lie detection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: Oh. I don&#039;t think I&#039;d be much good at bluffing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: That would&#039;ve counted as your lie, right there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Breach (2007)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP) All player characters are subject to the Faction gear rules. Further, Faction characters may only gain Reputation, not Net Worth. Finally, the Freelance campaign quality may not also be in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Joseph Palmi: You&#039;re the guys that scare me. You&#039;re the people that make big wars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edward Wilson: No, we make sure the wars are small ones.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Good Shepard (2006)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP) The cost to activate a critical injury inflicted on a player or special character decreases by 1 action die (minimum 0). Further, the range of damage at which a Fortitude save must be made to avoid a critical injury becomes 16-25, and the threshold at which a Fortitude save must be made to avoid dropping to -9 wound points become 26+. Finally, the DCs of all Medicine checks increase by 5, and the error ranges of all such checks increase by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tom Bishop: Ah, Jesus Christ, you just... You don&#039;t just trade these people like they&#039;re baseball cards! It&#039;s not a fucking game!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nathan Muir: Oh, yes it is. It&#039;s exactly what it is. And it&#039;s no kid&#039;s game either. This is a whole other game. And it&#039;s serious and it&#039;s dangerous. And it&#039;s not one you want to lose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Spy Game (2001)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP) All special and player characters gain a +4 morale bonus with Blend/Stealth and Sneak/Hide checks made to determine who benefits from a surprise round (see page 323). Further, all characters of any type suffer a –4 morale penalty with skill checks made to shift a target’s disposition or convince a target to take or participate in any action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jason Bourne: I can tell you the license plate numbers of all six cars outside. I can tell you that our waitress is left-handed and the guy sitting up at the counter weighs two hundred fifteen pounds and knows how to handle himself. I know the best place to look for a gun is the cab of the gray truck outside, and at this altitude, I can run flat out for a half mile before my hands start shaking. Now why would I know that? How can I know that and not know who I am?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Bourne Identity (2002)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear System&lt;br /&gt;
&lt;br /&gt;
We&#039;re using the &#039;&#039;&#039;Stockpile System&#039;&#039;&#039; from The Big Score supplement.&lt;br /&gt;
&lt;br /&gt;
=The Agency=&lt;br /&gt;
&lt;br /&gt;
The group known as SHELTER was formed in the Winter of 2006 by elements of the American intelligence community, primarily as a response to the operational and bureaucratic morass caused by Project Pitfall and the ever-expanding War On Terror. Seeking to reclaim territory and assets lost in the shadow of the massive international counter-terrorism force, several administrators of the CIA, FBI, and NSA agreed to pool their remaining resources and form a distinct, unique unit of their own creation. This unit would operate in advance of and separate from the joint task forces of the National Security Council and their Pitfall affiliates. Its primary task would be to conduct counter-terrorist and intelligence operations both within the United States and abroad, protecting American interests and offering its creators an alternative perspective on the current global crisis. A trio of trusted executives from the three originating agencies were tasked with overseeing the formation of SHELTER, operating under the cover of an NSA task force. Seeking prospective agents from government intelligence agencies, law enforcement departments, and the military, the &amp;quot;Big Three&amp;quot; selected personnel based on their proficiency, discretion, and ideals.&lt;br /&gt;
&lt;br /&gt;
In the period since its inception, SHELTER has seen only modest growth, seeking to operate below the radar of parent and sister agencies. This is in keeping with the original vision of the organization; a fallback unit which its creators could rely upon for discreet information and operation cycles. Thus far, very few people in the NSA or the American intelligence community are aware of the group&#039;s existence. There have been several close calls, primarily due to SHELTER teams crossing paths with Pitfall personnel while pursuing data or sabotaging terrorist cells. These encounters have always resulted in the SHELTER ops covering their tracks and backing down from direct confrontation. It is feared that some form of collision with Pitfall is inevitable, but the agency has managed to stave it off for the time being.&lt;br /&gt;
&lt;br /&gt;
The primary focus of SHELTER is dealing with the terrorist organization known as the Franchise. A vast, sprawling collection of criminal and extremist cells with limited but resilient networking support, the Franchise is a daunting and deadly antagonist. Every SHELTER operative lost in the field thus far met their end at the hands of this conspiracy in one form or another, and this has only intensified the focus of the surviving ops. The struggle is difficult for numerous reasons, not the least of which is the Franchise&#039;s ability to replace lost cells within weeks or even days. SHELTER holds out hope that it will somehow find a way to break this cycle and finally land a crippling blow. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;: 3 (Meddling, Protection, Secrecy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: 3 (Allies, Enemies, Rivals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image&#039;&#039;&#039;: 5 (Secretive goals, Mysterious methods, Secretive leaders, Secretive members, On record sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites&#039;&#039;&#039;: 5 (Classroom, COMSEC Center, Hospital, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;: 6 (E-IV, G-II, R-IV, S-IV, T-V, V-III, W-IV)&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code of Silence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a code of silence that we don&#039;t dare speak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a wall between and the river&#039;s deep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We keep pretending that there&#039;s nothing wrong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But there&#039;s a code of silence and it can&#039;t go on&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Code of Silence, Bruce Springsteen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; II&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Do research on Jaromir Navratil&lt;br /&gt;
&lt;br /&gt;
Arrange meeting with Navratil to acquire his information&lt;br /&gt;
&lt;br /&gt;
Follow up on Navratil&#039;s information&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure to acquire Navratil&#039;s information -2&lt;br /&gt;
&lt;br /&gt;
Being identified by other agencies -2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Surveillance Gear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4x Audio Bugs II, Commercial Bug Sweeper II, Commercial Still Camera III, Commercial Tape Recorder III, 2x Mid-Size Sedans I, Lodging 3-Star Hotel III&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Carter: 4&lt;br /&gt;
&lt;br /&gt;
Damian: 4&lt;br /&gt;
&lt;br /&gt;
Hailee: 3&lt;br /&gt;
&lt;br /&gt;
John: 4&lt;br /&gt;
&lt;br /&gt;
Simon: 2&lt;br /&gt;
&lt;br /&gt;
GC: 6&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $3200&lt;br /&gt;
&lt;br /&gt;
=Fragile Playlist=&lt;br /&gt;
&lt;br /&gt;
The following is an iTunes playlist I concocted for listening to while working on the game:&lt;br /&gt;
&lt;br /&gt;
1. Dangerous World, Mychael Danna, Breach&lt;br /&gt;
&lt;br /&gt;
2. Gimme Shelter, The Rolling Stones, Let It Bleed&lt;br /&gt;
&lt;br /&gt;
3. The Drive to Paris, John Powell, The Bourne Identity&lt;br /&gt;
&lt;br /&gt;
4. Everybody&#039;s Been Burned, The Byrds, Younger Than Yesterday&lt;br /&gt;
&lt;br /&gt;
5. New Memories, John Powell, The Bourne Supremacy&lt;br /&gt;
&lt;br /&gt;
6. Signal to Noise, Peter Gabriel, Up&lt;br /&gt;
&lt;br /&gt;
7. License: 2 Kills, David Arnold, Casino Royale&lt;br /&gt;
&lt;br /&gt;
8. Life During Wartime, Talking Heads, Fear of Music&lt;br /&gt;
&lt;br /&gt;
9. Assets and Targets, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
10. Happiness is a Warm Gun, The Beatles, The White Album&lt;br /&gt;
&lt;br /&gt;
11. The Lighthouse, Amon Tobin, Chaos Theory: Splinter Cell 3&lt;br /&gt;
&lt;br /&gt;
12. Thinking of Marie, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
13. Code of Silence, Bruce Springsteen, The Essential Bruce Springsteen&lt;br /&gt;
&lt;br /&gt;
14. Man Versus Man, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
15. The Man Who Sold the World, David Bowie, The Man Who Sold The World&lt;br /&gt;
&lt;br /&gt;
16. Paint It Black, The Rolling Stones, Aftermath&lt;br /&gt;
&lt;br /&gt;
17. Faces Without Names, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
18. Wish You Were Here, Pink Floyd, Wish You Were Here&lt;br /&gt;
&lt;br /&gt;
=Sources of Inspiration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Identity&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Supremacy&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Ultimatum&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ipcress File&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen and Country&#039;&#039; (comic book)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sandbaggers&#039;&#039; (TV series)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spy Game&#039;&#039; (film)&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=105449</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=105449"/>
		<updated>2009-03-14T18:17:42Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Action Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
/nil, as [[SHELTER:Damian_Wechsler|&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;]], FBI social engineer&lt;br /&gt;
&lt;br /&gt;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
TheLazyBlank, as [[SHELTER:Hailee_Wyatt|&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;]], DEA agent&lt;br /&gt;
&lt;br /&gt;
Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
&lt;br /&gt;
Psyke, as [[SHELTER:John_Vaught|&#039;&#039;&#039;John Vaught&#039;&#039;&#039;]], FBI agent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
&lt;br /&gt;
Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Story So Far=&lt;br /&gt;
&lt;br /&gt;
The mission team operating under the codename SHELTER met at the NSA headquarters building in Fort Meade, Maryland. They were introduced to one of their three administrators, codenamed Y, a highly ranked NSA official. Y told them of the theft of a secret encryption system known as WAVER, taken from a NSA front company in Baltimore. He identified the thief as a professional corporate spy named Rebecca Van Lewton, and the team was given the task of locating Van Lewton and recovering WAVER. Upon their arrival in Baltimore, however, they found that Van Lewton had been shot and killed during a Project Pitfall raid on her apartment. &lt;br /&gt;
&lt;br /&gt;
Pitfall claimed to have targeted Van Lewton as an agent of the terrorist group Banshee Net, but the team found no proof to back this up. Investigating Van Lewton&#039;s associates, they learned that she had been hired to steal WAVER through a criminal contact named Sonny Charlton. Negotiating with Charlton, they discovered that he had in turn been hired by Avery Mitchell, husband of Senator Gwen Lockheart and  a highly ranked agent of Project Pitfall. Tailing Mitchell and doing surveillance on his home, the team was able to learn that he was selling classified intelligence secrets to a group known as the Peace Cartel. The team gathered evidence of Mitchell&#039;s treason and encountered operatives of the Peace Cartel, including a former associate of Simon&#039;s named Johnathan Roberts. Carter came into contact with an encryption expert on the internet, learning what he could about WAVER. He discovered, among other things, that the code related to one he&#039;d personally come across from a suspicious website. Grabbing WAVER before Mitchell could exchange it with the criminal organization&#039;s representatives, they foiled the Cartel&#039;s plans. Y then used the evidence of Mitchell&#039;s secret activities to blackmail him into providing SHELTER with information on Pitfall activities as well as reducing Pitfall interference in future SHELTER operations.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission, given by a CIA supervisor codenamed &#039;X&#039;, involved a branch of the Franchise known as The Apothecary, a drug organization that was trading in biochemical agents on the black market. The team was to meet Apothecary operative Nelson Grakos, an amoral and hedonistic drug designer, and try to learn the location of an illegal hot lab used in creating lethal toxins. Arriving in New York City, they adopted the guises of an Albanian smuggler and his entourage, and managed to get an invitation to one of Grakos&#039; infamous parties in his downtown penthouse. As part of the arrangement, however, they were tasked with killing a former associate of Grakos named Tommy Laredo. Laredo was an accountant for his operation who had become a security risk through heroin addiction. Locating Laredo in the vicinity of Coney Island, they captured him. Planning to escort Laredo to an agency safehouse, they were interrupted by the arrival of crooked NYPD Narcotics Detective Larry Bloch. Bloch tried to negotiate for a piece of the action, but he eventually gave up, warning the team to watch their backs.&lt;br /&gt;
&lt;br /&gt;
After some surveillance of the heavily secured penthouse, the team attended the weekend party Grakos was throwing. During the party they saw Grakos meet with representatives of an Indonesian terrorist group known as True Faith. Damian recognized Grakos&#039; live-in girlfriend, Katja, as being connected with a Russian organized crime figure he had investigated while with the FBI. Katja in turn revealed to Bill that she recognized him as a friend of a friend, a KGB operative Bill had encountered during his time in Serbia. Katja stated that she and this mutual acquaintance were actually with the Krypt, and that she was under orders to make sure nothing untoward happened to Grakos or his organization. She also hinted that Bill&#039;s agency was not all that it seemed. Meanwhile, Charlotte and Damian accessed Grakos&#039; office and his personal computer. After downloading encrypted files on the hot lab and the deal The Apothecary was making with the Indonesian terrorists, the team quietly left the party. &lt;br /&gt;
&lt;br /&gt;
Finding that the hot lab was hidden within an apparently abandoned hospital in the Bronx, the team identified the security and power set up for the facility. After Simon had a close call with a guard, Damian sabotaged the power to the hot lab and the team surrounded its exits, threatening to set it on fire if the Apothecary guards inside did not surrender. After the team lit one door, the Apothecary operatives attempted to flee, and the SHELTER team was able to subdue three of them and kill a fourth. A fifth one was wounded but escaped from the scene. The team quickly sabotaged the equipment in the laboratory, destroyed the more dangerous samples inside, and set the entire facility on fire. The team reported their mission success to X and were told to await further orders. Charlotte was redeployed to a different cell. &lt;br /&gt;
&lt;br /&gt;
In the period between missions, Carter received an email from the username &amp;quot;BigNothing&amp;quot;, a contact he made during his investigation into WAVER. The email was asking Carter and his teammates for a favor on behalf of BigNothing&#039;s unnamed backers. An agent of theirs was injured, hiding from Project Pitfall, and needed to be escorted safely to a container vessel in the Atlantic Ocean. In exchange for this favor, BigNothing offered to provide intel related to the team&#039;s personal mysteries. Carter approached the others about this offer, and they agreed to take part in the rescue operation. Finding the safehouse, they met Yvette Brown (probably an alias), a young woman who had been shot in the leg and who was somewhat delirious. After tending to her injury, they got her into a car and talked their way past a police checkpoint, escaping the area before a Pitfall strike team arrived at the safehouse. The team drove to a dock where a boat was prepared to take them out to the container ship. On their way to the boat, however, they were attacked by a hit squad composed of a sniper and several assaulters using a speedboat. Carter was injured in the ensuing shootout, and a security guard and several assaulters were killed. Searching the bodies, the team found an old photograph of Simon Jordan in one assassin&#039;s possession. &lt;br /&gt;
&lt;br /&gt;
The team left the dock and found a rental boat at another location, taking it out to meet the container ship before it left the coast. Aboard the Pearl of Tangiers, Carter, Damian, and Simon handed Yvette over to a man who called himself &amp;quot;Marin&amp;quot;. Marin didn&#039;t offer many explanations, but did give the team an envelope filled with intelligence data. The data included, among other things, surveillance on Jonathan Roberts, pictures of ex-CIA station chief Francis Prosper, and an assessment of SHELTER. The latter was a fully decrypted version of the same file Carter had intercepted and tried to decrypt earlier, and it implied that SHELTER was in fact a cover operation for the organization known as the Shadow Patriots. The team decided to hand over all of the other intel, keeping the assessment secret from their control for the time being.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission was to locate and capture their old foe Jonathan Roberts. They began their search by checking a private airfield in Kansas, one which was suspected of being a front for the Peace Cartel. Roberts was expected to arrive at the airfield on business for the Cartel. The team attacked several vehicles headed to the airfield in the middle of the night, subduing several Cartel mercenaries. Roberts arrived via helicopter, however, and was able to escape aboard a cargo plane before the agents could pin him down. Evidence at the airfield pointed to the cargo plane&#039;s destination being Sudan. The team met with translator and guide David Dak, a Nuer tribesman who had emigrated to the United States more than a decade previous. They arrived in Sudan and began following clues to Roberts&#039; location. They also visited a local gun runner to buy weapons and other gear. After negotiating their way past a local militia checkpoint, they ended up in the village where they suspected Roberts was hiding. As they set up surveillance on a warehouse, they were ambushed by a squad of rebels. It was revealed that the rebels were allies of the Cartel, and had some kind of business agreement. The agents were taken to a rebel camp where they were imprisoned and interrogated by Cartel agents. The team was able to get on the good side of the rebel camp commander, however, and convinced him to aid in their escape. After getting out of the camp, the team set up an ambush for the Cartel operatives who pursued them. They killed two of the enemy agents and captured five others, including Jonathan Roberts. The team handed Roberts into SHELTER custody and returned home after their ordeal.&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to apply the following Campaign Qualities to the first Season of this game:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP) Each time a player character gains any non-Covert feat choice, he may choose a Covert feat instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: Tell me five things about yourself, four of them true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: I&#039;m sorry?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: It&#039;s a game we used to play, at the subanalytical unit. Keep ourselves sharp. It&#039;s lie detection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: Oh. I don&#039;t think I&#039;d be much good at bluffing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: That would&#039;ve counted as your lie, right there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Breach (2007)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP) All player characters are subject to the Faction gear rules. Further, Faction characters may only gain Reputation, not Net Worth. Finally, the Freelance campaign quality may not also be in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Joseph Palmi: You&#039;re the guys that scare me. You&#039;re the people that make big wars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edward Wilson: No, we make sure the wars are small ones.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Good Shepard (2006)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP) The cost to activate a critical injury inflicted on a player or special character decreases by 1 action die (minimum 0). Further, the range of damage at which a Fortitude save must be made to avoid a critical injury becomes 16-25, and the threshold at which a Fortitude save must be made to avoid dropping to -9 wound points become 26+. Finally, the DCs of all Medicine checks increase by 5, and the error ranges of all such checks increase by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tom Bishop: Ah, Jesus Christ, you just... You don&#039;t just trade these people like they&#039;re baseball cards! It&#039;s not a fucking game!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nathan Muir: Oh, yes it is. It&#039;s exactly what it is. And it&#039;s no kid&#039;s game either. This is a whole other game. And it&#039;s serious and it&#039;s dangerous. And it&#039;s not one you want to lose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Spy Game (2001)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP) All special and player characters gain a +4 morale bonus with Blend/Stealth and Sneak/Hide checks made to determine who benefits from a surprise round (see page 323). Further, all characters of any type suffer a –4 morale penalty with skill checks made to shift a target’s disposition or convince a target to take or participate in any action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jason Bourne: I can tell you the license plate numbers of all six cars outside. I can tell you that our waitress is left-handed and the guy sitting up at the counter weighs two hundred fifteen pounds and knows how to handle himself. I know the best place to look for a gun is the cab of the gray truck outside, and at this altitude, I can run flat out for a half mile before my hands start shaking. Now why would I know that? How can I know that and not know who I am?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Bourne Identity (2002)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear System&lt;br /&gt;
&lt;br /&gt;
We&#039;re using the &#039;&#039;&#039;Stockpile System&#039;&#039;&#039; from The Big Score supplement.&lt;br /&gt;
&lt;br /&gt;
=The Agency=&lt;br /&gt;
&lt;br /&gt;
The group known as SHELTER was formed in the Winter of 2006 by elements of the American intelligence community, primarily as a response to the operational and bureaucratic morass caused by Project Pitfall and the ever-expanding War On Terror. Seeking to reclaim territory and assets lost in the shadow of the massive international counter-terrorism force, several administrators of the CIA, FBI, and NSA agreed to pool their remaining resources and form a distinct, unique unit of their own creation. This unit would operate in advance of and separate from the joint task forces of the National Security Council and their Pitfall affiliates. Its primary task would be to conduct counter-terrorist and intelligence operations both within the United States and abroad, protecting American interests and offering its creators an alternative perspective on the current global crisis. A trio of trusted executives from the three originating agencies were tasked with overseeing the formation of SHELTER, operating under the cover of an NSA task force. Seeking prospective agents from government intelligence agencies, law enforcement departments, and the military, the &amp;quot;Big Three&amp;quot; selected personnel based on their proficiency, discretion, and ideals.&lt;br /&gt;
&lt;br /&gt;
In the period since its inception, SHELTER has seen only modest growth, seeking to operate below the radar of parent and sister agencies. This is in keeping with the original vision of the organization; a fallback unit which its creators could rely upon for discreet information and operation cycles. Thus far, very few people in the NSA or the American intelligence community are aware of the group&#039;s existence. There have been several close calls, primarily due to SHELTER teams crossing paths with Pitfall personnel while pursuing data or sabotaging terrorist cells. These encounters have always resulted in the SHELTER ops covering their tracks and backing down from direct confrontation. It is feared that some form of collision with Pitfall is inevitable, but the agency has managed to stave it off for the time being.&lt;br /&gt;
&lt;br /&gt;
The primary focus of SHELTER is dealing with the terrorist organization known as the Franchise. A vast, sprawling collection of criminal and extremist cells with limited but resilient networking support, the Franchise is a daunting and deadly antagonist. Every SHELTER operative lost in the field thus far met their end at the hands of this conspiracy in one form or another, and this has only intensified the focus of the surviving ops. The struggle is difficult for numerous reasons, not the least of which is the Franchise&#039;s ability to replace lost cells within weeks or even days. SHELTER holds out hope that it will somehow find a way to break this cycle and finally land a crippling blow. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;: 3 (Meddling, Protection, Secrecy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: 3 (Allies, Enemies, Rivals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image&#039;&#039;&#039;: 5 (Secretive goals, Mysterious methods, Secretive leaders, Secretive members, On record sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites&#039;&#039;&#039;: 5 (Classroom, COMSEC Center, Hospital, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;: 6 (E-IV, G-II, R-IV, S-IV, T-V, V-III, W-IV)&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code of Silence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a code of silence that we don&#039;t dare speak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a wall between and the river&#039;s deep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We keep pretending that there&#039;s nothing wrong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But there&#039;s a code of silence and it can&#039;t go on&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Code of Silence, Bruce Springsteen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; II&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Do research on Jaromir Navratil&lt;br /&gt;
&lt;br /&gt;
Arrange meeting with Navratil to acquire his information&lt;br /&gt;
&lt;br /&gt;
Follow up on Navratil&#039;s information&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure to acquire Navratil&#039;s information -2&lt;br /&gt;
&lt;br /&gt;
Being identified by other agencies -2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Surveillance Gear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4x Audio Bugs II, Commercial Bug Sweeper II, Commercial Still Camera III, Commercial Tape Recorder III, 2x Mid-Size Sedans I, Lodging 3-Star Hotel III&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Carter: 4&lt;br /&gt;
&lt;br /&gt;
Damian: 4&lt;br /&gt;
&lt;br /&gt;
Hailee: 3&lt;br /&gt;
&lt;br /&gt;
John: 4&lt;br /&gt;
&lt;br /&gt;
Simon: 3&lt;br /&gt;
&lt;br /&gt;
GC: 6&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $3200&lt;br /&gt;
&lt;br /&gt;
=Fragile Playlist=&lt;br /&gt;
&lt;br /&gt;
The following is an iTunes playlist I concocted for listening to while working on the game:&lt;br /&gt;
&lt;br /&gt;
1. Dangerous World, Mychael Danna, Breach&lt;br /&gt;
&lt;br /&gt;
2. Gimme Shelter, The Rolling Stones, Let It Bleed&lt;br /&gt;
&lt;br /&gt;
3. The Drive to Paris, John Powell, The Bourne Identity&lt;br /&gt;
&lt;br /&gt;
4. Everybody&#039;s Been Burned, The Byrds, Younger Than Yesterday&lt;br /&gt;
&lt;br /&gt;
5. New Memories, John Powell, The Bourne Supremacy&lt;br /&gt;
&lt;br /&gt;
6. Signal to Noise, Peter Gabriel, Up&lt;br /&gt;
&lt;br /&gt;
7. License: 2 Kills, David Arnold, Casino Royale&lt;br /&gt;
&lt;br /&gt;
8. Life During Wartime, Talking Heads, Fear of Music&lt;br /&gt;
&lt;br /&gt;
9. Assets and Targets, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
10. Happiness is a Warm Gun, The Beatles, The White Album&lt;br /&gt;
&lt;br /&gt;
11. The Lighthouse, Amon Tobin, Chaos Theory: Splinter Cell 3&lt;br /&gt;
&lt;br /&gt;
12. Thinking of Marie, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
13. Code of Silence, Bruce Springsteen, The Essential Bruce Springsteen&lt;br /&gt;
&lt;br /&gt;
14. Man Versus Man, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
15. The Man Who Sold the World, David Bowie, The Man Who Sold The World&lt;br /&gt;
&lt;br /&gt;
16. Paint It Black, The Rolling Stones, Aftermath&lt;br /&gt;
&lt;br /&gt;
17. Faces Without Names, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
18. Wish You Were Here, Pink Floyd, Wish You Were Here&lt;br /&gt;
&lt;br /&gt;
=Sources of Inspiration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Identity&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Supremacy&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Ultimatum&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ipcress File&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen and Country&#039;&#039; (comic book)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sandbaggers&#039;&#039; (TV series)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spy Game&#039;&#039; (film)&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=105134</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=105134"/>
		<updated>2009-03-11T02:00:19Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&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;
 &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;
6 subdual damage&lt;br /&gt;
&lt;br /&gt;
-7 vitality points&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>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=105133</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=105133"/>
		<updated>2009-03-11T01:55:19Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 46&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 175 lbs (79.5 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +9&lt;br /&gt;
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Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
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Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, CMP) +4 (+5 with laser sight), dmg 1d10+1, E/T 1/20, 15M4, rng 25 ft.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) +3 (+4 with advanced combat sight), dmg 4d4 (AP 3), E/T 1/20, 30M3, rng 125 ft.&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +18 (12 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +15/+13 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +12/+11 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +11/+10 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +12 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +12/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +14/+14 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities, criminal culture, psychology&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +3 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 associate contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Field Test: At Level 2, when you request gear during the Intel Phase, you may declare that a single pick is an experimental device and ‘under test.’ Your error range with each attack and skill check made using the item decreases by 1 (minimum 0). (Current target: laptop computer)&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city)): You may suppress information that might reveal your activities or those of your allies or Faction. Once per session, you may choose to cover up 1 event that occurs during the session (e.g. a kidnapping, a murder, a political maneuver). You must spend 4 hours getting in touch with your supporters, after which the DCs of all Analysis, Investigation, Search, and Request checks made to collect information about the event are increased by an amount equal to your class level.&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Confederate: Global Search: You can locate anyone, anywhere, anytime. At Level 10, once per mission, you may determine the city or 20-mile × 20-mile area in which any special character is located. This requires a number of hours equal to the target character’s level × 8. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 7&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 12 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) II, Weapons Upgrades (4) II, Smuggling II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, ) II, Cover identity II (PR 2, Jonas Walsh, Baltimore FBI agent), &lt;br /&gt;
Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), Laptop Computer (PR7) III, Security Software (PR7), Gadget (Skill Check: Networking/Contact PR4 (+16 skill bonus), housing: cell phone) IV, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, rope, backpack, USB flash drive, (convert 5.56x45mm NATO stockpile to armor-piercing) (3 common items), (1 additional non-lethal 5.56x45mm NATO stockpile) (3 common items)))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity (Jonas Walsh, Baltimore FBI agent), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, H&amp;amp;K USP II, duct tape, cell phone, leatherman tool, pack of zip ties, hands-free headset attachment, maglite flashlight, binoculars, balaclava, rope, backpack, surgical gloves, USB flash drive&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
9 subdual damage&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has excellent ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Hailee_Wyatt&amp;diff=105132</id>
		<title>SHELTER:Hailee Wyatt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Hailee_Wyatt&amp;diff=105132"/>
		<updated>2009-03-11T01:52:21Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Autumn_reeser.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Hailee Wyatt&lt;br /&gt;
&lt;br /&gt;
Codename: SWAN&lt;br /&gt;
&lt;br /&gt;
Player: thelazyblank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Witty Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Faceman 3/Intruder 1/Con Artist 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 17&lt;br /&gt;
&lt;br /&gt;
XP: 10,000 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 25&lt;br /&gt;
&lt;br /&gt;
Height: 5’10”&lt;br /&gt;
&lt;br /&gt;
Weight: 117 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Blond – Dirty/Darker&lt;br /&gt;
&lt;br /&gt;
Backstory: Hailee Wyatt grew up as the fourth of six children in a trailer park outside of San Antonio. While her family wasn’t too poor to afford the basics of food and clothes, they weren’t pulling in the kind of money needed to get anything real nice for themselves, or move out of the park. This always pissed Hailee off, as there were plenty of other kids at her school with more nice stuff than she had. This bothered her the most when it was people who were bad or not very careful with their money. She was jealous because these other kids would just throw their money away without a reason, while she knew she’d get in a lot of trouble if she did half the stuff they did. This sort of passive-aggressive hatred towards people lasted until the beginning of high school, where Hailee decided that she wouldn’t just wait around and let these people waste money. She was going to get herself some.&lt;br /&gt;
&lt;br /&gt;
She started off by doing some underhanded “drug deals”. A simple con that involved large bags of oregano and dealing to the less-than-social people who just wanted to try and fit in. She was surprised by how easy it was to fool people into believing her. She later moved up to sugar pills, selling them as anything she could think of. People believed her, and they were just waiting for someone to take their money for whatever it was they needed. After a while, though, people started to find out most of her stuff was fake, so she began looking to sell the real stuff. Slightly more costly, but she was still making money. Of course, now she was dealing with illegal deals, and eventually ran into some legal trouble. What she didn’t know was that her hook-up was a higher-up with the Colombian North Valley Cartel named Juaquim Gomez, and that she was in way over her head. Luckily, the person who found her and turned her in was an undercover DEA agent named Dominic Lopez.&lt;br /&gt;
&lt;br /&gt;
Dominic was impressed with Hailee’s ability to work with people and keeping her head when in deep water. The two of them talked for a long time about what Hailee wanted to do with her life, what Dominic had done, and what kind of person Hailee was. What was supposed to be an interrogation turned quickly into a discussion. Dominic and Hailee agreed that she’d help take care of the North Valley Cartel with names and places, including testimony, for probation for a number of years. Dominic and Hailee then talked about college, and how Hailee could get a degree without much money. Her grades were good, but probably not good enough for a full scholarship. With Dominic’s help, she managed to be accepted to UCLA and had enough in loans and scholarships to pay for school for at least four years. She worked for all four years, keeping her grades up, ending her college career with a 3.6 GPA with a BA in Business.&lt;br /&gt;
&lt;br /&gt;
With a degree, Hailee could now go through basic DEA training, which was mainly to teach her how to be an all-around agent. She did great in all the areas of training, but constantly had comments made on her practical exams about not following the letter of the rules, while still following the spirit of the rules. This was one of the major things that stopped her from graduating top of her class, but was generally considered to be someone with a bright future in the DEA, assuming she avoided getting into any major bureaucratic-type fights where she could get in a lot of trouble. Her first real field position was being sent to Louisiana, where they thought she could get experience dealing with smuggling without being on the front lines. Hailee took it as a bit of a punishment, but knew she shouldn’t argue about it.&lt;br /&gt;
&lt;br /&gt;
While working there, she came across a smuggling ring, which included some typical traces of narcotics such as coffee grounds. The unusual parts were the chemicals and biological samples that were found during the recon on the warehouses where the shipments were held. After months of recon, research and some minor undercover work, she finally had some idea who these people were and what they were trying to do. They were part of a larger group, but this sub-group called themselves the Apothecary. Within the next month, she was sought after by the people leading SHELTER, who were impressed by her abilities to track down the truth behind what was going on. They gave her more information on what she was looking for, but she knew she couldn’t take on this whole group on her own. SHELTER then offered her a job, working for the best of the best, saying they would eventually fall against the Franchise and many of their smaller groups. This was all Hailee needed to hear: She now had a chance of making something of herself without having to deal with as many of the rules and regulations as with the DEA. She signed up as soon as she could.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Hailee wants to bring The Apothecary to justice, no matter how much work it takes. Her first mission is to figure out what they were doing in Louisiana, and stop that. She feels by doing this, she’ll be paying back Dominic in her own way for helping her find a way for her to use her gifts without being a full-time criminal. Objectives; Confirm, Infiltrate, Investigate, Neutralize)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 27 (+1d10)&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2&lt;br /&gt;
&lt;br /&gt;
Reflex: +8&lt;br /&gt;
&lt;br /&gt;
Will: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +8&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: +5&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, SMG, Edged, Hurled, Shotgun&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks:&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: RSA Bizon-2 +4 to hit, Damage 1d12  Error 1–3/Threat 20 Ammo 66M3 Recoil 7 Range 35 ft. &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed +2 1d4&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (need stats here)&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Blend +8/+9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +13 (6 ranks, cap 30, threat 17-20)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +6 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Cultures +6 (Central America, North America, South America) (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +3 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Falsify +7/+7 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Impress +11 (6 ranks, cap 30, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Manipulate +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Networking +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Profession +4 (DEA officer) (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Search +3 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Chemistry) +2 (0 ranks, cap 15, error range 1-3)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +6 (2 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+11 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +6/+7 (2 ranks, cap 20, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Tactics +3/+4 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Interests: Gambling, liquors, shopping, clubbing, fine cuisine, firearm history, luxury cars&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Cha, -2 Con, +3 Interests (+4 at 10, +5 at 14, +6 at 18), 1/session increase disposition by 1, Bluff threat +2 (+3 at 10, +4 at 15, +5 at 20), bonus feat (Fence), Handgun proficiency, 2 acquaintance contacts (3 at 12, 4 at 18), +2 insight to bluff/sneak (+3 at 8, +4 at 12, +5 at 16, +6 at 20) &lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Doublespeak: As a free action, you may spend 1 action die to improve or worsen a target’s disposition toward you and each of your allies by 1 grade for the duration of the current scene. This ability may not target any one character more than once per scene, nor improve any target’s disposition toward your or any of your allies to better than Supportive.&lt;br /&gt;
&lt;br /&gt;
Two-Faced: You’re a masterful deceiver, skilled at manipulating everyone around you. You make all Bluff checks as active checks (see page 89).&lt;br /&gt;
&lt;br /&gt;
1000 Faces: You can mimic nearly anyone. At Level 1, you gain the Flawless Identity feat (see page 208). Further, a number of times per mission equal to your starting action dice, you may target any 1 special character as whom you have successfully disguised&lt;br /&gt;
yourself (using the Falsify skill). Until the end of the current mission, the target is considered an additional persona provided by your Flawless Identity feat.&lt;br /&gt;
&lt;br /&gt;
Cold Read: At Level 2, once per session when you first encounter a character, you may ask the GC a number of personal questions about the character equal to your starting action dice. This requires 1 free action. Sample questions include “What does the man in the suit do for a living?” and “What is the lady’s favorite author?” The target may conceal an answer by spending 1 action die per question ignored. Once a target has spent an action die to ignore a question, you may not re-ask that character that question using&lt;br /&gt;
this ability for the duration of the current mission.&lt;br /&gt;
&lt;br /&gt;
Quick Change: At Level 3, twice per session, you may make a Sneak/Hide or Falsify/Disguise check that would ordinarily require 2d4 minutes or less as a free action, ignoring any kit requirements.&lt;br /&gt;
&lt;br /&gt;
Gear Prep: You always seem to have the best tools for the job at hand. At Level 1, during the Intel Phase, you or any of your teammates may choose a number of mission gear picks equal to your starting action dice as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you may instead choose the same number of additional Caliber I mission gear picks of any type.&lt;br /&gt;
&lt;br /&gt;
Short Con I: You begin cons by creating a sense of urgency in your target, and consequently close many deals in just one sitting. At Level 1, you may increase your error range by 1 to decrease the time required to make any Impress, Intimidate or Manipulate check to 1/2 standard (rounded down, minimum 1 round).&lt;br /&gt;
&lt;br /&gt;
Sucker Born Every Minute I: (Text goes here)&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
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;
Flawless Identity: You gain a number of specific, named identities equal to your starting action dice. Each of these identities features complete background documentation equivalent to a cover identity with a Power Rating of 6. You must define these identities when you gain this feat; thereafter, you may only replace them during the Intel Phase of each mission.&lt;br /&gt;
&lt;br /&gt;
Slipping into one of these identities — i.e. “getting into character” — requires 1 minute and 1 action die, while returning to your natural identity requires only 1 free action. While you’re in character, your true personality is completely submerged but still controls your actions. You retain all of your main character’s feats and skill&lt;br /&gt;
ranks, but may voluntarily suppress or reduce any of them to better match the assumed identity. Further, each identity possesses 1 Profession focus and 2 Interests (chosen when this feat is gained, and when each identity is replaced), and you may use these focuses&lt;br /&gt;
and Interests only while in the appropriate identity.&lt;br /&gt;
&lt;br /&gt;
When questioned in character, you respond in character. You are not considered to be lying when you deny any knowledge of activities performed while not in character, or in a different identity. Each identity genuinely recalls innocuous and difficult-to-verify&lt;br /&gt;
activities to cover gaps when you were out of character or in a different identity, and subconsciously avoids situations and actions that might call the identity into question (e.g. it avoids situations requiring skill checks for skills it doesn’t actually possess).&lt;br /&gt;
While you’re in character, your true personality may only be discovered with a successful brainwashing attempt (and even this only confirms that you aren’t who you claim to be).&lt;br /&gt;
&lt;br /&gt;
Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s&lt;br /&gt;
Wisdom score below 6). Also, your result cap with Impress/Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by&lt;br /&gt;
an amount equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Mark: As a free action, you may target 1 character within your line of sight and name 3 skills, learning the character’s total bonus with each. You may use this ability a number of times per session equal to the number of Style feats you possess.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Dominic Lopez – DEA Undercover Agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Sources I (You have access to a large network of street informants, criminal snitches, journalists, and other information sources. At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request&lt;br /&gt;
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;
Associate: Investigate check, Threat Level +12&lt;br /&gt;
&lt;br /&gt;
Confederate: Big Brother (Your eyes and ears are omnipresent. At Level 10, once per mission, you may cover 1 single area — a building, a park, a street, etc. — so thoroughly with bugs that every single event that transpires therein is monitored, recorded, and analyzed for future use. This area may be any size and shape up to 4000 cubic ft. per class level. If you can physically enter the target area, preparation requires 1 minute per 10-ft. × 10-ft. zone; otherwise, the process requires 15 minutes per 10-ft. × 10-ft. zone.&lt;br /&gt;
&lt;br /&gt;
Once the area is prepared, all visual, audio, and electronic communication into or out of it is automatically recorded and relayed to a location of your choosing, where you may review it at your leisure. Further, the quality of the feed grants a +2 gear bonus with all Investigation, Search, Security, and Sense Motive checks targeting an individual or event through the feed. The Notice and Search DC to find your bugs is equal to your&lt;br /&gt;
class level + 30, and removing them requires the same amount of&lt;br /&gt;
time as placing them.)&lt;br /&gt;
&lt;br /&gt;
Partner: Red Herrings ( text incoming )&lt;br /&gt;
&lt;br /&gt;
Wealth: 12&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condo in New Orleans, Loft in Los Angeles, Exotic Sports Car w/ Luxury Fittings and Custom Appearance, +1 Appearance)&lt;br /&gt;
&lt;br /&gt;
Possessions: 9 ( Glock 26 9mm P II (Holdout Holster, Custom Grip, Detailing), H&amp;amp;K MP5/10 10mm ACP III (Advanced Combat Sight, Tactical Sling, Reworked Action I), Escape Knife I, Low Profile Armor (Average) III, Disguise Kit II, Lockpick Kit I, Forgery Kit I, Legal Help (Immunity) II (PR 4), Laser Microphone II, Audio Bug III (PR 4), voice modulator, suitcase, flask, duct tape, padlock, chains, PDA, cell phone, slim jim, glass cutter, flashlight, flare, MP3 player, wire clippers, latex gloves, precision balance, power drill, magnifying glass, chewing gum, set of glasses)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Escape Knife I, Low Profile Armor (Average) III, Lockpick Kit I, cell phone, slim jim, wire clippers, RSA Bizon-2&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-2 vitality points&lt;br /&gt;
&lt;br /&gt;
20 subdual damage&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=105131</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=105131"/>
		<updated>2009-03-11T01:51:43Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Action Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
/nil, as [[SHELTER:Damian_Wechsler|&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;]], FBI social engineer&lt;br /&gt;
&lt;br /&gt;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
TheLazyBlank, as [[SHELTER:Hailee_Wyatt|&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;]], DEA agent&lt;br /&gt;
&lt;br /&gt;
Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
&lt;br /&gt;
Psyke, as [[SHELTER:John_Vaught|&#039;&#039;&#039;John Vaught&#039;&#039;&#039;]], FBI agent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
&lt;br /&gt;
Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Story So Far=&lt;br /&gt;
&lt;br /&gt;
The mission team operating under the codename SHELTER met at the NSA headquarters building in Fort Meade, Maryland. They were introduced to one of their three administrators, codenamed Y, a highly ranked NSA official. Y told them of the theft of a secret encryption system known as WAVER, taken from a NSA front company in Baltimore. He identified the thief as a professional corporate spy named Rebecca Van Lewton, and the team was given the task of locating Van Lewton and recovering WAVER. Upon their arrival in Baltimore, however, they found that Van Lewton had been shot and killed during a Project Pitfall raid on her apartment. &lt;br /&gt;
&lt;br /&gt;
Pitfall claimed to have targeted Van Lewton as an agent of the terrorist group Banshee Net, but the team found no proof to back this up. Investigating Van Lewton&#039;s associates, they learned that she had been hired to steal WAVER through a criminal contact named Sonny Charlton. Negotiating with Charlton, they discovered that he had in turn been hired by Avery Mitchell, husband of Senator Gwen Lockheart and  a highly ranked agent of Project Pitfall. Tailing Mitchell and doing surveillance on his home, the team was able to learn that he was selling classified intelligence secrets to a group known as the Peace Cartel. The team gathered evidence of Mitchell&#039;s treason and encountered operatives of the Peace Cartel, including a former associate of Simon&#039;s named Johnathan Roberts. Carter came into contact with an encryption expert on the internet, learning what he could about WAVER. He discovered, among other things, that the code related to one he&#039;d personally come across from a suspicious website. Grabbing WAVER before Mitchell could exchange it with the criminal organization&#039;s representatives, they foiled the Cartel&#039;s plans. Y then used the evidence of Mitchell&#039;s secret activities to blackmail him into providing SHELTER with information on Pitfall activities as well as reducing Pitfall interference in future SHELTER operations.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission, given by a CIA supervisor codenamed &#039;X&#039;, involved a branch of the Franchise known as The Apothecary, a drug organization that was trading in biochemical agents on the black market. The team was to meet Apothecary operative Nelson Grakos, an amoral and hedonistic drug designer, and try to learn the location of an illegal hot lab used in creating lethal toxins. Arriving in New York City, they adopted the guises of an Albanian smuggler and his entourage, and managed to get an invitation to one of Grakos&#039; infamous parties in his downtown penthouse. As part of the arrangement, however, they were tasked with killing a former associate of Grakos named Tommy Laredo. Laredo was an accountant for his operation who had become a security risk through heroin addiction. Locating Laredo in the vicinity of Coney Island, they captured him. Planning to escort Laredo to an agency safehouse, they were interrupted by the arrival of crooked NYPD Narcotics Detective Larry Bloch. Bloch tried to negotiate for a piece of the action, but he eventually gave up, warning the team to watch their backs.&lt;br /&gt;
&lt;br /&gt;
After some surveillance of the heavily secured penthouse, the team attended the weekend party Grakos was throwing. During the party they saw Grakos meet with representatives of an Indonesian terrorist group known as True Faith. Damian recognized Grakos&#039; live-in girlfriend, Katja, as being connected with a Russian organized crime figure he had investigated while with the FBI. Katja in turn revealed to Bill that she recognized him as a friend of a friend, a KGB operative Bill had encountered during his time in Serbia. Katja stated that she and this mutual acquaintance were actually with the Krypt, and that she was under orders to make sure nothing untoward happened to Grakos or his organization. She also hinted that Bill&#039;s agency was not all that it seemed. Meanwhile, Charlotte and Damian accessed Grakos&#039; office and his personal computer. After downloading encrypted files on the hot lab and the deal The Apothecary was making with the Indonesian terrorists, the team quietly left the party. &lt;br /&gt;
&lt;br /&gt;
Finding that the hot lab was hidden within an apparently abandoned hospital in the Bronx, the team identified the security and power set up for the facility. After Simon had a close call with a guard, Damian sabotaged the power to the hot lab and the team surrounded its exits, threatening to set it on fire if the Apothecary guards inside did not surrender. After the team lit one door, the Apothecary operatives attempted to flee, and the SHELTER team was able to subdue three of them and kill a fourth. A fifth one was wounded but escaped from the scene. The team quickly sabotaged the equipment in the laboratory, destroyed the more dangerous samples inside, and set the entire facility on fire. The team reported their mission success to X and were told to await further orders. Charlotte was redeployed to a different cell. &lt;br /&gt;
&lt;br /&gt;
In the period between missions, Carter received an email from the username &amp;quot;BigNothing&amp;quot;, a contact he made during his investigation into WAVER. The email was asking Carter and his teammates for a favor on behalf of BigNothing&#039;s unnamed backers. An agent of theirs was injured, hiding from Project Pitfall, and needed to be escorted safely to a container vessel in the Atlantic Ocean. In exchange for this favor, BigNothing offered to provide intel related to the team&#039;s personal mysteries. Carter approached the others about this offer, and they agreed to take part in the rescue operation. Finding the safehouse, they met Yvette Brown (probably an alias), a young woman who had been shot in the leg and who was somewhat delirious. After tending to her injury, they got her into a car and talked their way past a police checkpoint, escaping the area before a Pitfall strike team arrived at the safehouse. The team drove to a dock where a boat was prepared to take them out to the container ship. On their way to the boat, however, they were attacked by a hit squad composed of a sniper and several assaulters using a speedboat. Carter was injured in the ensuing shootout, and a security guard and several assaulters were killed. Searching the bodies, the team found an old photograph of Simon Jordan in one assassin&#039;s possession. &lt;br /&gt;
&lt;br /&gt;
The team left the dock and found a rental boat at another location, taking it out to meet the container ship before it left the coast. Aboard the Pearl of Tangiers, Carter, Damian, and Simon handed Yvette over to a man who called himself &amp;quot;Marin&amp;quot;. Marin didn&#039;t offer many explanations, but did give the team an envelope filled with intelligence data. The data included, among other things, surveillance on Jonathan Roberts, pictures of ex-CIA station chief Francis Prosper, and an assessment of SHELTER. The latter was a fully decrypted version of the same file Carter had intercepted and tried to decrypt earlier, and it implied that SHELTER was in fact a cover operation for the organization known as the Shadow Patriots. The team decided to hand over all of the other intel, keeping the assessment secret from their control for the time being.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission was to locate and capture their old foe Jonathan Roberts. They began their search by checking a private airfield in Kansas, one which was suspected of being a front for the Peace Cartel. Roberts was expected to arrive at the airfield on business for the Cartel. The team attacked several vehicles headed to the airfield in the middle of the night, subduing several Cartel mercenaries. Roberts arrived via helicopter, however, and was able to escape aboard a cargo plane before the agents could pin him down. Evidence at the airfield pointed to the cargo plane&#039;s destination being Sudan. The team met with translator and guide David Dak, a Nuer tribesman who had emigrated to the United States more than a decade previous. They arrived in Sudan and began following clues to Roberts&#039; location. They also visited a local gun runner to buy weapons and other gear. After negotiating their way past a local militia checkpoint, they ended up in the village where they suspected Roberts was hiding. As they set up surveillance on a warehouse, they were ambushed by a squad of rebels. It was revealed that the rebels were allies of the Cartel, and had some kind of business agreement. The agents were taken to a rebel camp where they were imprisoned and interrogated by Cartel agents. The team was able to get on the good side of the rebel camp commander, however, and convinced him to aid in their escape. After getting out of the camp, the team set up an ambush for the Cartel operatives who pursued them. They killed two of the enemy agents and captured five others, including Jonathan Roberts. The team handed Roberts into SHELTER custody and returned home after their ordeal.&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to apply the following Campaign Qualities to the first Season of this game:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP) Each time a player character gains any non-Covert feat choice, he may choose a Covert feat instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: Tell me five things about yourself, four of them true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: I&#039;m sorry?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: It&#039;s a game we used to play, at the subanalytical unit. Keep ourselves sharp. It&#039;s lie detection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: Oh. I don&#039;t think I&#039;d be much good at bluffing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: That would&#039;ve counted as your lie, right there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Breach (2007)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP) All player characters are subject to the Faction gear rules. Further, Faction characters may only gain Reputation, not Net Worth. Finally, the Freelance campaign quality may not also be in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Joseph Palmi: You&#039;re the guys that scare me. You&#039;re the people that make big wars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edward Wilson: No, we make sure the wars are small ones.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Good Shepard (2006)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP) The cost to activate a critical injury inflicted on a player or special character decreases by 1 action die (minimum 0). Further, the range of damage at which a Fortitude save must be made to avoid a critical injury becomes 16-25, and the threshold at which a Fortitude save must be made to avoid dropping to -9 wound points become 26+. Finally, the DCs of all Medicine checks increase by 5, and the error ranges of all such checks increase by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tom Bishop: Ah, Jesus Christ, you just... You don&#039;t just trade these people like they&#039;re baseball cards! It&#039;s not a fucking game!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nathan Muir: Oh, yes it is. It&#039;s exactly what it is. And it&#039;s no kid&#039;s game either. This is a whole other game. And it&#039;s serious and it&#039;s dangerous. And it&#039;s not one you want to lose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Spy Game (2001)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP) All special and player characters gain a +4 morale bonus with Blend/Stealth and Sneak/Hide checks made to determine who benefits from a surprise round (see page 323). Further, all characters of any type suffer a –4 morale penalty with skill checks made to shift a target’s disposition or convince a target to take or participate in any action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jason Bourne: I can tell you the license plate numbers of all six cars outside. I can tell you that our waitress is left-handed and the guy sitting up at the counter weighs two hundred fifteen pounds and knows how to handle himself. I know the best place to look for a gun is the cab of the gray truck outside, and at this altitude, I can run flat out for a half mile before my hands start shaking. Now why would I know that? How can I know that and not know who I am?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Bourne Identity (2002)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear System&lt;br /&gt;
&lt;br /&gt;
We&#039;re using the &#039;&#039;&#039;Stockpile System&#039;&#039;&#039; from The Big Score supplement.&lt;br /&gt;
&lt;br /&gt;
=The Agency=&lt;br /&gt;
&lt;br /&gt;
The group known as SHELTER was formed in the Winter of 2006 by elements of the American intelligence community, primarily as a response to the operational and bureaucratic morass caused by Project Pitfall and the ever-expanding War On Terror. Seeking to reclaim territory and assets lost in the shadow of the massive international counter-terrorism force, several administrators of the CIA, FBI, and NSA agreed to pool their remaining resources and form a distinct, unique unit of their own creation. This unit would operate in advance of and separate from the joint task forces of the National Security Council and their Pitfall affiliates. Its primary task would be to conduct counter-terrorist and intelligence operations both within the United States and abroad, protecting American interests and offering its creators an alternative perspective on the current global crisis. A trio of trusted executives from the three originating agencies were tasked with overseeing the formation of SHELTER, operating under the cover of an NSA task force. Seeking prospective agents from government intelligence agencies, law enforcement departments, and the military, the &amp;quot;Big Three&amp;quot; selected personnel based on their proficiency, discretion, and ideals.&lt;br /&gt;
&lt;br /&gt;
In the period since its inception, SHELTER has seen only modest growth, seeking to operate below the radar of parent and sister agencies. This is in keeping with the original vision of the organization; a fallback unit which its creators could rely upon for discreet information and operation cycles. Thus far, very few people in the NSA or the American intelligence community are aware of the group&#039;s existence. There have been several close calls, primarily due to SHELTER teams crossing paths with Pitfall personnel while pursuing data or sabotaging terrorist cells. These encounters have always resulted in the SHELTER ops covering their tracks and backing down from direct confrontation. It is feared that some form of collision with Pitfall is inevitable, but the agency has managed to stave it off for the time being.&lt;br /&gt;
&lt;br /&gt;
The primary focus of SHELTER is dealing with the terrorist organization known as the Franchise. A vast, sprawling collection of criminal and extremist cells with limited but resilient networking support, the Franchise is a daunting and deadly antagonist. Every SHELTER operative lost in the field thus far met their end at the hands of this conspiracy in one form or another, and this has only intensified the focus of the surviving ops. The struggle is difficult for numerous reasons, not the least of which is the Franchise&#039;s ability to replace lost cells within weeks or even days. SHELTER holds out hope that it will somehow find a way to break this cycle and finally land a crippling blow. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;: 3 (Meddling, Protection, Secrecy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: 3 (Allies, Enemies, Rivals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image&#039;&#039;&#039;: 5 (Secretive goals, Mysterious methods, Secretive leaders, Secretive members, On record sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites&#039;&#039;&#039;: 5 (Classroom, COMSEC Center, Hospital, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;: 6 (E-IV, G-II, R-IV, S-IV, T-V, V-III, W-IV)&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code of Silence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a code of silence that we don&#039;t dare speak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a wall between and the river&#039;s deep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We keep pretending that there&#039;s nothing wrong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But there&#039;s a code of silence and it can&#039;t go on&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Code of Silence, Bruce Springsteen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; II&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Do research on Jaromir Navratil&lt;br /&gt;
&lt;br /&gt;
Arrange meeting with Navratil to acquire his information&lt;br /&gt;
&lt;br /&gt;
Follow up on Navratil&#039;s information&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure to acquire Navratil&#039;s information -2&lt;br /&gt;
&lt;br /&gt;
Being identified by other agencies -2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Surveillance Gear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4x Audio Bugs II, Commercial Bug Sweeper II, Commercial Still Camera III, Commercial Tape Recorder III, 2x Mid-Size Sedans I, Lodging 3-Star Hotel III&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Carter: 4&lt;br /&gt;
&lt;br /&gt;
Damian: 4&lt;br /&gt;
&lt;br /&gt;
Hailee: 3&lt;br /&gt;
&lt;br /&gt;
John: 4&lt;br /&gt;
&lt;br /&gt;
Simon: 4&lt;br /&gt;
&lt;br /&gt;
GC: 6&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $3200&lt;br /&gt;
&lt;br /&gt;
=Fragile Playlist=&lt;br /&gt;
&lt;br /&gt;
The following is an iTunes playlist I concocted for listening to while working on the game:&lt;br /&gt;
&lt;br /&gt;
1. Dangerous World, Mychael Danna, Breach&lt;br /&gt;
&lt;br /&gt;
2. Gimme Shelter, The Rolling Stones, Let It Bleed&lt;br /&gt;
&lt;br /&gt;
3. The Drive to Paris, John Powell, The Bourne Identity&lt;br /&gt;
&lt;br /&gt;
4. Everybody&#039;s Been Burned, The Byrds, Younger Than Yesterday&lt;br /&gt;
&lt;br /&gt;
5. New Memories, John Powell, The Bourne Supremacy&lt;br /&gt;
&lt;br /&gt;
6. Signal to Noise, Peter Gabriel, Up&lt;br /&gt;
&lt;br /&gt;
7. License: 2 Kills, David Arnold, Casino Royale&lt;br /&gt;
&lt;br /&gt;
8. Life During Wartime, Talking Heads, Fear of Music&lt;br /&gt;
&lt;br /&gt;
9. Assets and Targets, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
10. Happiness is a Warm Gun, The Beatles, The White Album&lt;br /&gt;
&lt;br /&gt;
11. The Lighthouse, Amon Tobin, Chaos Theory: Splinter Cell 3&lt;br /&gt;
&lt;br /&gt;
12. Thinking of Marie, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
13. Code of Silence, Bruce Springsteen, The Essential Bruce Springsteen&lt;br /&gt;
&lt;br /&gt;
14. Man Versus Man, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
15. The Man Who Sold the World, David Bowie, The Man Who Sold The World&lt;br /&gt;
&lt;br /&gt;
16. Paint It Black, The Rolling Stones, Aftermath&lt;br /&gt;
&lt;br /&gt;
17. Faces Without Names, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
18. Wish You Were Here, Pink Floyd, Wish You Were Here&lt;br /&gt;
&lt;br /&gt;
=Sources of Inspiration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Identity&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Supremacy&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Ultimatum&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ipcress File&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen and Country&#039;&#039; (comic book)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sandbaggers&#039;&#039; (TV series)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spy Game&#039;&#039; (film)&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:John_Vaught&amp;diff=104820</id>
		<title>SHELTER:John Vaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:John_Vaught&amp;diff=104820"/>
		<updated>2009-03-06T18:49:35Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;John Vaught&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:John_Vaught.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: John Vaught&lt;br /&gt;
&lt;br /&gt;
Codename: HANDSHAKE&lt;br /&gt;
&lt;br /&gt;
Player: Pyske&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Witty Suit&lt;br /&gt;
&lt;br /&gt;
Class: Fixer 3/Advocate 3&lt;br /&gt;
&lt;br /&gt;
Reputation: 16&lt;br /&gt;
&lt;br /&gt;
XP: 15,250&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 48&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 181 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Salt &amp;amp; Pepper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (John has one major rivalry, in Arnold Monk, the former leader of the FBI&#039;s Economic Espionage Task Force. When John&#039;s formal complaint was rejected by a board of appeals (because the man&#039;s CYA approach was technically within the rules &amp;amp; regs), John used his social network to have the man ostracized and eventually pushed out of his position. Arnold held a grudge, and he&#039;s aware that John has moved into the espionage arena.)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 8 (-1)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 20 (+5)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4&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;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8&lt;br /&gt;
&lt;br /&gt;
Request: +11&lt;br /&gt;
&lt;br /&gt;
Gear: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +5&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Glock 26 9mm (favored): +5, 1d10+1, Error/Threat 1/20, Ammo 12M3, Recoil ?, Range 20 ft, Qualities: Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+7 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
[Athletics +1/+3 (2 ranks, cap 20) -- Skill Training II]&lt;br /&gt;
&lt;br /&gt;
Blend +2/+6 (1 rank, cap 20)*&lt;br /&gt;
&lt;br /&gt;
Bluff +17 (9 ranks, threat 17-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +15 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, North Africa, West Asia) +6 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Falsify +3/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +17 (9 ranks, threat 19-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Intimidate +0/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Investigation +2/+6 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Manipulate +9/+13 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Medicine +3/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Networking +10/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (4 ranks, 30 cap)&lt;br /&gt;
&lt;br /&gt;
Profession (Finance, Accounting forte) +16 (7 ranks, threat 19-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+9 (6 ranks, threat 19-20, cap 30)&lt;br /&gt;
&lt;br /&gt;
Search +3 (1 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +5/+9 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +2/+6 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Alcoholic Beverages (High-Quality), Entrepreneurship, Management Theory, Politics, Photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Str, improve disposition 1/session, +2 interests, +2 bluff threat range, Style feat, +1 Profession focus, free bribe 1/session at min value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Self-Promoter: When you succeed, you make sure everyone knows about it. At the end of each mission, your Reputation or Net Worth reward and that of each of your teammates increases by 1 or $50,000, respectively. Additionally, when you suffer an error with a skill check possessing the Disposition tag, the GC or an opposing character must spend 1 additional action die to activate it as a critical failure.&lt;br /&gt;
&lt;br /&gt;
The Hookup: At Level 1, each time you fail a Networking or Streetwise check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result&lt;br /&gt;
&lt;br /&gt;
Lets Deal I: At Level 2, instead of making an opposed Bureaucracy check, you may set your result to 1 higher than that of your opponent. This cannot result in an error or threat. You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Slick: At Levels 3, 7, 11, 15, and 19, you gain 2 additional acquaintance-grade contacts or 1 Style feat.&lt;br /&gt;
&lt;br /&gt;
Absolute Certainty: At Level 1, your class level is added to your Wisdom when calculating your stress damage thresholds (see page 339). Further, any time you succeed with an opposed Resolve check (i.e. as part of a standard skill check), you gain a +2 morale bonus with all opposed skill checks against the same opponent until the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Behind the Scenes I: At Level 2, a number of times per mission equal to your starting action dice, you may devote 1 hour to informing your supporters of your needs, after which you may make any 1 Request check with a DC of 20 or less without spending action dice (see pages 62 and 219). This check is automatically successful.&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;
Advisor: You gain a +2 insight bonus with all skill and Knowledge checks made with Resolve and Profession. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s Wisdom score below 6). Also, your result cap with Impress/ Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by an amount equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Candidate: Your 2 lowest attributes each increase by 1 (your choice of attribute in the case of a tie).&lt;br /&gt;
&lt;br /&gt;
Favored Gear: You gain 1 additional Possession (personal gear). This item’s Caliber may not exceed 1/3 your career level (rounded up).&lt;br /&gt;
• If the item’s Caliber exceeds the current mission caliber, you must discard a number of action dice equal to the difference&lt;br /&gt;
between these Calibers at the start of each session or you lose access to the item for the duration of the current mission.&lt;br /&gt;
• If the item’s Caliber is lower than the current mission caliber, you gain a number of action dice equal to the difference between these Calibers at the start of each session. These bonus action dice may only be spent to boost skill checks and activate threats using your favored gear item.&lt;br /&gt;
&lt;br /&gt;
Comtempt: Once per round, you may make a final attack against a standard character as a free action. You may use this ability a number of times per combat equal to your starting action dice (4).&lt;br /&gt;
&lt;br /&gt;
[Escape and Evasion Training -- Feat Training I]: You gain a +3 synergy bonus with all Blend checks made as the Prey in a manhunt. Further, all checks you make as the Prey in a manhunt gain a synergy bonus from your Falsify skill. Also, your maximum synergy bonus with checks made as the Prey in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Bluff skill with all Maneuver checks made as the Prey in a chase.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contact: Marie Turka, DEA Internal Affairs -- known via some &amp;quot;creative accounting&amp;quot; for a DEA op&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Assistance I: You can streamline any group activity, though at some risk. At Level 2, you may increase the error range of a teammate’s skill check by 1 to reduce the time required to make the check to 1/2 standard (rounded up, minimum 5 minutes). This&lt;br /&gt;
ability may target any skill check except one made as part of a Dramatic Conflict (see page 362). Further, you may assist only&lt;br /&gt;
1 teammate at a time. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
Associate: Red Herrings: You’re versed in forensic techniques — and how to foil them. At Level 4, you may spend 1 full round spoiling a 5-ft. square. This increases the DC of each skill check made to examine the target area or locate physical clues within it by 15. Further, you may spend action dice to activate critical failures with these skill checks, even when you aren’t present.&lt;br /&gt;
&lt;br /&gt;
Confederate: Cleaning Crew: At Level 6, you and each of your teammates within 30 ft. of you gains a synergy bonus with Blend checks equal to 1/2 your class level (rounded down).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 11&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (cruising yacht w/ Potomac berth, luxury sports car, professional attire +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 11 (Limousine SUV II (Security Package II, Run-flat tires, Basic Emergency Service Package, Structural Reinforcement, Ergonomic Seats), Glock 26 9mm II (Concealed Holster, Tactical Flashlight), Glock 26 9mm [favored] (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds), Low Profile Armor (Average) III (Nomex Underwear), Skill Boost I (+2 Impress), Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (FBI agent James Mullen, PR 2), Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, Skill Training II (Athletics), Feat Training I (Escape and Evasion Training), cigarettes, lighter, chewing gum, blackberry, disposable cell phone, attache case, portable document shredder, 2x handcuffs, bluetooth headset, tactical radio, needle-nose pliers, blank search warrant, business cards, gun cleaning kit, fancy watch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Glock 26 9mm II (Concealed Holster, Tactical Flashlight) [small of back]&lt;br /&gt;
Glock 26 9mm [favored] (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds) [ankle holster]&lt;br /&gt;
Low Profile Armor (Average) III (Nomex Underwear) [blazer]&lt;br /&gt;
Gadget: Skill Boost I (+2 Impress) [blazer front pocket]&lt;br /&gt;
Cover Identity II (FBI agent James Mullen, PR 2) [blazer inside pocket]&lt;br /&gt;
cigarettes, lighter, chewing gum, blackberry, business cards, disposable cell phone [pants pocket]&lt;br /&gt;
attache case [carried] &lt;br /&gt;
bluetooth headset [worn or blazer pocket]&lt;br /&gt;
fancy watch [worn]&lt;br /&gt;
&lt;br /&gt;
=Trunk of Rental Vehicle=&lt;br /&gt;
Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, portable document shredder, 2x handcuffs, tactical radio, needle-nose pliers, blank search warrant, gun cleaning kit&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-8 vitality&lt;br /&gt;
&lt;br /&gt;
12 stress damage&lt;br /&gt;
&lt;br /&gt;
-1 9mmP round&lt;br /&gt;
&lt;br /&gt;
=Transcript=&lt;br /&gt;
&lt;br /&gt;
Arnold Monk&lt;br /&gt;
&lt;br /&gt;
06.11.07 15:00&lt;br /&gt;
&lt;br /&gt;
Nothing really all that much to say about John, I guess. I mean, he’s a nice guy. Hard worker. I guess John just doesn’t have a particularly noteworthy history. He’s never been directly involved with any high profile cases; never gone through a door guns blazing, and certainly never done any operations off the books. He’s told me so himself, and frankly I believe him. He’s just not the type.&lt;br /&gt;
&lt;br /&gt;
I mean sure, he’s known some of those types of folks. Even had a hand in hiring one or two, from time to time. Occasionally he gets to have lunch with the directors up here, or share war stories with the field agents, but that’s really a factor of the fact that John’s a likeable guy. Purely personal; it has nothing to do with business.&lt;br /&gt;
&lt;br /&gt;
Look, John’s the ambitious type. Ever since the towers, he’s had some kind of thing going… I think maybe he got a little rattled by it all, or something. Maybe he felt responsible or something – you know, our team was working some kind of financial angle on the whole deal. Maybe he thought we should have pushed harder, could have stopped things. But you know, we had to keep our cover. Wasn’t worth the sacrifice to push things.&lt;br /&gt;
&lt;br /&gt;
Guess he wasn’t happy with that. That’s why you guys got him. Some inter-agency swap through DHS, right? It’s funny, I’m probably the only guy at the agency who’s got a bad word to say about John, after he burned me out of my spot. But I guess that’s why you’re talking to me, right? Johns a nice guy and all, and he did good work on the EEA task force. But he won’t let go of it. I followed protocols and I did my job, and when he couldn’t get an appeal through the FBI, he sabotaged me, got me blacklisted and shut out. I was a “risk to the program.” You want to know what a real risk to the program is? Someone who can’t follow the rules, that’s what. When John thinks he’s right about something, he’s willing to step on anyone and sacrifice anything to make the “right thing” happen.&lt;br /&gt;
&lt;br /&gt;
You think about that before you give him whatever this super-secret new job is supposed to be.&lt;br /&gt;
&lt;br /&gt;
Thanks. I guess that&#039;s it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=104819</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=104819"/>
		<updated>2009-03-06T18:48:57Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 46&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 175 lbs (79.5 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, CMP) +4 (+5 with laser sight), dmg 1d10+1, E/T 1/20, 15M4, rng 25 ft.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) +3 (+4 with advanced combat sight), dmg 4d4 (AP 3), E/T 1/20, 30M3, rng 125 ft.&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +18 (12 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +15/+13 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +12/+11 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +11/+10 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +12 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +12/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +14/+14 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities, criminal culture, psychology&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +3 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 associate contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Field Test: At Level 2, when you request gear during the Intel Phase, you may declare that a single pick is an experimental device and ‘under test.’ Your error range with each attack and skill check made using the item decreases by 1 (minimum 0). (Current target: laptop computer)&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city)): You may suppress information that might reveal your activities or those of your allies or Faction. Once per session, you may choose to cover up 1 event that occurs during the session (e.g. a kidnapping, a murder, a political maneuver). You must spend 4 hours getting in touch with your supporters, after which the DCs of all Analysis, Investigation, Search, and Request checks made to collect information about the event are increased by an amount equal to your class level.&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Confederate: Global Search: You can locate anyone, anywhere, anytime. At Level 10, once per mission, you may determine the city or 20-mile × 20-mile area in which any special character is located. This requires a number of hours equal to the target character’s level × 8. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 7&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 12 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) II, Weapons Upgrades (4) II, Smuggling II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, ) II, Cover identity II (PR 2, Jonas Walsh, Baltimore FBI agent), &lt;br /&gt;
Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), Laptop Computer (PR7) III, Security Software (PR7), Gadget (Skill Check: Networking/Contact PR4 (+16 skill bonus), housing: cell phone) IV, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, rope, backpack, USB flash drive, (convert 5.56x45mm NATO stockpile to armor-piercing) (3 common items), (1 additional non-lethal 5.56x45mm NATO stockpile) (3 common items)))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity (Jonas Walsh, Baltimore FBI agent), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, H&amp;amp;K USP II, duct tape, cell phone, leatherman tool, pack of zip ties, hands-free headset attachment, maglite flashlight, binoculars, balaclava, rope, backpack, surgical gloves, USB flash drive&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
5 subdual damage&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has excellent ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Simon_Jordan&amp;diff=104818</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=104818"/>
		<updated>2009-03-06T18:48:25Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&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;
 &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;
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&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;
6 subdual damage&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>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Hailee_Wyatt&amp;diff=104817</id>
		<title>SHELTER:Hailee Wyatt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Hailee_Wyatt&amp;diff=104817"/>
		<updated>2009-03-06T18:41:32Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Autumn_reeser.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Hailee Wyatt&lt;br /&gt;
&lt;br /&gt;
Codename: SWAN&lt;br /&gt;
&lt;br /&gt;
Player: thelazyblank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Witty Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Faceman 3/Intruder 1/Con Artist 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 17&lt;br /&gt;
&lt;br /&gt;
XP: 10,000 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 25&lt;br /&gt;
&lt;br /&gt;
Height: 5’10”&lt;br /&gt;
&lt;br /&gt;
Weight: 117 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Blond – Dirty/Darker&lt;br /&gt;
&lt;br /&gt;
Backstory: Hailee Wyatt grew up as the fourth of six children in a trailer park outside of San Antonio. While her family wasn’t too poor to afford the basics of food and clothes, they weren’t pulling in the kind of money needed to get anything real nice for themselves, or move out of the park. This always pissed Hailee off, as there were plenty of other kids at her school with more nice stuff than she had. This bothered her the most when it was people who were bad or not very careful with their money. She was jealous because these other kids would just throw their money away without a reason, while she knew she’d get in a lot of trouble if she did half the stuff they did. This sort of passive-aggressive hatred towards people lasted until the beginning of high school, where Hailee decided that she wouldn’t just wait around and let these people waste money. She was going to get herself some.&lt;br /&gt;
&lt;br /&gt;
She started off by doing some underhanded “drug deals”. A simple con that involved large bags of oregano and dealing to the less-than-social people who just wanted to try and fit in. She was surprised by how easy it was to fool people into believing her. She later moved up to sugar pills, selling them as anything she could think of. People believed her, and they were just waiting for someone to take their money for whatever it was they needed. After a while, though, people started to find out most of her stuff was fake, so she began looking to sell the real stuff. Slightly more costly, but she was still making money. Of course, now she was dealing with illegal deals, and eventually ran into some legal trouble. What she didn’t know was that her hook-up was a higher-up with the Colombian North Valley Cartel named Juaquim Gomez, and that she was in way over her head. Luckily, the person who found her and turned her in was an undercover DEA agent named Dominic Lopez.&lt;br /&gt;
&lt;br /&gt;
Dominic was impressed with Hailee’s ability to work with people and keeping her head when in deep water. The two of them talked for a long time about what Hailee wanted to do with her life, what Dominic had done, and what kind of person Hailee was. What was supposed to be an interrogation turned quickly into a discussion. Dominic and Hailee agreed that she’d help take care of the North Valley Cartel with names and places, including testimony, for probation for a number of years. Dominic and Hailee then talked about college, and how Hailee could get a degree without much money. Her grades were good, but probably not good enough for a full scholarship. With Dominic’s help, she managed to be accepted to UCLA and had enough in loans and scholarships to pay for school for at least four years. She worked for all four years, keeping her grades up, ending her college career with a 3.6 GPA with a BA in Business.&lt;br /&gt;
&lt;br /&gt;
With a degree, Hailee could now go through basic DEA training, which was mainly to teach her how to be an all-around agent. She did great in all the areas of training, but constantly had comments made on her practical exams about not following the letter of the rules, while still following the spirit of the rules. This was one of the major things that stopped her from graduating top of her class, but was generally considered to be someone with a bright future in the DEA, assuming she avoided getting into any major bureaucratic-type fights where she could get in a lot of trouble. Her first real field position was being sent to Louisiana, where they thought she could get experience dealing with smuggling without being on the front lines. Hailee took it as a bit of a punishment, but knew she shouldn’t argue about it.&lt;br /&gt;
&lt;br /&gt;
While working there, she came across a smuggling ring, which included some typical traces of narcotics such as coffee grounds. The unusual parts were the chemicals and biological samples that were found during the recon on the warehouses where the shipments were held. After months of recon, research and some minor undercover work, she finally had some idea who these people were and what they were trying to do. They were part of a larger group, but this sub-group called themselves the Apothecary. Within the next month, she was sought after by the people leading SHELTER, who were impressed by her abilities to track down the truth behind what was going on. They gave her more information on what she was looking for, but she knew she couldn’t take on this whole group on her own. SHELTER then offered her a job, working for the best of the best, saying they would eventually fall against the Franchise and many of their smaller groups. This was all Hailee needed to hear: She now had a chance of making something of herself without having to deal with as many of the rules and regulations as with the DEA. She signed up as soon as she could.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Hailee wants to bring The Apothecary to justice, no matter how much work it takes. Her first mission is to figure out what they were doing in Louisiana, and stop that. She feels by doing this, she’ll be paying back Dominic in her own way for helping her find a way for her to use her gifts without being a full-time criminal. Objectives; Confirm, Infiltrate, Investigate, Neutralize)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 27 (+1d10)&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2&lt;br /&gt;
&lt;br /&gt;
Reflex: +8&lt;br /&gt;
&lt;br /&gt;
Will: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +8&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: +5&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, SMG, Edged, Hurled, Shotgun&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks:&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: RSA Bizon-2 +4 to hit, Damage 1d12  Error 1–3/Threat 20 Ammo 66M3 Recoil 7 Range 35 ft. &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed +2 1d4&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (need stats here)&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Blend +8/+9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +13 (6 ranks, cap 30, threat 17-20)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +6 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Cultures +6 (Central America, North America, South America) (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +3 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Falsify +7/+7 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Impress +11 (6 ranks, cap 30, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Manipulate +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Networking +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Profession +4 (DEA officer) (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Search +3 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Chemistry) +2 (0 ranks, cap 15, error range 1-3)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +6 (2 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+11 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +6/+7 (2 ranks, cap 20, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Tactics +3/+4 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Interests: Gambling, liquors, shopping, clubbing, fine cuisine, firearm history, luxury cars&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Cha, -2 Con, +3 Interests (+4 at 10, +5 at 14, +6 at 18), 1/session increase disposition by 1, Bluff threat +2 (+3 at 10, +4 at 15, +5 at 20), bonus feat (Fence), Handgun proficiency, 2 acquaintance contacts (3 at 12, 4 at 18), +2 insight to bluff/sneak (+3 at 8, +4 at 12, +5 at 16, +6 at 20) &lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Doublespeak: As a free action, you may spend 1 action die to improve or worsen a target’s disposition toward you and each of your allies by 1 grade for the duration of the current scene. This ability may not target any one character more than once per scene, nor improve any target’s disposition toward your or any of your allies to better than Supportive.&lt;br /&gt;
&lt;br /&gt;
Two-Faced: You’re a masterful deceiver, skilled at manipulating everyone around you. You make all Bluff checks as active checks (see page 89).&lt;br /&gt;
&lt;br /&gt;
1000 Faces: You can mimic nearly anyone. At Level 1, you gain the Flawless Identity feat (see page 208). Further, a number of times per mission equal to your starting action dice, you may target any 1 special character as whom you have successfully disguised&lt;br /&gt;
yourself (using the Falsify skill). Until the end of the current mission, the target is considered an additional persona provided by your Flawless Identity feat.&lt;br /&gt;
&lt;br /&gt;
Cold Read: At Level 2, once per session when you first encounter a character, you may ask the GC a number of personal questions about the character equal to your starting action dice. This requires 1 free action. Sample questions include “What does the man in the suit do for a living?” and “What is the lady’s favorite author?” The target may conceal an answer by spending 1 action die per question ignored. Once a target has spent an action die to ignore a question, you may not re-ask that character that question using&lt;br /&gt;
this ability for the duration of the current mission.&lt;br /&gt;
&lt;br /&gt;
Quick Change: At Level 3, twice per session, you may make a Sneak/Hide or Falsify/Disguise check that would ordinarily require 2d4 minutes or less as a free action, ignoring any kit requirements.&lt;br /&gt;
&lt;br /&gt;
Gear Prep: You always seem to have the best tools for the job at hand. At Level 1, during the Intel Phase, you or any of your teammates may choose a number of mission gear picks equal to your starting action dice as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you may instead choose the same number of additional Caliber I mission gear picks of any type.&lt;br /&gt;
&lt;br /&gt;
Short Con I: You begin cons by creating a sense of urgency in your target, and consequently close many deals in just one sitting. At Level 1, you may increase your error range by 1 to decrease the time required to make any Impress, Intimidate or Manipulate check to 1/2 standard (rounded down, minimum 1 round).&lt;br /&gt;
&lt;br /&gt;
Sucker Born Every Minute I: (Text goes here)&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
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;
Flawless Identity: You gain a number of specific, named identities equal to your starting action dice. Each of these identities features complete background documentation equivalent to a cover identity with a Power Rating of 6. You must define these identities when you gain this feat; thereafter, you may only replace them during the Intel Phase of each mission.&lt;br /&gt;
&lt;br /&gt;
Slipping into one of these identities — i.e. “getting into character” — requires 1 minute and 1 action die, while returning to your natural identity requires only 1 free action. While you’re in character, your true personality is completely submerged but still controls your actions. You retain all of your main character’s feats and skill&lt;br /&gt;
ranks, but may voluntarily suppress or reduce any of them to better match the assumed identity. Further, each identity possesses 1 Profession focus and 2 Interests (chosen when this feat is gained, and when each identity is replaced), and you may use these focuses&lt;br /&gt;
and Interests only while in the appropriate identity.&lt;br /&gt;
&lt;br /&gt;
When questioned in character, you respond in character. You are not considered to be lying when you deny any knowledge of activities performed while not in character, or in a different identity. Each identity genuinely recalls innocuous and difficult-to-verify&lt;br /&gt;
activities to cover gaps when you were out of character or in a different identity, and subconsciously avoids situations and actions that might call the identity into question (e.g. it avoids situations requiring skill checks for skills it doesn’t actually possess).&lt;br /&gt;
While you’re in character, your true personality may only be discovered with a successful brainwashing attempt (and even this only confirms that you aren’t who you claim to be).&lt;br /&gt;
&lt;br /&gt;
Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s&lt;br /&gt;
Wisdom score below 6). Also, your result cap with Impress/Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by&lt;br /&gt;
an amount equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Mark: As a free action, you may target 1 character within your line of sight and name 3 skills, learning the character’s total bonus with each. You may use this ability a number of times per session equal to the number of Style feats you possess.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Dominic Lopez – DEA Undercover Agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Sources I (You have access to a large network of street informants, criminal snitches, journalists, and other information sources. At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request&lt;br /&gt;
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;
Associate: Investigate check, Threat Level +12&lt;br /&gt;
&lt;br /&gt;
Confederate: Big Brother (Your eyes and ears are omnipresent. At Level 10, once per mission, you may cover 1 single area — a building, a park, a street, etc. — so thoroughly with bugs that every single event that transpires therein is monitored, recorded, and analyzed for future use. This area may be any size and shape up to 4000 cubic ft. per class level. If you can physically enter the target area, preparation requires 1 minute per 10-ft. × 10-ft. zone; otherwise, the process requires 15 minutes per 10-ft. × 10-ft. zone.&lt;br /&gt;
&lt;br /&gt;
Once the area is prepared, all visual, audio, and electronic communication into or out of it is automatically recorded and relayed to a location of your choosing, where you may review it at your leisure. Further, the quality of the feed grants a +2 gear bonus with all Investigation, Search, Security, and Sense Motive checks targeting an individual or event through the feed. The Notice and Search DC to find your bugs is equal to your&lt;br /&gt;
class level + 30, and removing them requires the same amount of&lt;br /&gt;
time as placing them.)&lt;br /&gt;
&lt;br /&gt;
Partner: Red Herrings ( text incoming )&lt;br /&gt;
&lt;br /&gt;
Wealth: 12&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condo in New Orleans, Loft in Los Angeles, Exotic Sports Car w/ Luxury Fittings and Custom Appearance, +1 Appearance)&lt;br /&gt;
&lt;br /&gt;
Possessions: 9 ( Glock 26 9mm P II (Holdout Holster, Custom Grip, Detailing), H&amp;amp;K MP5/10 10mm ACP III (Advanced Combat Sight, Tactical Sling, Reworked Action I), Escape Knife I, Low Profile Armor (Average) III, Disguise Kit II, Lockpick Kit I, Forgery Kit I, Legal Help (Immunity) II (PR 4), Laser Microphone II, Audio Bug III (PR 4), voice modulator, suitcase, flask, duct tape, padlock, chains, PDA, cell phone, slim jim, glass cutter, flashlight, flare, MP3 player, wire clippers, latex gloves, precision balance, power drill, magnifying glass, chewing gum, set of glasses)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Escape Knife I, Low Profile Armor (Average) III, Lockpick Kit I, cell phone, slim jim, wire clippers, RSA Bizon-2&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-2 vitality points&lt;br /&gt;
&lt;br /&gt;
16 subdual damage&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Hailee_Wyatt&amp;diff=104816</id>
		<title>SHELTER:Hailee Wyatt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Hailee_Wyatt&amp;diff=104816"/>
		<updated>2009-03-06T18:40:13Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Autumn_reeser.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Hailee Wyatt&lt;br /&gt;
&lt;br /&gt;
Codename: SWAN&lt;br /&gt;
&lt;br /&gt;
Player: thelazyblank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Witty Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Faceman 3/Intruder 1/Con Artist 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 17&lt;br /&gt;
&lt;br /&gt;
XP: 10,000 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 25&lt;br /&gt;
&lt;br /&gt;
Height: 5’10”&lt;br /&gt;
&lt;br /&gt;
Weight: 117 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Blond – Dirty/Darker&lt;br /&gt;
&lt;br /&gt;
Backstory: Hailee Wyatt grew up as the fourth of six children in a trailer park outside of San Antonio. While her family wasn’t too poor to afford the basics of food and clothes, they weren’t pulling in the kind of money needed to get anything real nice for themselves, or move out of the park. This always pissed Hailee off, as there were plenty of other kids at her school with more nice stuff than she had. This bothered her the most when it was people who were bad or not very careful with their money. She was jealous because these other kids would just throw their money away without a reason, while she knew she’d get in a lot of trouble if she did half the stuff they did. This sort of passive-aggressive hatred towards people lasted until the beginning of high school, where Hailee decided that she wouldn’t just wait around and let these people waste money. She was going to get herself some.&lt;br /&gt;
&lt;br /&gt;
She started off by doing some underhanded “drug deals”. A simple con that involved large bags of oregano and dealing to the less-than-social people who just wanted to try and fit in. She was surprised by how easy it was to fool people into believing her. She later moved up to sugar pills, selling them as anything she could think of. People believed her, and they were just waiting for someone to take their money for whatever it was they needed. After a while, though, people started to find out most of her stuff was fake, so she began looking to sell the real stuff. Slightly more costly, but she was still making money. Of course, now she was dealing with illegal deals, and eventually ran into some legal trouble. What she didn’t know was that her hook-up was a higher-up with the Colombian North Valley Cartel named Juaquim Gomez, and that she was in way over her head. Luckily, the person who found her and turned her in was an undercover DEA agent named Dominic Lopez.&lt;br /&gt;
&lt;br /&gt;
Dominic was impressed with Hailee’s ability to work with people and keeping her head when in deep water. The two of them talked for a long time about what Hailee wanted to do with her life, what Dominic had done, and what kind of person Hailee was. What was supposed to be an interrogation turned quickly into a discussion. Dominic and Hailee agreed that she’d help take care of the North Valley Cartel with names and places, including testimony, for probation for a number of years. Dominic and Hailee then talked about college, and how Hailee could get a degree without much money. Her grades were good, but probably not good enough for a full scholarship. With Dominic’s help, she managed to be accepted to UCLA and had enough in loans and scholarships to pay for school for at least four years. She worked for all four years, keeping her grades up, ending her college career with a 3.6 GPA with a BA in Business.&lt;br /&gt;
&lt;br /&gt;
With a degree, Hailee could now go through basic DEA training, which was mainly to teach her how to be an all-around agent. She did great in all the areas of training, but constantly had comments made on her practical exams about not following the letter of the rules, while still following the spirit of the rules. This was one of the major things that stopped her from graduating top of her class, but was generally considered to be someone with a bright future in the DEA, assuming she avoided getting into any major bureaucratic-type fights where she could get in a lot of trouble. Her first real field position was being sent to Louisiana, where they thought she could get experience dealing with smuggling without being on the front lines. Hailee took it as a bit of a punishment, but knew she shouldn’t argue about it.&lt;br /&gt;
&lt;br /&gt;
While working there, she came across a smuggling ring, which included some typical traces of narcotics such as coffee grounds. The unusual parts were the chemicals and biological samples that were found during the recon on the warehouses where the shipments were held. After months of recon, research and some minor undercover work, she finally had some idea who these people were and what they were trying to do. They were part of a larger group, but this sub-group called themselves the Apothecary. Within the next month, she was sought after by the people leading SHELTER, who were impressed by her abilities to track down the truth behind what was going on. They gave her more information on what she was looking for, but she knew she couldn’t take on this whole group on her own. SHELTER then offered her a job, working for the best of the best, saying they would eventually fall against the Franchise and many of their smaller groups. This was all Hailee needed to hear: She now had a chance of making something of herself without having to deal with as many of the rules and regulations as with the DEA. She signed up as soon as she could.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Hailee wants to bring The Apothecary to justice, no matter how much work it takes. Her first mission is to figure out what they were doing in Louisiana, and stop that. She feels by doing this, she’ll be paying back Dominic in her own way for helping her find a way for her to use her gifts without being a full-time criminal. Objectives; Confirm, Infiltrate, Investigate, Neutralize)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
DEX: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
INT: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 27 (+1d10)&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +2&lt;br /&gt;
&lt;br /&gt;
Reflex: +8&lt;br /&gt;
&lt;br /&gt;
Will: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +7&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +8&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: +5&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, SMG, Edged, Hurled, Shotgun&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks:&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: RSA Bizon-2 +4 to hit, Damage 1d12  Error 1–3/Threat 20 Ammo 66M3 Recoil 7 Range 35 ft. &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed +2 1d4&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (need stats here)&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Blend +8/+9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +13 (6 ranks, cap 30, threat 17-20)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +6 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Cultures +6 (Central America, North America, South America) (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +3 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Falsify +7/+7 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Impress +11 (6 ranks, cap 30, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Manipulate +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Networking +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Profession +4 (DEA officer) (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Search +3 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Chemistry) +2 (0 ranks, cap 15, error range 1-3)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +6 (2 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+11 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +6/+7 (2 ranks, cap 20, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Tactics +3/+4 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Interests: Gambling, liquors, shopping, clubbing, fine cuisine, firearm history, luxury cars&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Cha, -2 Con, +3 Interests (+4 at 10, +5 at 14, +6 at 18), 1/session increase disposition by 1, Bluff threat +2 (+3 at 10, +4 at 15, +5 at 20), bonus feat (Fence), Handgun proficiency, 2 acquaintance contacts (3 at 12, 4 at 18), +2 insight to bluff/sneak (+3 at 8, +4 at 12, +5 at 16, +6 at 20) &lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Doublespeak: As a free action, you may spend 1 action die to improve or worsen a target’s disposition toward you and each of your allies by 1 grade for the duration of the current scene. This ability may not target any one character more than once per scene, nor improve any target’s disposition toward your or any of your allies to better than Supportive.&lt;br /&gt;
&lt;br /&gt;
Two-Faced: You’re a masterful deceiver, skilled at manipulating everyone around you. You make all Bluff checks as active checks (see page 89).&lt;br /&gt;
&lt;br /&gt;
1000 Faces: You can mimic nearly anyone. At Level 1, you gain the Flawless Identity feat (see page 208). Further, a number of times per mission equal to your starting action dice, you may target any 1 special character as whom you have successfully disguised&lt;br /&gt;
yourself (using the Falsify skill). Until the end of the current mission, the target is considered an additional persona provided by your Flawless Identity feat.&lt;br /&gt;
&lt;br /&gt;
Cold Read: At Level 2, once per session when you first encounter a character, you may ask the GC a number of personal questions about the character equal to your starting action dice. This requires 1 free action. Sample questions include “What does the man in the suit do for a living?” and “What is the lady’s favorite author?” The target may conceal an answer by spending 1 action die per question ignored. Once a target has spent an action die to ignore a question, you may not re-ask that character that question using&lt;br /&gt;
this ability for the duration of the current mission.&lt;br /&gt;
&lt;br /&gt;
Quick Change: At Level 3, twice per session, you may make a Sneak/Hide or Falsify/Disguise check that would ordinarily require 2d4 minutes or less as a free action, ignoring any kit requirements.&lt;br /&gt;
&lt;br /&gt;
Gear Prep: You always seem to have the best tools for the job at hand. At Level 1, during the Intel Phase, you or any of your teammates may choose a number of mission gear picks equal to your starting action dice as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you may instead choose the same number of additional Caliber I mission gear picks of any type.&lt;br /&gt;
&lt;br /&gt;
Short Con I: You begin cons by creating a sense of urgency in your target, and consequently close many deals in just one sitting. At Level 1, you may increase your error range by 1 to decrease the time required to make any Impress, Intimidate or Manipulate check to 1/2 standard (rounded down, minimum 1 round).&lt;br /&gt;
&lt;br /&gt;
Sucker Born Every Minute I: (Text goes here)&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
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;
Flawless Identity: You gain a number of specific, named identities equal to your starting action dice. Each of these identities features complete background documentation equivalent to a cover identity with a Power Rating of 6. You must define these identities when you gain this feat; thereafter, you may only replace them during the Intel Phase of each mission.&lt;br /&gt;
&lt;br /&gt;
Slipping into one of these identities — i.e. “getting into character” — requires 1 minute and 1 action die, while returning to your natural identity requires only 1 free action. While you’re in character, your true personality is completely submerged but still controls your actions. You retain all of your main character’s feats and skill&lt;br /&gt;
ranks, but may voluntarily suppress or reduce any of them to better match the assumed identity. Further, each identity possesses 1 Profession focus and 2 Interests (chosen when this feat is gained, and when each identity is replaced), and you may use these focuses&lt;br /&gt;
and Interests only while in the appropriate identity.&lt;br /&gt;
&lt;br /&gt;
When questioned in character, you respond in character. You are not considered to be lying when you deny any knowledge of activities performed while not in character, or in a different identity. Each identity genuinely recalls innocuous and difficult-to-verify&lt;br /&gt;
activities to cover gaps when you were out of character or in a different identity, and subconsciously avoids situations and actions that might call the identity into question (e.g. it avoids situations requiring skill checks for skills it doesn’t actually possess).&lt;br /&gt;
While you’re in character, your true personality may only be discovered with a successful brainwashing attempt (and even this only confirms that you aren’t who you claim to be).&lt;br /&gt;
&lt;br /&gt;
Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s&lt;br /&gt;
Wisdom score below 6). Also, your result cap with Impress/Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by&lt;br /&gt;
an amount equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Mark: As a free action, you may target 1 character within your line of sight and name 3 skills, learning the character’s total bonus with each. You may use this ability a number of times per session equal to the number of Style feats you possess.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Dominic Lopez – DEA Undercover Agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Sources I (You have access to a large network of street informants, criminal snitches, journalists, and other information sources. At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request&lt;br /&gt;
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;
Associate: Investigate check, Threat Level +12&lt;br /&gt;
&lt;br /&gt;
Confederate: Big Brother (Your eyes and ears are omnipresent. At Level 10, once per mission, you may cover 1 single area — a building, a park, a street, etc. — so thoroughly with bugs that every single event that transpires therein is monitored, recorded, and analyzed for future use. This area may be any size and shape up to 4000 cubic ft. per class level. If you can physically enter the target area, preparation requires 1 minute per 10-ft. × 10-ft. zone; otherwise, the process requires 15 minutes per 10-ft. × 10-ft. zone.&lt;br /&gt;
&lt;br /&gt;
Once the area is prepared, all visual, audio, and electronic communication into or out of it is automatically recorded and relayed to a location of your choosing, where you may review it at your leisure. Further, the quality of the feed grants a +2 gear bonus with all Investigation, Search, Security, and Sense Motive checks targeting an individual or event through the feed. The Notice and Search DC to find your bugs is equal to your&lt;br /&gt;
class level + 30, and removing them requires the same amount of&lt;br /&gt;
time as placing them.)&lt;br /&gt;
&lt;br /&gt;
Partner: Red Herrings ( text incoming )&lt;br /&gt;
&lt;br /&gt;
Wealth: 12&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condo in New Orleans, Loft in Los Angeles, Exotic Sports Car w/ Luxury Fittings and Custom Appearance, +1 Appearance)&lt;br /&gt;
&lt;br /&gt;
Possessions: 9 ( Glock 26 9mm P II (Holdout Holster, Custom Grip, Detailing), H&amp;amp;K MP5/10 10mm ACP III (Advanced Combat Sight, Tactical Sling, Reworked Action I), Escape Knife I, Low Profile Armor (Average) III, Disguise Kit II, Lockpick Kit I, Forgery Kit I, Legal Help (Immunity) II (PR 4), Laser Microphone II, Audio Bug III (PR 4), voice modulator, suitcase, flask, duct tape, padlock, chains, PDA, cell phone, slim jim, glass cutter, flashlight, flare, MP3 player, wire clippers, latex gloves, precision balance, power drill, magnifying glass, chewing gum, set of glasses)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Escape Knife I, Low Profile Armor (Average) III, Lockpick Kit I, cell phone, slim jim, wire clippers, RSA Bizon-2&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-2 vitality points&lt;br /&gt;
&lt;br /&gt;
12 subdual damage&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=104618</id>
		<title>SHELTER:Damian Wechsler</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Damian_Wechsler&amp;diff=104618"/>
		<updated>2009-03-03T23:23:49Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Damian_wechsler.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Damian Wechsler&lt;br /&gt;
&lt;br /&gt;
Codename: SOLICITOR&lt;br /&gt;
&lt;br /&gt;
Player: /nil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Creative Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Hacker 4/Inventor 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 46&lt;br /&gt;
&lt;br /&gt;
XP: 14,579 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 31&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039; 2&amp;quot; (1.88 m)&lt;br /&gt;
&lt;br /&gt;
Weight: 175 lbs (79.5 kg)&lt;br /&gt;
&lt;br /&gt;
Eyes: Hazel&lt;br /&gt;
&lt;br /&gt;
Hair: Brown - Dark&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Tie up loose ends from a discontinued investigation. Evidence acquired during a routine operation targeting Russian organised crime in the USA implicated unidentified US-American operatives aiding the Russian mob in some &amp;quot;business ventures&amp;quot; in the Middle East. Before the nature of those assets and their relationship to the mob could be determined, the investigation was discontinued, conflicting fields of responsibility being cited. Damian&#039;s superior at the time, Susannah White, was transfered to some meaningless job without influence after protesting. Out of friendship and respect for his old superior and her skill at law enforcement work, Damian makes an effort to clear the woman&#039;s name by getting to the bottom of the incident, acutely aware that one wrong step might compromise SHELTER as well as his career. (Investigate, Aid, Confirm))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
CON: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT: 17 (+3)&lt;br /&gt;
&lt;br /&gt;
WIS: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
 &lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +9&lt;br /&gt;
&lt;br /&gt;
Request Check: +8&lt;br /&gt;
&lt;br /&gt;
Gear Check: +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 13&lt;br /&gt;
&lt;br /&gt;
Initiative: +2&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
Unarmed: +4&lt;br /&gt;
&lt;br /&gt;
Melee: +4&lt;br /&gt;
&lt;br /&gt;
Ranged: +3&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks: Disrupting Shot&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, CMP) +4 (+5 with laser sight), dmg 1d10+1, E/T 1/20, 15M4, rng 25 ft.&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) +3 (+4 with advanced combat sight), dmg 4d4 (AP 3), E/T 1/20, 30M3, rng 125 ft.&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Bluff +14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Computers +18 (12 ranks, cap 50, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Electronics +15/+13 (9 ranks, cap 40, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Falsify +12/+11 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +10 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Profession +2 (law enforcement officer) (0 ranks, cap 15)&lt;br /&gt;
&lt;br /&gt;
Resolve +11/+10 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Security +12 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Science (Pharmacology, Programming) +7 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +12 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +12/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Streetwise +14/+14 (9 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities, criminal culture, psychology&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Int, -2 Dex, +3 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 associate contact, +2 insight to bluff/sneak&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Custom &#039;ware: Once per mission during the Intel Phase, you may designate 1 computer to be loaded with your personal software. Until the end of the current mission, the computer’s Power Rating increases by a number equal to your starting action dice (maximum Power Rating 10). Further, the computer is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see page 276). If the computer is lost or destroyed, you must wait until your next Intel Phase to customize another computer.&lt;br /&gt;
&lt;br /&gt;
&#039;L337: At Level 1, each time you fail a Computers or Falsify check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Master Key I: At Level 2, your maximum ranks in the Computers and Science skills each increase to your career level + 6. Further, when you create, crack, or request any code, or create or request any software, its Power Rating is considered to be 1 lower for the purpose of determining skill and Request check DCs.&lt;br /&gt;
&lt;br /&gt;
Trap Door: At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Technophile: You’re an avid collector of technological miscellanea, with a penchant for bleeding-edge technology. You may spend 1 action die to automatically succeed with any Gear check, or any Electronic or Gadget Request check.&lt;br /&gt;
&lt;br /&gt;
Utility  Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item.&lt;br /&gt;
&lt;br /&gt;
Field Test: At Level 2, when you request gear during the Intel Phase, you may declare that a single pick is an experimental device and ‘under test.’ Your error range with each attack and skill check made using the item decreases by 1 (minimum 0). (Current target: laptop computer)&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Attention to Detail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats: &lt;br /&gt;
&lt;br /&gt;
Attention to Detail: You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1). Further, when taking 20, your result cap is lifted. Finally, all of your secret checks gain the Cross-Check tag.&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Fence): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum&lt;br /&gt;
skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
Disrupting Shot: (Tire Trick — +1 Shot; Forte) 1 Free Action • Error Range +1, You may use a ranged weapon to make a Tire action targeting an opponent within CQB Range. Your Resolve check loses the Armor Check Penalty tag during this action. This trick uses 1 shot.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts: Martin O&#039;Leary, fellow former FBI agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Small Steps (Cover Up (city)): You may suppress information that might reveal your activities or those of your allies or Faction. Once per session, you may choose to cover up 1 event that occurs during the session (e.g. a kidnapping, a murder, a political maneuver). You must spend 4 hours getting in touch with your supporters, after which the DCs of all Analysis, Investigation, Search, and Request checks made to collect information about the event are increased by an amount equal to your class level.&lt;br /&gt;
&lt;br /&gt;
Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).&lt;br /&gt;
&lt;br /&gt;
Confederate: Global Search: You can locate anyone, anywhere, anytime. At Level 10, once per mission, you may determine the city or 20-mile × 20-mile area in which any special character is located. This requires a number of hours equal to the target character’s level × 8. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 7&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 12 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Ruger Mini-14 (vertical foregrip, concealment case, advanced combat sight) II, Weapons Upgrades (4) II, Smuggling II, H&amp;amp;K USP 9mm P (standard laser sight, ported barrel, ) II, Cover identity II (PR 2, Jonas Walsh, Baltimore FBI agent), &lt;br /&gt;
Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), Laptop Computer (PR7) III, Security Software (PR7), Gadget (Skill Check: Networking/Contact PR4 (+16 skill bonus), housing: cell phone) IV, duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, rope, backpack, USB flash drive, (convert 5.56x45mm NATO stockpile to armor-piercing) (3 common items), (1 additional non-lethal 5.56x45mm NATO stockpile) (3 common items)))&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity (Jonas Walsh, Baltimore FBI agent), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, H&amp;amp;K USP II, duct tape, cell phone, leatherman tool, pack of zip ties, hands-free headset attachment, maglite flashlight, binoculars, balaclava, rope, backpack, surgical gloves, USB flash drive&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
1 subdual damage&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;br /&gt;
&lt;br /&gt;
=Agent Evaluation=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has slightly above average physical power and musculature. He has average hand-eye coordination, reflexes, agility, and balance. He has slightly above average health and toughness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has excellent ability to learn and reason. He has above average willpower, common sense, intuition, and perception. He has above average attractiveness, personality, persuasiveness, and guile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is trained in unarmed combat, handguns, and rifles. He is particularly focused on handguns. His skill with handguns, unarmed and melee combat is comparable to that of an experienced soldier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional liar. He can convince others that a false statement or action is legitimate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is an expert computer user. He can optimize computers and engage in hacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional training in linguistics and culture. He is familiar with Central America, North America, Western Europe, Eastern Europe, and Southern America.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with standard ground vehicles. He is unfamiliar with maneuvering.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional electrician. He can build, disable, modify, optimize, repair and sabotage electronic items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional counterfeiter. He can cover up evidence at a location, create physical disguises, and forge documents, cover identities, and other items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional observer. He can effortlessly detect things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is familiar with the law enforcement agent profession. He is unfamiliar with improving his mission reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional resolve. He can focus under duress, remain cool during chaos, make the most of downtime, and resist social pressure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has professional security training. He can install and disable security devices and traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional scientist. He is familiar with pharmacology and programming. He can create drugs or poison and can create programs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a talented professional prestidigitator. He can conceal actions, stash items on his person, and use items on another character&#039;s person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is a professional sneaker. He can avoid being seen or heard and hide objects in the surrounding scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian has talented professional street smarts. He can access the black market, bribe people outside organizations, gamble, and haggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian&#039;s interests lie in electronics, table tennis, playing the guitar, and security vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Qualifications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian can fine tune his computer gear to maximize its performance. He rarely fails at common computer or falsification tasks.&lt;br /&gt;
Using trap doors in computer networks, he can quickly and easily acquire information on an individual or a cover identity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damian is especially skilled at sleight of hand, street smarts, computers, and electronics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance Review&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damian has proven himself to be a valuable and versatile operative. The guy&#039;s a team player, and though his methods sometimes isolate him from the rest of the team, he always seeks to support his people and objectives. He&#039;s had a number of opportunities to use his FBI experience in the field, and is particularly useful in undercover ops. Its pretty unusual for him to not be in some sort of disguise or using a created cover identity. Some people might call that paranoia, but I call it &#039;being prepared&#039;. Only real weaknesses are his mistrust of authority and his stubborn refusal to abide by certain codes of dress. He&#039;s kind of a slob, frankly, and that bothers Y and Z. Me? Not so much. I&#039;m more concerned about his fixation on this old case of his with the Russians. I don&#039;t think he&#039;ll like what he finds out...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- X &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Hailee_Wyatt&amp;diff=104617</id>
		<title>SHELTER:Hailee Wyatt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:Hailee_Wyatt&amp;diff=104617"/>
		<updated>2009-03-03T23:21:26Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Autumn_reeser.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Hailee Wyatt&lt;br /&gt;
&lt;br /&gt;
Codename: SWAN&lt;br /&gt;
&lt;br /&gt;
Player: thelazyblank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Witty Criminal&lt;br /&gt;
&lt;br /&gt;
Class: Faceman 3/Intruder 1/Con Artist 2&lt;br /&gt;
&lt;br /&gt;
Reputation: 17&lt;br /&gt;
&lt;br /&gt;
XP: 10,000 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 25&lt;br /&gt;
&lt;br /&gt;
Height: 5’10”&lt;br /&gt;
&lt;br /&gt;
Weight: 117 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Green&lt;br /&gt;
&lt;br /&gt;
Hair: Blond – Dirty/Darker&lt;br /&gt;
&lt;br /&gt;
Backstory: Hailee Wyatt grew up as the fourth of six children in a trailer park outside of San Antonio. While her family wasn’t too poor to afford the basics of food and clothes, they weren’t pulling in the kind of money needed to get anything real nice for themselves, or move out of the park. This always pissed Hailee off, as there were plenty of other kids at her school with more nice stuff than she had. This bothered her the most when it was people who were bad or not very careful with their money. She was jealous because these other kids would just throw their money away without a reason, while she knew she’d get in a lot of trouble if she did half the stuff they did. This sort of passive-aggressive hatred towards people lasted until the beginning of high school, where Hailee decided that she wouldn’t just wait around and let these people waste money. She was going to get herself some.&lt;br /&gt;
&lt;br /&gt;
She started off by doing some underhanded “drug deals”. A simple con that involved large bags of oregano and dealing to the less-than-social people who just wanted to try and fit in. She was surprised by how easy it was to fool people into believing her. She later moved up to sugar pills, selling them as anything she could think of. People believed her, and they were just waiting for someone to take their money for whatever it was they needed. After a while, though, people started to find out most of her stuff was fake, so she began looking to sell the real stuff. Slightly more costly, but she was still making money. Of course, now she was dealing with illegal deals, and eventually ran into some legal trouble. What she didn’t know was that her hook-up was a higher-up with the Colombian North Valley Cartel named Juaquim Gomez, and that she was in way over her head. Luckily, the person who found her and turned her in was an undercover DEA agent named Dominic Lopez.&lt;br /&gt;
&lt;br /&gt;
Dominic was impressed with Hailee’s ability to work with people and keeping her head when in deep water. The two of them talked for a long time about what Hailee wanted to do with her life, what Dominic had done, and what kind of person Hailee was. What was supposed to be an interrogation turned quickly into a discussion. Dominic and Hailee agreed that she’d help take care of the North Valley Cartel with names and places, including testimony, for probation for a number of years. Dominic and Hailee then talked about college, and how Hailee could get a degree without much money. Her grades were good, but probably not good enough for a full scholarship. With Dominic’s help, she managed to be accepted to UCLA and had enough in loans and scholarships to pay for school for at least four years. She worked for all four years, keeping her grades up, ending her college career with a 3.6 GPA with a BA in Business.&lt;br /&gt;
&lt;br /&gt;
With a degree, Hailee could now go through basic DEA training, which was mainly to teach her how to be an all-around agent. She did great in all the areas of training, but constantly had comments made on her practical exams about not following the letter of the rules, while still following the spirit of the rules. This was one of the major things that stopped her from graduating top of her class, but was generally considered to be someone with a bright future in the DEA, assuming she avoided getting into any major bureaucratic-type fights where she could get in a lot of trouble. Her first real field position was being sent to Louisiana, where they thought she could get experience dealing with smuggling without being on the front lines. Hailee took it as a bit of a punishment, but knew she shouldn’t argue about it.&lt;br /&gt;
&lt;br /&gt;
While working there, she came across a smuggling ring, which included some typical traces of narcotics such as coffee grounds. The unusual parts were the chemicals and biological samples that were found during the recon on the warehouses where the shipments were held. After months of recon, research and some minor undercover work, she finally had some idea who these people were and what they were trying to do. They were part of a larger group, but this sub-group called themselves the Apothecary. Within the next month, she was sought after by the people leading SHELTER, who were impressed by her abilities to track down the truth behind what was going on. They gave her more information on what she was looking for, but she knew she couldn’t take on this whole group on her own. SHELTER then offered her a job, working for the best of the best, saying they would eventually fall against the Franchise and many of their smaller groups. This was all Hailee needed to hear: She now had a chance of making something of herself without having to deal with as many of the rules and regulations as with the DEA. She signed up as soon as she could.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Subplot: Personal Mission (Hailee wants to bring The Apothecary to justice, no matter how much work it takes. Her first mission is to figure out what they were doing in Louisiana, and stop that. She feels by doing this, she’ll be paying back Dominic in her own way for helping her find a way for her to use her gifts without being a full-time criminal. Objectives; Confirm, Infiltrate, Investigate, Neutralize)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR: 10 (+0)&lt;br /&gt;
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DEX: 14 (+2)&lt;br /&gt;
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CON: 10 (+0)&lt;br /&gt;
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INT: 14 (+2)&lt;br /&gt;
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WIS: 14 (+2)&lt;br /&gt;
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CHA: 16 (+3)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 27 (+1d10)&lt;br /&gt;
&lt;br /&gt;
Wound Points: 10&lt;br /&gt;
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Fortitude: +2&lt;br /&gt;
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Reflex: +8&lt;br /&gt;
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Will: +7&lt;br /&gt;
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Stress Threshold: 14&lt;br /&gt;
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Subdual Threshold: 10&lt;br /&gt;
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Knowledge Check: +7&lt;br /&gt;
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Request Check: +8&lt;br /&gt;
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Gear Check: +7&lt;br /&gt;
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Defense: 17&lt;br /&gt;
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Initiative: +8&lt;br /&gt;
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Base Attack Bonus: +3&lt;br /&gt;
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Unarmed: +3&lt;br /&gt;
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Melee: +3&lt;br /&gt;
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Ranged: +5&lt;br /&gt;
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Weapon Proficiencies: Handgun (forte), Unarmed, SMG, Edged, Hurled, Shotgun&lt;br /&gt;
&lt;br /&gt;
Advanced Action and Tricks:&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: RSA Bizon-2 +4 to hit, Damage 1d12  Error 1–3/Threat 20 Ammo 66M3 Recoil 7 Range 35 ft. &lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Unarmed +2 1d4&lt;br /&gt;
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Armor and Protective Gear: Low-Profile Armor (need stats here)&lt;br /&gt;
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Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Blend +8/+9 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Bluff +13 (6 ranks, cap 30, threat 17-20)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +6 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Cultures +6 (Central America, North America, South America) (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicle) +3 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Falsify +7/+7 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Impress +11 (6 ranks, cap 30, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Manipulate +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Networking +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (3 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Profession +4 (DEA officer) (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Search +3 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Security +8 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Science (Chemistry) +2 (0 ranks, cap 15, error range 1-3)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +7/+8 (5 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand +6 (2 ranks, cap 45, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sneak +10/+11 (6 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +6/+7 (2 ranks, cap 20, threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Tactics +3/+4 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Interests: Gambling, liquors, shopping, clubbing, fine cuisine, firearm history, luxury cars&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Benefits: +2 Cha, -2 Con, +3 Interests (+4 at 10, +5 at 14, +6 at 18), 1/session increase disposition by 1, Bluff threat +2 (+3 at 10, +4 at 15, +5 at 20), bonus feat (Fence), Handgun proficiency, 2 acquaintance contacts (3 at 12, 4 at 18), +2 insight to bluff/sneak (+3 at 8, +4 at 12, +5 at 16, +6 at 20) &lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Doublespeak: As a free action, you may spend 1 action die to improve or worsen a target’s disposition toward you and each of your allies by 1 grade for the duration of the current scene. This ability may not target any one character more than once per scene, nor improve any target’s disposition toward your or any of your allies to better than Supportive.&lt;br /&gt;
&lt;br /&gt;
Two-Faced: You’re a masterful deceiver, skilled at manipulating everyone around you. You make all Bluff checks as active checks (see page 89).&lt;br /&gt;
&lt;br /&gt;
1000 Faces: You can mimic nearly anyone. At Level 1, you gain the Flawless Identity feat (see page 208). Further, a number of times per mission equal to your starting action dice, you may target any 1 special character as whom you have successfully disguised&lt;br /&gt;
yourself (using the Falsify skill). Until the end of the current mission, the target is considered an additional persona provided by your Flawless Identity feat.&lt;br /&gt;
&lt;br /&gt;
Cold Read: At Level 2, once per session when you first encounter a character, you may ask the GC a number of personal questions about the character equal to your starting action dice. This requires 1 free action. Sample questions include “What does the man in the suit do for a living?” and “What is the lady’s favorite author?” The target may conceal an answer by spending 1 action die per question ignored. Once a target has spent an action die to ignore a question, you may not re-ask that character that question using&lt;br /&gt;
this ability for the duration of the current mission.&lt;br /&gt;
&lt;br /&gt;
Quick Change: At Level 3, twice per session, you may make a Sneak/Hide or Falsify/Disguise check that would ordinarily require 2d4 minutes or less as a free action, ignoring any kit requirements.&lt;br /&gt;
&lt;br /&gt;
Gear Prep: You always seem to have the best tools for the job at hand. At Level 1, during the Intel Phase, you or any of your teammates may choose a number of mission gear picks equal to your starting action dice as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you may instead choose the same number of additional Caliber I mission gear picks of any type.&lt;br /&gt;
&lt;br /&gt;
Short Con I: You begin cons by creating a sense of urgency in your target, and consequently close many deals in just one sitting. At Level 1, you may increase your error range by 1 to decrease the time required to make any Impress, Intimidate or Manipulate check to 1/2 standard (rounded down, minimum 1 round).&lt;br /&gt;
&lt;br /&gt;
Sucker Born Every Minute I: (Text goes here)&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
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;
Flawless Identity: You gain a number of specific, named identities equal to your starting action dice. Each of these identities features complete background documentation equivalent to a cover identity with a Power Rating of 6. You must define these identities when you gain this feat; thereafter, you may only replace them during the Intel Phase of each mission.&lt;br /&gt;
&lt;br /&gt;
Slipping into one of these identities — i.e. “getting into character” — requires 1 minute and 1 action die, while returning to your natural identity requires only 1 free action. While you’re in character, your true personality is completely submerged but still controls your actions. You retain all of your main character’s feats and skill&lt;br /&gt;
ranks, but may voluntarily suppress or reduce any of them to better match the assumed identity. Further, each identity possesses 1 Profession focus and 2 Interests (chosen when this feat is gained, and when each identity is replaced), and you may use these focuses&lt;br /&gt;
and Interests only while in the appropriate identity.&lt;br /&gt;
&lt;br /&gt;
When questioned in character, you respond in character. You are not considered to be lying when you deny any knowledge of activities performed while not in character, or in a different identity. Each identity genuinely recalls innocuous and difficult-to-verify&lt;br /&gt;
activities to cover gaps when you were out of character or in a different identity, and subconsciously avoids situations and actions that might call the identity into question (e.g. it avoids situations requiring skill checks for skills it doesn’t actually possess).&lt;br /&gt;
While you’re in character, your true personality may only be discovered with a successful brainwashing attempt (and even this only confirms that you aren’t who you claim to be).&lt;br /&gt;
&lt;br /&gt;
Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s&lt;br /&gt;
Wisdom score below 6). Also, your result cap with Impress/Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by&lt;br /&gt;
an amount equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Mark: As a free action, you may target 1 character within your line of sight and name 3 skills, learning the character’s total bonus with each. You may use this ability a number of times per session equal to the number of Style feats you possess.&lt;br /&gt;
&lt;br /&gt;
Tricks:&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
Contacts:&lt;br /&gt;
&lt;br /&gt;
Dominic Lopez – DEA Undercover Agent&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Sources I (You have access to a large network of street informants, criminal snitches, journalists, and other information sources. At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request&lt;br /&gt;
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;
Associate: Investigate check, Threat Level +12&lt;br /&gt;
&lt;br /&gt;
Confederate: Big Brother (Your eyes and ears are omnipresent. At Level 10, once per mission, you may cover 1 single area — a building, a park, a street, etc. — so thoroughly with bugs that every single event that transpires therein is monitored, recorded, and analyzed for future use. This area may be any size and shape up to 4000 cubic ft. per class level. If you can physically enter the target area, preparation requires 1 minute per 10-ft. × 10-ft. zone; otherwise, the process requires 15 minutes per 10-ft. × 10-ft. zone.&lt;br /&gt;
&lt;br /&gt;
Once the area is prepared, all visual, audio, and electronic communication into or out of it is automatically recorded and relayed to a location of your choosing, where you may review it at your leisure. Further, the quality of the feed grants a +2 gear bonus with all Investigation, Search, Security, and Sense Motive checks targeting an individual or event through the feed. The Notice and Search DC to find your bugs is equal to your&lt;br /&gt;
class level + 30, and removing them requires the same amount of&lt;br /&gt;
time as placing them.)&lt;br /&gt;
&lt;br /&gt;
Partner: Red Herrings ( text incoming )&lt;br /&gt;
&lt;br /&gt;
Wealth: 12&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (Condo in New Orleans, Loft in Los Angeles, Exotic Sports Car w/ Luxury Fittings and Custom Appearance, +1 Appearance)&lt;br /&gt;
&lt;br /&gt;
Possessions: 9 ( Glock 26 9mm P II (Holdout Holster, Custom Grip, Detailing), H&amp;amp;K MP5/10 10mm ACP III (Advanced Combat Sight, Tactical Sling, Reworked Action I), Escape Knife I, Low Profile Armor (Average) III, Disguise Kit II, Lockpick Kit I, Forgery Kit I, Legal Help (Immunity) II (PR 4), Laser Microphone II, Audio Bug III (PR 4), voice modulator, suitcase, flask, duct tape, padlock, chains, PDA, cell phone, slim jim, glass cutter, flashlight, flare, MP3 player, wire clippers, latex gloves, precision balance, power drill, magnifying glass, chewing gum, set of glasses)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Escape Knife I, Low Profile Armor (Average) III, Lockpick Kit I, cell phone, slim jim, wire clippers, RSA Bizon-2&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-2 vitality points&lt;br /&gt;
&lt;br /&gt;
8 subdual damage&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:John_Vaught&amp;diff=104616</id>
		<title>SHELTER:John Vaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:John_Vaught&amp;diff=104616"/>
		<updated>2009-03-03T23:20:31Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;John Vaught&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:John_Vaught.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: John Vaught&lt;br /&gt;
&lt;br /&gt;
Codename: HANDSHAKE&lt;br /&gt;
&lt;br /&gt;
Player: Pyske&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Witty Suit&lt;br /&gt;
&lt;br /&gt;
Class: Fixer 3/Advocate 3&lt;br /&gt;
&lt;br /&gt;
Reputation: 16&lt;br /&gt;
&lt;br /&gt;
XP: 15,250&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 48&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 181 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Salt &amp;amp; Pepper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (John has one major rivalry, in Arnold Monk, the former leader of the FBI&#039;s Economic Espionage Task Force. When John&#039;s formal complaint was rejected by a board of appeals (because the man&#039;s CYA approach was technically within the rules &amp;amp; regs), John used his social network to have the man ostracized and eventually pushed out of his position. Arnold held a grudge, and he&#039;s aware that John has moved into the espionage arena.)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 8 (-1)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 20 (+5)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4&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;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8&lt;br /&gt;
&lt;br /&gt;
Request: +11&lt;br /&gt;
&lt;br /&gt;
Gear: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +5&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Glock 26 9mm (favored): +5, 1d10+1, Error/Threat 1/20, Ammo 12M3, Recoil ?, Range 20 ft, Qualities: Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+7 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
[Athletics +1/+3 (2 ranks, cap 20) -- Skill Training II]&lt;br /&gt;
&lt;br /&gt;
Blend +2/+6 (1 rank, cap 20)*&lt;br /&gt;
&lt;br /&gt;
Bluff +17 (9 ranks, threat 17-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +15 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, North Africa, West Asia) +6 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Falsify +3/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +17 (9 ranks, threat 19-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Intimidate +0/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Investigation +2/+6 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Manipulate +9/+13 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Medicine +3/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Networking +10/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (4 ranks, 30 cap)&lt;br /&gt;
&lt;br /&gt;
Profession (Finance, Accounting forte) +16 (7 ranks, threat 19-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+9 (6 ranks, threat 19-20, cap 30)&lt;br /&gt;
&lt;br /&gt;
Search +3 (1 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +5/+9 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +2/+6 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Alcoholic Beverages (High-Quality), Entrepreneurship, Management Theory, Politics, Photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Str, improve disposition 1/session, +2 interests, +2 bluff threat range, Style feat, +1 Profession focus, free bribe 1/session at min value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Self-Promoter: When you succeed, you make sure everyone knows about it. At the end of each mission, your Reputation or Net Worth reward and that of each of your teammates increases by 1 or $50,000, respectively. Additionally, when you suffer an error with a skill check possessing the Disposition tag, the GC or an opposing character must spend 1 additional action die to activate it as a critical failure.&lt;br /&gt;
&lt;br /&gt;
The Hookup: At Level 1, each time you fail a Networking or Streetwise check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result&lt;br /&gt;
&lt;br /&gt;
Lets Deal I: At Level 2, instead of making an opposed Bureaucracy check, you may set your result to 1 higher than that of your opponent. This cannot result in an error or threat. You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Slick: At Levels 3, 7, 11, 15, and 19, you gain 2 additional acquaintance-grade contacts or 1 Style feat.&lt;br /&gt;
&lt;br /&gt;
Absolute Certainty: At Level 1, your class level is added to your Wisdom when calculating your stress damage thresholds (see page 339). Further, any time you succeed with an opposed Resolve check (i.e. as part of a standard skill check), you gain a +2 morale bonus with all opposed skill checks against the same opponent until the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Behind the Scenes I: At Level 2, a number of times per mission equal to your starting action dice, you may devote 1 hour to informing your supporters of your needs, after which you may make any 1 Request check with a DC of 20 or less without spending action dice (see pages 62 and 219). This check is automatically successful.&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;
Advisor: You gain a +2 insight bonus with all skill and Knowledge checks made with Resolve and Profession. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s Wisdom score below 6). Also, your result cap with Impress/ Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by an amount equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Candidate: Your 2 lowest attributes each increase by 1 (your choice of attribute in the case of a tie).&lt;br /&gt;
&lt;br /&gt;
Favored Gear: You gain 1 additional Possession (personal gear). This item’s Caliber may not exceed 1/3 your career level (rounded up).&lt;br /&gt;
• If the item’s Caliber exceeds the current mission caliber, you must discard a number of action dice equal to the difference&lt;br /&gt;
between these Calibers at the start of each session or you lose access to the item for the duration of the current mission.&lt;br /&gt;
• If the item’s Caliber is lower than the current mission caliber, you gain a number of action dice equal to the difference between these Calibers at the start of each session. These bonus action dice may only be spent to boost skill checks and activate threats using your favored gear item.&lt;br /&gt;
&lt;br /&gt;
Comtempt: Once per round, you may make a final attack against a standard character as a free action. You may use this ability a number of times per combat equal to your starting action dice (4).&lt;br /&gt;
&lt;br /&gt;
[Escape and Evasion Training -- Feat Training I]: You gain a +3 synergy bonus with all Blend checks made as the Prey in a manhunt. Further, all checks you make as the Prey in a manhunt gain a synergy bonus from your Falsify skill. Also, your maximum synergy bonus with checks made as the Prey in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Bluff skill with all Maneuver checks made as the Prey in a chase.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contact: Marie Turka, DEA Internal Affairs -- known via some &amp;quot;creative accounting&amp;quot; for a DEA op&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Assistance I: You can streamline any group activity, though at some risk. At Level 2, you may increase the error range of a teammate’s skill check by 1 to reduce the time required to make the check to 1/2 standard (rounded up, minimum 5 minutes). This&lt;br /&gt;
ability may target any skill check except one made as part of a Dramatic Conflict (see page 362). Further, you may assist only&lt;br /&gt;
1 teammate at a time. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
Associate: Red Herrings: You’re versed in forensic techniques — and how to foil them. At Level 4, you may spend 1 full round spoiling a 5-ft. square. This increases the DC of each skill check made to examine the target area or locate physical clues within it by 15. Further, you may spend action dice to activate critical failures with these skill checks, even when you aren’t present.&lt;br /&gt;
&lt;br /&gt;
Confederate: Cleaning Crew: At Level 6, you and each of your teammates within 30 ft. of you gains a synergy bonus with Blend checks equal to 1/2 your class level (rounded down).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 11&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (cruising yacht w/ Potomac berth, luxury sports car, professional attire +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 11 (Limousine SUV II (Security Package II, Run-flat tires, Basic Emergency Service Package, Structural Reinforcement, Ergonomic Seats), Glock 26 9mm II (Concealed Holster, Tactical Flashlight), Glock 26 9mm [favored] (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds), Low Profile Armor (Average) III (Nomex Underwear), Skill Boost I (+2 Impress), Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (FBI agent James Mullen, PR 2), Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, Skill Training II (Athletics), Feat Training I (Escape and Evasion Training), cigarettes, lighter, chewing gum, blackberry, disposable cell phone, attache case, portable document shredder, 2x handcuffs, bluetooth headset, tactical radio, needle-nose pliers, blank search warrant, business cards, gun cleaning kit, fancy watch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Glock 26 9mm II (Concealed Holster, Tactical Flashlight) [small of back]&lt;br /&gt;
Glock 26 9mm [favored] (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds) [ankle holster]&lt;br /&gt;
Low Profile Armor (Average) III (Nomex Underwear) [blazer]&lt;br /&gt;
Gadget: Skill Boost I (+2 Impress) [blazer front pocket]&lt;br /&gt;
Cover Identity II (FBI agent James Mullen, PR 2) [blazer inside pocket]&lt;br /&gt;
cigarettes, lighter, chewing gum, blackberry, business cards, disposable cell phone [pants pocket]&lt;br /&gt;
attache case [carried] &lt;br /&gt;
bluetooth headset [worn or blazer pocket]&lt;br /&gt;
fancy watch [worn]&lt;br /&gt;
&lt;br /&gt;
=Trunk of Rental Vehicle=&lt;br /&gt;
Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, portable document shredder, 2x handcuffs, tactical radio, needle-nose pliers, blank search warrant, gun cleaning kit&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
-8 vitality&lt;br /&gt;
&lt;br /&gt;
12 stress damage&lt;br /&gt;
&lt;br /&gt;
=Transcript=&lt;br /&gt;
&lt;br /&gt;
Arnold Monk&lt;br /&gt;
&lt;br /&gt;
06.11.07 15:00&lt;br /&gt;
&lt;br /&gt;
Nothing really all that much to say about John, I guess. I mean, he’s a nice guy. Hard worker. I guess John just doesn’t have a particularly noteworthy history. He’s never been directly involved with any high profile cases; never gone through a door guns blazing, and certainly never done any operations off the books. He’s told me so himself, and frankly I believe him. He’s just not the type.&lt;br /&gt;
&lt;br /&gt;
I mean sure, he’s known some of those types of folks. Even had a hand in hiring one or two, from time to time. Occasionally he gets to have lunch with the directors up here, or share war stories with the field agents, but that’s really a factor of the fact that John’s a likeable guy. Purely personal; it has nothing to do with business.&lt;br /&gt;
&lt;br /&gt;
Look, John’s the ambitious type. Ever since the towers, he’s had some kind of thing going… I think maybe he got a little rattled by it all, or something. Maybe he felt responsible or something – you know, our team was working some kind of financial angle on the whole deal. Maybe he thought we should have pushed harder, could have stopped things. But you know, we had to keep our cover. Wasn’t worth the sacrifice to push things.&lt;br /&gt;
&lt;br /&gt;
Guess he wasn’t happy with that. That’s why you guys got him. Some inter-agency swap through DHS, right? It’s funny, I’m probably the only guy at the agency who’s got a bad word to say about John, after he burned me out of my spot. But I guess that’s why you’re talking to me, right? Johns a nice guy and all, and he did good work on the EEA task force. But he won’t let go of it. I followed protocols and I did my job, and when he couldn’t get an appeal through the FBI, he sabotaged me, got me blacklisted and shut out. I was a “risk to the program.” You want to know what a real risk to the program is? Someone who can’t follow the rules, that’s what. When John thinks he’s right about something, he’s willing to step on anyone and sacrifice anything to make the “right thing” happen.&lt;br /&gt;
&lt;br /&gt;
You think about that before you give him whatever this super-secret new job is supposed to be.&lt;br /&gt;
&lt;br /&gt;
Thanks. I guess that&#039;s it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:Main_Page&amp;diff=104615</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=104615"/>
		<updated>2009-03-03T23:05:22Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Action Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
&lt;br /&gt;
=Cast=&lt;br /&gt;
&lt;br /&gt;
/nil, as [[SHELTER:Damian_Wechsler|&#039;&#039;&#039;Damian Wechsler&#039;&#039;&#039;]], FBI social engineer&lt;br /&gt;
&lt;br /&gt;
Jason Panella, as [[SHELTER:Carter_Postma|&#039;&#039;&#039;Carter Postma&#039;&#039;&#039;]], NSA cryptographer&lt;br /&gt;
&lt;br /&gt;
TheLazyBlank, as [[SHELTER:Hailee_Wyatt|&#039;&#039;&#039;Hailee Wyatt&#039;&#039;&#039;]], DEA agent&lt;br /&gt;
&lt;br /&gt;
Phantom Stranger, as [[SHELTER:Simon_Jordan|&#039;&#039;&#039;Simon Jordan&#039;&#039;&#039;]], NSA/MI6 analyst&lt;br /&gt;
&lt;br /&gt;
Psyke, as [[SHELTER:John_Vaught|&#039;&#039;&#039;John Vaught&#039;&#039;&#039;]], FBI agent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deacon Blues, as [[SHELTER:Bill_Kaczmarek|&#039;&#039;&#039;Bill Kaczmarek&#039;&#039;&#039;]], CIA handler&lt;br /&gt;
&lt;br /&gt;
Illegible Smudge, as [[SHELTER:Charlotte_Devereux|&#039;&#039;&#039;Charlotte Devereux&#039;&#039;&#039;]], CIA field op&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Story So Far=&lt;br /&gt;
&lt;br /&gt;
The mission team operating under the codename SHELTER met at the NSA headquarters building in Fort Meade, Maryland. They were introduced to one of their three administrators, codenamed Y, a highly ranked NSA official. Y told them of the theft of a secret encryption system known as WAVER, taken from a NSA front company in Baltimore. He identified the thief as a professional corporate spy named Rebecca Van Lewton, and the team was given the task of locating Van Lewton and recovering WAVER. Upon their arrival in Baltimore, however, they found that Van Lewton had been shot and killed during a Project Pitfall raid on her apartment. &lt;br /&gt;
&lt;br /&gt;
Pitfall claimed to have targeted Van Lewton as an agent of the terrorist group Banshee Net, but the team found no proof to back this up. Investigating Van Lewton&#039;s associates, they learned that she had been hired to steal WAVER through a criminal contact named Sonny Charlton. Negotiating with Charlton, they discovered that he had in turn been hired by Avery Mitchell, husband of Senator Gwen Lockheart and  a highly ranked agent of Project Pitfall. Tailing Mitchell and doing surveillance on his home, the team was able to learn that he was selling classified intelligence secrets to a group known as the Peace Cartel. The team gathered evidence of Mitchell&#039;s treason and encountered operatives of the Peace Cartel, including a former associate of Simon&#039;s named Johnathan Roberts. Carter came into contact with an encryption expert on the internet, learning what he could about WAVER. He discovered, among other things, that the code related to one he&#039;d personally come across from a suspicious website. Grabbing WAVER before Mitchell could exchange it with the criminal organization&#039;s representatives, they foiled the Cartel&#039;s plans. Y then used the evidence of Mitchell&#039;s secret activities to blackmail him into providing SHELTER with information on Pitfall activities as well as reducing Pitfall interference in future SHELTER operations.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission, given by a CIA supervisor codenamed &#039;X&#039;, involved a branch of the Franchise known as The Apothecary, a drug organization that was trading in biochemical agents on the black market. The team was to meet Apothecary operative Nelson Grakos, an amoral and hedonistic drug designer, and try to learn the location of an illegal hot lab used in creating lethal toxins. Arriving in New York City, they adopted the guises of an Albanian smuggler and his entourage, and managed to get an invitation to one of Grakos&#039; infamous parties in his downtown penthouse. As part of the arrangement, however, they were tasked with killing a former associate of Grakos named Tommy Laredo. Laredo was an accountant for his operation who had become a security risk through heroin addiction. Locating Laredo in the vicinity of Coney Island, they captured him. Planning to escort Laredo to an agency safehouse, they were interrupted by the arrival of crooked NYPD Narcotics Detective Larry Bloch. Bloch tried to negotiate for a piece of the action, but he eventually gave up, warning the team to watch their backs.&lt;br /&gt;
&lt;br /&gt;
After some surveillance of the heavily secured penthouse, the team attended the weekend party Grakos was throwing. During the party they saw Grakos meet with representatives of an Indonesian terrorist group known as True Faith. Damian recognized Grakos&#039; live-in girlfriend, Katja, as being connected with a Russian organized crime figure he had investigated while with the FBI. Katja in turn revealed to Bill that she recognized him as a friend of a friend, a KGB operative Bill had encountered during his time in Serbia. Katja stated that she and this mutual acquaintance were actually with the Krypt, and that she was under orders to make sure nothing untoward happened to Grakos or his organization. She also hinted that Bill&#039;s agency was not all that it seemed. Meanwhile, Charlotte and Damian accessed Grakos&#039; office and his personal computer. After downloading encrypted files on the hot lab and the deal The Apothecary was making with the Indonesian terrorists, the team quietly left the party. &lt;br /&gt;
&lt;br /&gt;
Finding that the hot lab was hidden within an apparently abandoned hospital in the Bronx, the team identified the security and power set up for the facility. After Simon had a close call with a guard, Damian sabotaged the power to the hot lab and the team surrounded its exits, threatening to set it on fire if the Apothecary guards inside did not surrender. After the team lit one door, the Apothecary operatives attempted to flee, and the SHELTER team was able to subdue three of them and kill a fourth. A fifth one was wounded but escaped from the scene. The team quickly sabotaged the equipment in the laboratory, destroyed the more dangerous samples inside, and set the entire facility on fire. The team reported their mission success to X and were told to await further orders. Charlotte was redeployed to a different cell. &lt;br /&gt;
&lt;br /&gt;
In the period between missions, Carter received an email from the username &amp;quot;BigNothing&amp;quot;, a contact he made during his investigation into WAVER. The email was asking Carter and his teammates for a favor on behalf of BigNothing&#039;s unnamed backers. An agent of theirs was injured, hiding from Project Pitfall, and needed to be escorted safely to a container vessel in the Atlantic Ocean. In exchange for this favor, BigNothing offered to provide intel related to the team&#039;s personal mysteries. Carter approached the others about this offer, and they agreed to take part in the rescue operation. Finding the safehouse, they met Yvette Brown (probably an alias), a young woman who had been shot in the leg and who was somewhat delirious. After tending to her injury, they got her into a car and talked their way past a police checkpoint, escaping the area before a Pitfall strike team arrived at the safehouse. The team drove to a dock where a boat was prepared to take them out to the container ship. On their way to the boat, however, they were attacked by a hit squad composed of a sniper and several assaulters using a speedboat. Carter was injured in the ensuing shootout, and a security guard and several assaulters were killed. Searching the bodies, the team found an old photograph of Simon Jordan in one assassin&#039;s possession. &lt;br /&gt;
&lt;br /&gt;
The team left the dock and found a rental boat at another location, taking it out to meet the container ship before it left the coast. Aboard the Pearl of Tangiers, Carter, Damian, and Simon handed Yvette over to a man who called himself &amp;quot;Marin&amp;quot;. Marin didn&#039;t offer many explanations, but did give the team an envelope filled with intelligence data. The data included, among other things, surveillance on Jonathan Roberts, pictures of ex-CIA station chief Francis Prosper, and an assessment of SHELTER. The latter was a fully decrypted version of the same file Carter had intercepted and tried to decrypt earlier, and it implied that SHELTER was in fact a cover operation for the organization known as the Shadow Patriots. The team decided to hand over all of the other intel, keeping the assessment secret from their control for the time being.&lt;br /&gt;
&lt;br /&gt;
The team&#039;s next mission was to locate and capture their old foe Jonathan Roberts. They began their search by checking a private airfield in Kansas, one which was suspected of being a front for the Peace Cartel. Roberts was expected to arrive at the airfield on business for the Cartel. The team attacked several vehicles headed to the airfield in the middle of the night, subduing several Cartel mercenaries. Roberts arrived via helicopter, however, and was able to escape aboard a cargo plane before the agents could pin him down. Evidence at the airfield pointed to the cargo plane&#039;s destination being Sudan. The team met with translator and guide David Dak, a Nuer tribesman who had emigrated to the United States more than a decade previous. They arrived in Sudan and began following clues to Roberts&#039; location. They also visited a local gun runner to buy weapons and other gear. After negotiating their way past a local militia checkpoint, they ended up in the village where they suspected Roberts was hiding. As they set up surveillance on a warehouse, they were ambushed by a squad of rebels. It was revealed that the rebels were allies of the Cartel, and had some kind of business agreement. The agents were taken to a rebel camp where they were imprisoned and interrogated by Cartel agents. The team was able to get on the good side of the rebel camp commander, however, and convinced him to aid in their escape. After getting out of the camp, the team set up an ambush for the Cartel operatives who pursued them. They killed two of the enemy agents and captured five others, including Jonathan Roberts. The team handed Roberts into SHELTER custody and returned home after their ordeal.&lt;br /&gt;
&lt;br /&gt;
=Campaign Qualities=&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to apply the following Campaign Qualities to the first Season of this game:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clandestine&#039;&#039;&#039; (+0 XP) Each time a player character gains any non-Covert feat choice, he may choose a Covert feat instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: Tell me five things about yourself, four of them true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: I&#039;m sorry?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: It&#039;s a game we used to play, at the subanalytical unit. Keep ourselves sharp. It&#039;s lie detection.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eric O&#039;Neill: Oh. I don&#039;t think I&#039;d be much good at bluffing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Hanssen: That would&#039;ve counted as your lie, right there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Breach (2007)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction&#039;&#039;&#039; (+0 XP) All player characters are subject to the Faction gear rules. Further, Faction characters may only gain Reputation, not Net Worth. Finally, the Freelance campaign quality may not also be in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Joseph Palmi: You&#039;re the guys that scare me. You&#039;re the people that make big wars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Edward Wilson: No, we make sure the wars are small ones.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Good Shepard (2006)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP) The cost to activate a critical injury inflicted on a player or special character decreases by 1 action die (minimum 0). Further, the range of damage at which a Fortitude save must be made to avoid a critical injury becomes 16-25, and the threshold at which a Fortitude save must be made to avoid dropping to -9 wound points become 26+. Finally, the DCs of all Medicine checks increase by 5, and the error ranges of all such checks increase by 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tom Bishop: Ah, Jesus Christ, you just... You don&#039;t just trade these people like they&#039;re baseball cards! It&#039;s not a fucking game!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nathan Muir: Oh, yes it is. It&#039;s exactly what it is. And it&#039;s no kid&#039;s game either. This is a whole other game. And it&#039;s serious and it&#039;s dangerous. And it&#039;s not one you want to lose.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Spy Game (2001)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paranoid&#039;&#039;&#039; (+0 XP) All special and player characters gain a +4 morale bonus with Blend/Stealth and Sneak/Hide checks made to determine who benefits from a surprise round (see page 323). Further, all characters of any type suffer a –4 morale penalty with skill checks made to shift a target’s disposition or convince a target to take or participate in any action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jason Bourne: I can tell you the license plate numbers of all six cars outside. I can tell you that our waitress is left-handed and the guy sitting up at the counter weighs two hundred fifteen pounds and knows how to handle himself. I know the best place to look for a gun is the cab of the gray truck outside, and at this altitude, I can run flat out for a half mile before my hands start shaking. Now why would I know that? How can I know that and not know who I am?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- The Bourne Identity (2002)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gear System&lt;br /&gt;
&lt;br /&gt;
We&#039;re using the &#039;&#039;&#039;Stockpile System&#039;&#039;&#039; from The Big Score supplement.&lt;br /&gt;
&lt;br /&gt;
=The Agency=&lt;br /&gt;
&lt;br /&gt;
The group known as SHELTER was formed in the Winter of 2006 by elements of the American intelligence community, primarily as a response to the operational and bureaucratic morass caused by Project Pitfall and the ever-expanding War On Terror. Seeking to reclaim territory and assets lost in the shadow of the massive international counter-terrorism force, several administrators of the CIA, FBI, and NSA agreed to pool their remaining resources and form a distinct, unique unit of their own creation. This unit would operate in advance of and separate from the joint task forces of the National Security Council and their Pitfall affiliates. Its primary task would be to conduct counter-terrorist and intelligence operations both within the United States and abroad, protecting American interests and offering its creators an alternative perspective on the current global crisis. A trio of trusted executives from the three originating agencies were tasked with overseeing the formation of SHELTER, operating under the cover of an NSA task force. Seeking prospective agents from government intelligence agencies, law enforcement departments, and the military, the &amp;quot;Big Three&amp;quot; selected personnel based on their proficiency, discretion, and ideals.&lt;br /&gt;
&lt;br /&gt;
In the period since its inception, SHELTER has seen only modest growth, seeking to operate below the radar of parent and sister agencies. This is in keeping with the original vision of the organization; a fallback unit which its creators could rely upon for discreet information and operation cycles. Thus far, very few people in the NSA or the American intelligence community are aware of the group&#039;s existence. There have been several close calls, primarily due to SHELTER teams crossing paths with Pitfall personnel while pursuing data or sabotaging terrorist cells. These encounters have always resulted in the SHELTER ops covering their tracks and backing down from direct confrontation. It is feared that some form of collision with Pitfall is inevitable, but the agency has managed to stave it off for the time being.&lt;br /&gt;
&lt;br /&gt;
The primary focus of SHELTER is dealing with the terrorist organization known as the Franchise. A vast, sprawling collection of criminal and extremist cells with limited but resilient networking support, the Franchise is a daunting and deadly antagonist. Every SHELTER operative lost in the field thus far met their end at the hands of this conspiracy in one form or another, and this has only intensified the focus of the surviving ops. The struggle is difficult for numerous reasons, not the least of which is the Franchise&#039;s ability to replace lost cells within weeks or even days. SHELTER holds out hope that it will somehow find a way to break this cycle and finally land a crippling blow. Only time will tell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals&#039;&#039;&#039;: 3 (Meddling, Protection, Secrecy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: 3 (Allies, Enemies, Rivals)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image&#039;&#039;&#039;: 5 (Secretive goals, Mysterious methods, Secretive leaders, Secretive members, On record sites)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sites&#039;&#039;&#039;: 5 (Classroom, COMSEC Center, Hospital, Records Office, Satellite Network)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;: 6 (E-IV, G-II, R-IV, S-IV, T-V, V-III, W-IV)&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code of Silence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a code of silence that we don&#039;t dare speak&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There&#039;s a wall between and the river&#039;s deep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We keep pretending that there&#039;s nothing wrong&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But there&#039;s a code of silence and it can&#039;t go on&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Code of Silence, Bruce Springsteen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campaign Qualities:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caliber:&#039;&#039;&#039; II&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Objectives:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Do research on Jaromir Navratil&lt;br /&gt;
&lt;br /&gt;
Arrange meeting with Navratil to acquire his information&lt;br /&gt;
&lt;br /&gt;
Follow up on Navratil&#039;s information&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reputation Award:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Exposure Penalties:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure to acquire Navratil&#039;s information -2&lt;br /&gt;
&lt;br /&gt;
Being identified by other agencies -2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended Gear Picks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Surveillance Gear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Bundle:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4x Audio Bugs II, Commercial Bug Sweeper II, Commercial Still Camera III, Commercial Tape Recorder III, 2x Mid-Size Sedans I, Lodging 3-Star Hotel III&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
==Action Dice==&lt;br /&gt;
&lt;br /&gt;
Carter: 4&lt;br /&gt;
&lt;br /&gt;
Damian: 4&lt;br /&gt;
&lt;br /&gt;
Hailee: 4&lt;br /&gt;
&lt;br /&gt;
John: 4&lt;br /&gt;
&lt;br /&gt;
Simon: 4&lt;br /&gt;
&lt;br /&gt;
GC: 6&lt;br /&gt;
&lt;br /&gt;
==Mission Gear==&lt;br /&gt;
&lt;br /&gt;
Spending Cash Pool: $3200&lt;br /&gt;
&lt;br /&gt;
=Fragile Playlist=&lt;br /&gt;
&lt;br /&gt;
The following is an iTunes playlist I concocted for listening to while working on the game:&lt;br /&gt;
&lt;br /&gt;
1. Dangerous World, Mychael Danna, Breach&lt;br /&gt;
&lt;br /&gt;
2. Gimme Shelter, The Rolling Stones, Let It Bleed&lt;br /&gt;
&lt;br /&gt;
3. The Drive to Paris, John Powell, The Bourne Identity&lt;br /&gt;
&lt;br /&gt;
4. Everybody&#039;s Been Burned, The Byrds, Younger Than Yesterday&lt;br /&gt;
&lt;br /&gt;
5. New Memories, John Powell, The Bourne Supremacy&lt;br /&gt;
&lt;br /&gt;
6. Signal to Noise, Peter Gabriel, Up&lt;br /&gt;
&lt;br /&gt;
7. License: 2 Kills, David Arnold, Casino Royale&lt;br /&gt;
&lt;br /&gt;
8. Life During Wartime, Talking Heads, Fear of Music&lt;br /&gt;
&lt;br /&gt;
9. Assets and Targets, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
10. Happiness is a Warm Gun, The Beatles, The White Album&lt;br /&gt;
&lt;br /&gt;
11. The Lighthouse, Amon Tobin, Chaos Theory: Splinter Cell 3&lt;br /&gt;
&lt;br /&gt;
12. Thinking of Marie, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
13. Code of Silence, Bruce Springsteen, The Essential Bruce Springsteen&lt;br /&gt;
&lt;br /&gt;
14. Man Versus Man, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
15. The Man Who Sold the World, David Bowie, The Man Who Sold The World&lt;br /&gt;
&lt;br /&gt;
16. Paint It Black, The Rolling Stones, Aftermath&lt;br /&gt;
&lt;br /&gt;
17. Faces Without Names, John Powell, The Bourne Ultimatum&lt;br /&gt;
&lt;br /&gt;
18. Wish You Were Here, Pink Floyd, Wish You Were Here&lt;br /&gt;
&lt;br /&gt;
=Sources of Inspiration=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Identity&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Supremacy&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bourne Ultimatum&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Ipcress File&#039;&#039; (film)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Queen and Country&#039;&#039; (comic book)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Sandbaggers&#039;&#039; (TV series)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spy Game&#039;&#039; (film)&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:PeterGarcia&amp;diff=102936</id>
		<title>Fragile:PeterGarcia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:PeterGarcia&amp;diff=102936"/>
		<updated>2009-02-17T04:27:00Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Background=&lt;br /&gt;
&lt;br /&gt;
Name: Peter Garcia&lt;br /&gt;
&lt;br /&gt;
Player: Kai Tave&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Peter_Garcia.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Resolute Investigator&lt;br /&gt;
&lt;br /&gt;
Class: Sleuth 4/Pointman 4&lt;br /&gt;
&lt;br /&gt;
Reputation: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
&lt;br /&gt;
Height:&lt;br /&gt;
&lt;br /&gt;
Weight:&lt;br /&gt;
&lt;br /&gt;
Eyes:&lt;br /&gt;
&lt;br /&gt;
Hair:&lt;br /&gt;
&lt;br /&gt;
Backstory&lt;br /&gt;
&lt;br /&gt;
The youngest of four children (two brothers and a sister), Peter&#039;s early years were rough-and-tumble ones. The neighborhood where he grew up suffered from unemployment and a lack of urban development, but his parents were always able to make ends meet. In school, Peter was bright but unfortunately gifted with a strong temper (from his mother&#039;s side of the family) and an unwillingness to back down from confrontations. It took several parent-teacher meetings to bring Peter&#039;s impulses in check, and even then it seemed like hardly a month went by when he wouldn&#039;t get written up for fighting, but his grades remained high.&lt;br /&gt;
&lt;br /&gt;
In high school, following the encouragement of his uncle, Peter made his decision to join the police force. With a sense of purpose, Peter managed to reign in his temper and dedicate himself to his studies. After graduating from high school, he was able to obtain a scholarship to UNLV, where he completed a degree in criminal justice and applied, and was accepted to, the Las Vegas Metropolitan Police Department. Following his stint as a patrol officer, Peter was promoted to detective and assigned to the homicide division, where he&#039;s worked since.&lt;br /&gt;
&lt;br /&gt;
Peter&#039;s greatest strengths are his keen observational skills and his unrelenting tenacity. It&#039;s this combination that&#039;s helped him crack a number of cases, and word is that he&#039;s being considered for another promotion soon, although Peter is just as happy where he is.&lt;br /&gt;
&lt;br /&gt;
Peter is a lapsed Catholic, to the chagrin of his parents (although they don&#039;t complain about it...too much). He hasn&#039;t married yet (something that his mother DOES complain about more frequently), citing the responsibilities of his job as a reason, although he has had a string of girlfriends. He&#039;s currently dating Rebecca Sunderland, who works as an manager at the Las Vegas Hilton hotel.&lt;br /&gt;
&lt;br /&gt;
Subplot&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 12 (+1)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 14 (+2)&lt;br /&gt;
&lt;br /&gt;
INT 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS 16 (+3)&lt;br /&gt;
&lt;br /&gt;
CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 2&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 42&lt;br /&gt;
&lt;br /&gt;
Wound Points: 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +5&lt;br /&gt;
&lt;br /&gt;
Reflex: +5&lt;br /&gt;
&lt;br /&gt;
Will: +12&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: +6&lt;br /&gt;
&lt;br /&gt;
Unarmed: +7&lt;br /&gt;
&lt;br /&gt;
Melee: +7&lt;br /&gt;
&lt;br /&gt;
Ranged: +7&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt (Forte), Handgun (Forte), Shotgun, Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Glock 22 .40, Damage 1d12, E/T 1/20, Ammo 17M3, Rec 20, Rng 25 ft., SZ/H D/1h, Qualities CMP, TKD, Wgt 1.4 lbs. Upgrades: Shoulder Holster&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: Light Club, Damage 1d6+2 Subdual, E/T 1/20, SZ/H T/1h, Wgt 3 lbs.&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Duty Vest IIA, Partial, DR 1/3, DP +0, ACP +0, Notice/Search DC 24, Wgt 3.5 lbs.&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +11/+10 (5 Ranks, +3 WIS/+2 INT, Result Cap 30, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Athletics +12/+11 (10 Ranks, +2 CON/+1 STR, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America (Mexico)) +3 (1 Rank, +2 INT, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +4 (3 Ranks, +1 DEX, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +6 (5 Ranks, +1 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Intimidate +8/+6 (5 Ranks, +3 WIS/+1 STR, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Investigation +16/+14 (11 Ranks, +3 WIS/+1 CHA, Result Cap 50, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Manipulate +9/+6 (5 Ranks, +3 WIS/+1 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Notice +17 (11 Ranks, +3 WIS, Result Cap 50, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Profession (Police Detective (Homicide)) +2 (1 Rank, +1 CHA, Result Cap 20)&lt;br /&gt;
&lt;br /&gt;
Resolve +14/+13 (11 Ranks, +3 WIS/+2 CON, Result Cap 55)&lt;br /&gt;
&lt;br /&gt;
Science (Chemistry) +2 (0 Ranks, +2 INT, Result Cap 15)&lt;br /&gt;
&lt;br /&gt;
Search +15 (11 Ranks, +2 INT, Result Cap 50, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Security +7 (3 Ranks, +2 INT, Result Cap 20, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +14/+12 (11 Ranks, +3 WIS/+1 CHA, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Sneak +6 (5 Ranks, +1 DEX/+1 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +8/+6 (5 Ranks, +3 WIS/+1 CHA)&lt;br /&gt;
&lt;br /&gt;
Interests: Action Movies, Basketball, Classic Cars, Poker&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: 1/session improve NPC&#039;s disposition by one rank, Resolve always a class skill and +5 to Result Cap, +3 insight bonus to Will, 2/session get a free hint, +3 insight bonus to Analysis and Notice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Sympathetic: Your primary focus is personal investigation and detective work. 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: You can read most people like an open book. 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&lt;br /&gt;
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: You have access to a large network of street informants, criminal snitches, journalists, and other information sources. 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: Your uncanny awareness of your surroundings is a striking advantage in combat. At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action. At Levels 7, 11, 15, and 19, you may use this ability 1 additional&lt;br /&gt;
time per session, though you may never use it more than once during any single round.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: At Levels 4, 8, 12, 16, and 20, you gain 1 additional Basic Skill or Style feat.&lt;br /&gt;
&lt;br /&gt;
Versatility: One of your greatest strengths is your facility with new skill sets. At Level 1, you may choose 4 cross-class skills to become Pointman class skills for you.At Levels 5, 10, 15, and 20, you may choose 1 additional cross-class skill to become a Pointman class skill for you.&lt;br /&gt;
&lt;br /&gt;
Assistance I: You can streamline any group activity, though at some risk. At Level 2, you may increase the error range of a teammate’s skill check by 1 to reduce the time required to make the check to 1/2 standard (rounded up, minimum 5 minutes). This ability may target any skill check except one made as part of a Dramatic Conflict (see page 362). Further, you may assist only&lt;br /&gt;
1 teammate at a time. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
Lead: You’re a born leader whose tutoring ability can bring out the best in anyone. At Level 3, once per session when making a team skill check, you may choose which teammate makes the check. Alternately, as a half action, you may share any focus or weapon proficiency you possess with one of your teammates or allies until the end of the current session. At Levels 5, 7, 9, 11, 13, 15, 17, and 19, you may use this ability 1 additional time per session.&lt;br /&gt;
&lt;br /&gt;
Orders I: Your commands carry incredible weight. At Level 4, once per session as a free action, you may advise a number of allies up to your Charisma modifier + 1 (minimum 1). These instructions must be specific, such as “Cover Molly while she gets the door open!” as opposed to “Help Molly!” While carrying out this order, each teammate and ally who can see or hear you gains a +1 synergy bonus with all skill checks made in support of the order (per the GC’s discretion). You also gain this bonus when making a skill check that&lt;br /&gt;
supports your own order. If you’re the only character to benefit, you need not speak to use this ability.&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Armor Basics: You’ve trained with body armor and are quite comfortable in it, even during combat. Benefits: Choose 1 armor type: partial, moderate, or full. While you wear armor of the chosen type, its statistics are adjusted as follows.&lt;br /&gt;
&lt;br /&gt;
Partial Armor: DR vs. melee weapons increases by 1, Defense penalty decreases by 2 (minimum 0), ACP decreases by 1 (minimum 0), Notice/Search DC increases by 4.&lt;br /&gt;
&lt;br /&gt;
Club Basics: You’re here to administer some severe blunt trauma. Prerequisites: Weapon proficiency (Blunt). Benefits: When holding a readied club, you may convert lethal damage to subdual damage and vice versa at no penalty. Further, you may use an improvised club without suffering the standard –2 penalty with your attack checks. Finally, you gain the following&lt;br /&gt;
stance and trick.&lt;br /&gt;
&lt;br /&gt;
Furious Stance (Stance): At the end of each round while you’re in this stance, your Initiative Count increases by the number of melee attacks you made during the round.&lt;br /&gt;
&lt;br /&gt;
Out of the Park (Trick): You may make a full-action Standard Attack with a club, gaining a +2 bonus with your attack check and damage. Your threat range with this attack increases by 2.&lt;br /&gt;
&lt;br /&gt;
CQB Basics: You’ve trained extensively with “up close and personal” weapons. Prerequisites: Base attack bonus +1 or higher. Benefit: You gain a +1 bonus with ranged attack checks and damage against targets within CQB Range. Further, when you hold a readied ranged weapon, you gain a +2 gear bonus with skill checks made as part of a Threaten action. Finally, you don’t suffer the standard –4 penalty and your error range does not increase when making a ranged attack out of melee.&lt;br /&gt;
&lt;br /&gt;
Observer: Your Mark 1 Eyeball has always been pretty sharp. Benefit: 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;
Private Eye: Why do they even try keeping secrets from you? Benefit: You gain a +2 insight bonus with all skill and Knowledge checks made with Investigation and Security. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 2 (2 bedroom apartment, Caliber I vehicle, -1 Appearance modifier)&lt;br /&gt;
&lt;br /&gt;
Possessions: 7 (Glock 22 .40 II (Shoulder Holster), Duty Vest IIA II (Personal Tailoring), Light Club I, Forensics Kit I, Radio I, cell-phone, pack of gum, Leatherman multitool, roll of duct tape, flashlight, voice recorder, notepad, pens, roll of quarters, zip ties, watch, energy bar, LVMPD badge, handcuffs, blood and gunshot residue testing chemicals, UV flashlight)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 1 ($100)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Glock 22 and magazines, collapsible baton, LVMPD badge, notepad and pens, cellphone, Leatherman multitool, handcuffs, watch.&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
2 stress damage&lt;br /&gt;
&lt;br /&gt;
-9 vitality points&lt;br /&gt;
&lt;br /&gt;
-7 9mmP rounds&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:HankMason&amp;diff=102935</id>
		<title>Fragile:HankMason</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:HankMason&amp;diff=102935"/>
		<updated>2009-02-17T04:26:05Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Current Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Hank_Mason.jpg|frame|Hank Mason as played by Michael Madsen]]&lt;br /&gt;
=Background=&lt;br /&gt;
Name: Hank Mason&lt;br /&gt;
&lt;br /&gt;
Player: Illegible Smudge&lt;br /&gt;
&lt;br /&gt;
Origin: Adaptable Investigator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class: Explorer 8&lt;br /&gt;
&lt;br /&gt;
Reputation: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 45&lt;br /&gt;
&lt;br /&gt;
Height: 6&#039;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 190 lbs&lt;br /&gt;
&lt;br /&gt;
Eyes: Blue&lt;br /&gt;
&lt;br /&gt;
Hair: Black&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory:&#039;&#039;&#039;&lt;br /&gt;
Henry &amp;quot;Hank&amp;quot; Mason was born in San Francisco in 1963, the son of two hippies who later became academics at Berkeley. Brought up by educated and highly literate parents, he was a quiet achiever at school, getting good grades and captaining the cross country running team, and his parents couldn&#039;t have been prouder of their intelligent and thoughtful son...until he shocked them by applying to study criminology at university with an aim to pursuing a career in law enforcement. This was the last thing they had expected, but in retrospect it shouldn&#039;t have been. Hank had always been well known for his natural curiosity and inquisitive nature, a trait his parents had always delighted in, and by the time he was in high school, he had quietly determined that he wanted to be an FBI agent. And that was exactly what he set about achieving, a goal he was soon successful in.&lt;br /&gt;
&lt;br /&gt;
After he graduated from Quantico, Hank joined the Criminal Investigative Division and devoted himself to pursuing serial killers. It wasn&#039;t so much the glamour or the desire to put them away (although that was certainly a factor), but the chance to match wits with criminals renowned for their intelligence and cunning. He slowly established himself as a capable and diligent agent, travelling the country investigating a variety of cases. During one investigation, he met and started dating Julia Adams, a doctor from Nevada, who he ended up marrying and having a daughter with. Tragically, Julia died of cancer in 2005, leaving Hank a heartbroken single father. In order to spend more time with his ten year old daughter Rachel, he transferred into the FBI&#039;s Criminal Apprehension Team based out of Las Vegas, where he works to this day.&lt;br /&gt;
&lt;br /&gt;
Hank is still a fairly quiet (but not shy) man, whose thoughtfulness and patience sometimes make him look slow or lazy, but the wheels are always turning. It&#039;s just that he&#039;s found that taking his time often leads to people inadvertently volunteering clues or ideas that he might have missed otherwise. Calm and deliberate, he carefully cultivates the impression that he&#039;s just collecting a pay-check these days and just wants to tick the boxes, when the reality is that he loves his job and he&#039;s always paying very close attention to what&#039;s going on. He still keeps up his running and heads over to California to run the marathon each year, and he&#039;s a keen boxer, another interest he picked up at university that appalled his fiercely pacifistic parents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subplots:&#039;&#039;&#039;&lt;br /&gt;
Compulsion (Curiosity): Hank has suffered from a burning inquisitiveness all his life, which he rarely makes any effort to control, even when it gets him into hot water. He just HAS to investigate anything that piques his curiosity.&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
STR 14 (+2)&lt;br /&gt;
&lt;br /&gt;
DEX 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CON 13 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS 14 (+2)&lt;br /&gt;
&lt;br /&gt;
CHA 12 (+1)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
Action Dice: 2 [d8+3]&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +7&lt;br /&gt;
&lt;br /&gt;
Reflexes: +6&lt;br /&gt;
&lt;br /&gt;
Willpower: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 17&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge Check: +10&lt;br /&gt;
&lt;br /&gt;
Request Check: +9&lt;br /&gt;
&lt;br /&gt;
Gear Check: +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 17&lt;br /&gt;
&lt;br /&gt;
Initiative: +7&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +6&lt;br /&gt;
&lt;br /&gt;
Unarmed: +8&lt;br /&gt;
&lt;br /&gt;
Melee: +8&lt;br /&gt;
&lt;br /&gt;
Ranged: +8&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Unarmed (forte), Edged, Shotgun&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: SiG-Sauer P226 .357 SiG (Damage 2d6, E/T 1-2/20, Ammo 12M4, Rec 14, Rng 25 ft., SZ/D S/1h, Qualities DEP, RGD, Upgrades: Ported Barrel, Shoulder Holster)&lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: None&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
Analysis +13/+13 (8 Ranks, +2 INT/+2 WIS, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Athletics +12/+11 (10 Ranks, +2 STR/+1 CON, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America) +2 (0 Ranks, +2 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Drive (Standard Ground Vehicles) +7 (5 Ranks, +2 DEX, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Intimidate +10/+10 (8 Ranks, +2 STR/+2 WIS, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Investigation +15/+14 (11 Ranks, +2 WIS/+1 CHA, Result Cap 50, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Medicine +10/+10 (8 Ranks from Talented, +2 INT/+2 WIS, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Notice +16 (11 ranks, +2 WIS, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Profession (FBI Agent) +1 (0 Ranks, +1 CHA, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Resolve +12/+13 (11 Ranks, +1 CON/+2 WIS, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Science (Engineering) +2 (0 ranks, +2 INT, Result Cap 15, Error +2)&lt;br /&gt;
&lt;br /&gt;
Search +13 (11 Ranks, +2 INT, Result Cap 50)&lt;br /&gt;
&lt;br /&gt;
Security +12 (8 Ranks, +2 INT, Result Cap 40, Threat 19-20)&lt;br /&gt;
&lt;br /&gt;
Streetwise +7/+6 (5 Ranks, +2 WIS/+1 CHA, Result Cap 30)&lt;br /&gt;
&lt;br /&gt;
Tactics +10/+9 (8 Ranks from Talented, +2 WIS/+1 CHA, Result Cap 45)&lt;br /&gt;
&lt;br /&gt;
Interests: Marathon Running, Baseball, Classic Cars, Literature, Checkers, Jazz, Cinema, Boxing, Puzzles&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
Origin Abilities: +5 Interests, +3 insight bonus to action die results, Bonus feat (Private Eye), May request a free hint from the GC twice per session, +3 insight bonus to Analysis and Notice checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Connected: You’ve come to know a wide variety of people in your travels. You may spend 1d6 hours and 1 action die seeking out an individual with whom you’ve dealt in the past. This NPC operates like an acquaintance-grade contact whose consultant possesses 1 skill of your choice (see page 458). The contact’s starting disposition toward you is Friendly, but he must be compensated for all services rendered at a cost of $100 per hour of assistance, plus the cost of any gear or materials belonging to him that are consumed or destroyed in the process (though you may reduce this cost with a Streetwise/Haggle check — see page 164). You may use this ability even in a remote area, so long as there are at least 40 people within a 25-mile radius at the time (e.g. the ability may even be used in an Antarctic research base near the South Pole, or a nomad camp in a vast desert, presuming the bases are occupied by 40 or more people, or there are native villages nearby).&lt;br /&gt;
&lt;br /&gt;
All Over the World: You’re familiar with foreign lands — and have the skills to escape when your knowledge fails you. At Level 1, each time you fail an Athletics or Cultures check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level +20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result.&lt;br /&gt;
&lt;br /&gt;
Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Basic Combat or Chance feat.&lt;br /&gt;
&lt;br /&gt;
Uncanny Dodge I: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held).&lt;br /&gt;
&lt;br /&gt;
Uncanny Dodge II: At Level 8, you never become flanked.&lt;br /&gt;
&lt;br /&gt;
Rugged: At Levels 6, 9, 12, 15, and 18, your Constitution score rises by 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Private Eye: You gain a +2 insight bonus with all skill and Knowledge checks made with Investigation and Security. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Talented (Examiner): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Talented (Officer): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.&lt;br /&gt;
&lt;br /&gt;
Iron Will: Your base Will save bonus increases by +3. Further, your Constitution and Wisdom scores are each considered 3 higher when determining your subdual and stress damage thresholds.&lt;br /&gt;
&lt;br /&gt;
Fortunate: As a free action, you may request 1 additional d4 action die from the GC, at which point the GC or an opponent of the GC’s choice also gains 1 additional d4 action die. These action dice are lost if not used by the end of the current scene. You may use this ability a number of times per session equal to the number of Chance feats you possess.&lt;br /&gt;
&lt;br /&gt;
Marksmanship Basics: Each time you take an Aim action, you may also Brace as a free action. Further, you may take a Brace action even when no obvious surface is available to brace against. Finally, you suffer only a –1 penalty with Reflex saves while braced instead of the standard -4.&lt;br /&gt;
&lt;br /&gt;
Fortune Favors the Bold: Each time you gain action dice from any source — including those you receive at the start of each session — the action die type improves by 1 (i.e. you gain 1d6 for every d4, 1d10 for every d8, etc.). If this increases your action die type above d12, you instead gain 2 separate 1d6 action dice.&lt;br /&gt;
&lt;br /&gt;
=Wealth=&lt;br /&gt;
Lifestyle: 4 (2 Bedroom House, Sports Car (Classic), Outdated High-End Street Look +0)&lt;br /&gt;
&lt;br /&gt;
Possessions: 6 (SiG-Sauer P226 .357 SiG(Ported Barrel, Shoulder Holster), Still Camera (Consumer Grade), Tape Recorder (Consumer Grade), Forensics Kit I, Handcuffs, Swiss Army Knife, Flashlight, Binoculars, Sunglasses, Breath Mints, Wristwatch, Notebook, Pens and Highlighters, Cell Phone, Cigarette Lighter, Street Directory, Coffee Thermos, FBI Badge, Attache Case, Today&#039;s Newspaper, Slim Jim Auto Entry Tools, Paperback Copy of &amp;quot;The Shadow of the Wind&amp;quot;,)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 2 ($400)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
8 stress damage&lt;br /&gt;
&lt;br /&gt;
-10 .357M rounds&lt;br /&gt;
&lt;br /&gt;
[[Fragile:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Fragile:Main_Page&amp;diff=102934</id>
		<title>Fragile:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Fragile:Main_Page&amp;diff=102934"/>
		<updated>2009-02-17T04:20:56Z</updated>

		<summary type="html">&lt;p&gt;Spatulalad: /* Action Dice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PBP]]&lt;br /&gt;
[[Category:Spycraft]]&lt;br /&gt;
[[Category:Fragile]]&lt;br /&gt;
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== FRAGILE ==&lt;br /&gt;
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&#039;&#039;Ripley: These people are here to protect you. They&#039;re soldiers.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Newt: It won&#039;t make any difference.&#039;&#039;&lt;br /&gt;
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&#039;&#039;- Aliens (1986)&#039;&#039;&lt;br /&gt;
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This wiki page is for a Spycraft 2.0 Play-By-Post game being played on the RPG.net play-by-post forums. Mathey is the Game Control for the game and is primarily responsible for creating and updating this wiki page.&lt;br /&gt;
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=Cast=&lt;br /&gt;
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Illegible Smudge as [[Fragile:HankMason|&#039;&#039;&#039;Hank Mason&#039;&#039;&#039;]], FBI Special Agent&lt;br /&gt;
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Jason Panella as [[Fragile:BenHartcourt|&#039;&#039;&#039;Ben Hartcourt&#039;&#039;&#039;]], Martial Arts Instructor&lt;br /&gt;
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Kai Tave as [[Fragile:PeterGarcia|&#039;&#039;&#039;Peter Garcia&#039;&#039;&#039;]], LVMPD Homicide Detective&lt;br /&gt;
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Samaritan as [[Fragile:RyanBreedlove|&#039;&#039;&#039;Ryan Breedlove&#039;&#039;&#039;]], Las Vegas Fire and Rescue Officer&lt;br /&gt;
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=Narrative=&lt;br /&gt;
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[[Fragile:Story|&#039;&#039;&#039;The Story So Far&#039;&#039;&#039;]]&lt;br /&gt;
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[[Fragile:Timeline|&#039;&#039;&#039;Timeline&#039;&#039;&#039;]]&lt;br /&gt;
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=Action Dice=&lt;br /&gt;
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Ben: 1&lt;br /&gt;
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Hank: 2&lt;br /&gt;
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Peter: 2&lt;br /&gt;
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Ryan: 2&lt;br /&gt;
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GC: 13&lt;br /&gt;
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=Premise=&lt;br /&gt;
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Fragile is a Spycraft 2.0 survival horror game in which members of the select Las Vegas Metropolitan Police Department&#039;s SWAT unit are sent out on a high risk warrant call and come face-to-face with something they could never have expected. The emphasis will be on tactical action, physical horror, and psychological dread. The PCs will be members of the SWAT unit, other emergency responders, or even civilians caught up in the event. Survival will be the ultimate goal, but it may come at a terrible price.&lt;br /&gt;
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=Setting=&lt;br /&gt;
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The game will be set in and around Nevada in the Summer of 2008. Aside from the specific threat that the PCs will encounter, the world will be a close approximation of our real one, and be fairly realistic in tone up to a point.&lt;br /&gt;
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=Characters=&lt;br /&gt;
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Origins can be taken from the core rulebook and the World on Fire sourcebook, with some possible exceptions if I feel the Talent or Specialty is inappropriate. PCs can take levels in the following basic classes, from the core book and World on Fire:&lt;br /&gt;
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Explorer, Intruder, Martial Artist, Pointman, Scout, Sleuth, Soldier&lt;br /&gt;
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As 7th or higher level characters, PCs may also take levels in the following expert classes, from the core book and World on Fire:&lt;br /&gt;
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Brawler, Counter-Terrorist, Edgemaster, Grunt, Guide, Medic, Sniper, Tactician&lt;br /&gt;
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I can make exceptions for the basic and expert classes if I feel the concept merits it, but this should give you some idea of what I&#039;m looking for in terms of team roles.&lt;br /&gt;
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I should note here that, given the themes of the game, PC mortality rates may be a bit higher than you&#039;re used to. Its recommended that everybody have a concept in mind for a backup character who can be introduced if your own PC succumbs to the horror. This is the kind of story where luck can be as much of a factor as skill, and there is no clear candidate for survival at the outset. It is also entirely possible that NOBODY will survive, though I&#039;d try to make it a satisfying if not happy ending.&lt;br /&gt;
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As per usual in my Play-By-Post games, I really prefer to have players post fleshed-out concepts before we even begin to talk about statistics or sheets. It doesn&#039;t need to be a novella, but do try to give some sense of who your PC is as a person in addition to whatever tactical role they might have to play. The psychological aspect of these people will receive particular emphasis given their situation.&lt;br /&gt;
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=Campaign Qualities=&lt;br /&gt;
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As this is a horror game with a lot of action and mayhem, I&#039;ve decided to go with the following Campaign Qualities:&lt;br /&gt;
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&#039;&#039;&#039;Bleak&#039;&#039;&#039; (+75 XP) PCs begin with 2 fewer action dice per session and their action dice never explode&lt;br /&gt;
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&#039;&#039;Ash: I admire its purity. A survivor, unclouded by conscience, remorse, or delusions of morality.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Parker: Look, I am-I&#039;ve heard enough of this, and I&#039;m asking you to pull the plug.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Ash: Last word.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Ripley: What?&#039;&#039;&lt;br /&gt;
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&#039;&#039;Ash: I can&#039;t lie to you about your chances, but...you have my sympathies.&#039;&#039;&lt;br /&gt;
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&#039;&#039;- Alien (1979)&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Bloodbath&#039;&#039;&#039; (+0) Threats are automatically activated as critical hits by PCs and special NPCs&lt;br /&gt;
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&#039;&#039;Hicks: Remember: short, controlled bursts.&#039;&#039;&lt;br /&gt;
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&#039;&#039;- Aliens (1986)&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Fast Growth&#039;&#039;&#039; (+0 XP) XP required to gain a level is 1/2 normal&lt;br /&gt;
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&#039;&#039;Chris Redfield: There are only three S.T.A.R.S. members left now. Captain Wesker, Jill and myself. We don&#039;t know where Barry is.&#039;&#039;&lt;br /&gt;
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&#039;&#039;- Biohazard, AKA Resident Evil (1996)&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Fragile&#039;&#039;&#039; (+0 XP) After Level 1, PCs gain only 2 vp per career level (d8 vitality die), 3 vp per career level (d10 vitality die), or 4 vp per career level (d12 vitality die)&lt;br /&gt;
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&#039;&#039;Sheriff McClelland: Good shot! OK, he&#039;s dead; let&#039;s go get &#039;im. That&#039;s another one for the fire.&#039;&#039;&lt;br /&gt;
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&#039;&#039;- Night of the Living Dead (1968)&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Fragile Minds&#039;&#039;&#039; (+25 XP) A campaign with this quality features horror lurking around every corner, testing the boundaries of human sanity. The campaign uses this product’s expanded stress damage rules.&lt;br /&gt;
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&#039;&#039;Dr. Blair: You guys think I&#039;m crazy! Well, that&#039;s fine! Most of you don&#039;t know what&#039;s going on around here, but I&#039;m damn well sure some of you do! You think that thing wanted to be an animal? No dogs make it a thousand miles through the cold! No, you don&#039;t understand! That thing wanted to be us!&#039;&#039; &lt;br /&gt;
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&#039;&#039;- The Thing (1982)&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Gritty&#039;&#039;&#039; (+100 XP) The cost to activate a critical injury inflicted on a player or special character decreases by 1 action die (minimum 0). Further, the range of damage at which a Fortitude save must be made to avoid a critical injury becomes 16-25, and the threshold at which a Fortitude save must be made to avoid dropping to -9 wound points become 26+. Finally, the DCs of all Medicine checks increase by 5, and the error ranges of all such checks increase by 2.&lt;br /&gt;
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&#039;&#039;Beth: I&#039;m an English teacher, not fucking Tomb Raider.&#039;&#039;&lt;br /&gt;
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&#039;&#039;- The Descent (2005)&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Hard-Boiled Investigators&#039;&#039;&#039; (–25 XP) In a campaign featuring this quality, characters quickly become accustomed to cinematic terror. Once a character makes a successful Will save against a horrifying event, he need never make another Will save against the same event; he is simply immune to witnessing that event again.&lt;br /&gt;
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&#039;&#039;Hicks: We&#039;re all in strung out shape, but stay frosty and alert. We can&#039;t afford to let one of those bastards in here.&#039;&#039;&lt;br /&gt;
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&#039;&#039;- Aliens (1986)&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Hybrid&#039;&#039;&#039; (+0 XP) PCs can be Faction or Freelance&lt;br /&gt;
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&#039;&#039;Dr. Millard Rausch: This isn&#039;t the Republicans versus the Democrats, where we&#039;re in a hole economically or... or we&#039;re in another war. This is more crucial than that. This is down to the line, folks, this is down to the line. There can be no more divisions among the living!&#039;&#039;&lt;br /&gt;
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&#039;&#039;- Dawn of the Dead (1978)&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Shoe String Budget&#039;&#039;&#039; (+0 XP) The Caliber of available gear selections is reduced by 1; if this reduces the Caliber to 0, the PC or NPC loses that pick&lt;br /&gt;
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&#039;&#039;Spence: Please, I wouldn&#039;t wanna shoot you. I might need the bullets. Back off!&#039;&#039;&lt;br /&gt;
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&#039;&#039;- Resident Evil (2002)&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Violent&#039;&#039;&#039; (+50 XP) Threat ranges of any attack check increase by 2&lt;br /&gt;
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&#039;&#039;Sergeant Harry Wells: We are now up against live, hostile targets. So, if Little Red Riding Hood should show up with a bazooka and a bad attitude, I expect you to chin the bitch.&#039;&#039;&lt;br /&gt;
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&#039;&#039;- Dog Soldiers (2002)&#039;&#039;&lt;br /&gt;
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I have also chosen to adopt the &#039;&#039;&#039;Stockpile System&#039;&#039;&#039;, introduced in The Big Score PDF supplement. The revised Possessions chart, &#039;&#039;already adjusted for Shoe String Budget&#039;&#039;, is presented here:&lt;br /&gt;
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Possessions 1: 1/I&lt;br /&gt;
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Possessions 2: 1/I&lt;br /&gt;
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Possessions 3: 2/I&lt;br /&gt;
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Possessions 4: 2/I&lt;br /&gt;
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Possessions 5: 2/I, 1/II&lt;br /&gt;
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Possessions 6: 3/I, 1/II&lt;br /&gt;
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Possessions 7: 3/I, 2/II&lt;br /&gt;
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Possessions 8: 4/I, 2/II&lt;br /&gt;
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Possessions 9: 4/I, 3/II&lt;br /&gt;
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Possessions 10: 5/I, 3/II&lt;br /&gt;
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Possessions 11: 5/I, 3/II, 1/III&lt;br /&gt;
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Possessions 12: 5/I, 4/II, 1/III&lt;br /&gt;
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Possessions 13: 6/I, 4/II, 1/III&lt;br /&gt;
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Possessions 14: 6/I, 4/II, 2/III&lt;br /&gt;
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Possessions 15: 6/I, 5/II, 2/III&lt;br /&gt;
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Possessions 16: 6/I, 5/II, 3/III&lt;br /&gt;
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Possessions 17: 6/I, 6/II, 3/III&lt;br /&gt;
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Possessions 18: 6/I, 6/II, 3III, 1/IV&lt;br /&gt;
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=Graveyard=&lt;br /&gt;
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Detective Jared Mendoza, killed after a fall that ended with him hitting his head on a rock&lt;br /&gt;
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Sergeant Tom Bowen, killed by having his throat cut, his head beaten against stone, and his face shot at point blank range by his own weapon&lt;br /&gt;
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Detective Roger Grimes, transformed into an Other, shot to death by Officer Brad Rivers&lt;br /&gt;
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Officer [[Fragile:BradRivers|&#039;&#039;&#039;Brad Rivers&#039;&#039;&#039;]], killed by a bite from a massive Other &lt;br /&gt;
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Officer [[Fragile:TonyTanaka|&#039;&#039;&#039;Tony Tanaka&#039;&#039;&#039;]], killed by impalement from a massive Other&lt;br /&gt;
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Officer [[Fragile:JimRussell|&#039;&#039;&#039;Jim Russell&#039;&#039;&#039;]], killed by a massive Other&lt;br /&gt;
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Officer [[Fragile:JeffDavies|&#039;&#039;&#039;Jeff Davies&#039;&#039;&#039;]], killed by a massive Other&lt;br /&gt;
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=Fanfiction=&lt;br /&gt;
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FRAGILE: Backlash of Iniquity&lt;br /&gt;
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by Silent Wayfarer&lt;br /&gt;
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Grimes waited. The lights above him blinked and sparked out of the air. There were demons in the house. He didn&#039;t see them, but had expected them now for years. His warnings to Big Dog were not listenend to and now it was too late. Far too late for now, anyway.&lt;br /&gt;
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Brad was a homieside detectif for fourteen years.&lt;br /&gt;
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When he was young he watched the tv and he said to dad &amp;quot;I want to be a cop daddy.&amp;quot;&lt;br /&gt;
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Dad said &amp;quot;No! You will BE KILL BY DEMONS&amp;quot;&lt;br /&gt;
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There was a time when he believed him. Then as he got oldered he stopped. But now in the tunnels under the house he knew there were demons.&lt;br /&gt;
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&amp;quot;This is Big Dog&amp;quot; the radio crackered. &amp;quot;You must fight the demons!&amp;quot;&lt;br /&gt;
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So Brad gotted his revolver and blew up the wall.&lt;br /&gt;
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&amp;quot;HE GOING TO KILL US&amp;quot; said the demons&lt;br /&gt;
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&amp;quot;I will stab at him&amp;quot; said the demon woman and she swung the knife. Grimes shotted at her and tried to blew her up. But then the ceiling fell and they were trapped and not able to kill.&lt;br /&gt;
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&amp;quot;No! I must kill the demons&amp;quot; he shouted&lt;br /&gt;
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The radio said &amp;quot;No, Grimes. You are the demons&amp;quot;&lt;br /&gt;
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And then Grimes was a monster.&lt;br /&gt;
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=Fragile Playlist=&lt;br /&gt;
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Here&#039;s the iTunes playlist I made for when I need inspiration for this game. Think of it as the official non-existent movie soundtrack:&lt;br /&gt;
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Part One&lt;br /&gt;
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1. Opening - The Descent (Original Movie Soundtrack) - David Julyan&lt;br /&gt;
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2. Main Title (From &amp;quot;Assault On Precinct 13&amp;quot;) - The Essential John Carpenter Film Music Collection - John Carpenter&lt;br /&gt;
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3. Shape - The Thing (Original Movie Soundtrack) - Ennio Morricone&lt;br /&gt;
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4. Entrada &amp;amp; Shootout - Heat (Original Movie Soundtrack) - Elliot Goldenthal&lt;br /&gt;
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5. Asylum - Sling Blade (Original Movie Soundtrack) - Daniel Lanois&lt;br /&gt;
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6. Dark Discovery - Aliens (Original Movie Soundtrack) - James Horner&lt;br /&gt;
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7. The Bone Dam - The Descent (Original Movie Soundtrack) - David Julyan&lt;br /&gt;
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8. Scuds - Jarhead (Original Movie Soundtrack) - Thomas Newman&lt;br /&gt;
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9. Cardinal Sin - Sin City (Original Movie Soundtrack) - Graeme Revell &amp;amp; Robert Rodriguez &lt;br /&gt;
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10. Contamination - The Thing (Original Movie Soundtrack) - Ennio Morricone&lt;br /&gt;
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11. The Crawlers Attack - The Descent (Original Movie Soundtrack) - David Julyan&lt;br /&gt;
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12. Clean&#039;s Death - Apocalypse Now (Original Movie Soundtrack) - Carmine Coppola&lt;br /&gt;
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Part Two&lt;br /&gt;
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13. F.B.I. - Smokin&#039; Aces (Original Movie Soundtrack) - Clint Mansell&lt;br /&gt;
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14. Cannibal Song - The Mind is a Terrible Thing to Taste - Ministry&lt;br /&gt;
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15. Ensurance Trap - Donnie Darko (Original Movie Soundtrack) - Michael Andrews&lt;br /&gt;
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16. Nash - I Like to Score - Moby&lt;br /&gt;
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17. Hickey&#039;s Back - Last Man Standing (Original Movie Soundtrack) - Ry Cooder&lt;br /&gt;
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18. Diner - Mulholland Drive (Original Movie Soundtrack) - Angelo Badalamenti&lt;br /&gt;
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19. Humanity (Part II) - The Thing (Original Movie Soundtrack) - Ennio Morricone&lt;br /&gt;
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Part Three&lt;br /&gt;
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20. Chef&#039;s Head - Apocalypse Now (Original Movie Soundtrack) - Carmine Coppola&lt;br /&gt;
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21. Ace of Spades - Smokin&#039; Aces (Original Movie Soundtrack) - Motorhead&lt;br /&gt;
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22. Going After Newt - Aliens (Original Movie Soundtrack) - James Horner&lt;br /&gt;
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23. The Descent - The Descent (Original Movie Soundtrack) - David Julyan&lt;br /&gt;
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24. You And Whose Army? - Amnesiac - Radiohead&lt;br /&gt;
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=Sources of Inspiration=&lt;br /&gt;
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Fragile pays homage to a number of books, films, and video games:&lt;br /&gt;
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28 Days Later (Movie): Danny Boyle&#039;s re-invention of the zombie movie is a great addition to the genre while also being its own, peculiar creature. I know some people don&#039;t like the way it shifts gears in the last half, but I think its good to break from the formula and take that side trip. I also like the fact that the Rage-infected &amp;quot;zombies&amp;quot; are that much scarier due to their speed and viciousness. &lt;br /&gt;
&lt;br /&gt;
28 Weeks Later (Movie): A very different kind of sequel to 28 Days Later which takes the premise and refocuses it. Its more overtly geared for action-horror than the first film, and its particularly brutal in depicting the effects of the virus. I&#039;m not sure that the coda adds anything to what had come before, but its certainly something that invites speculation for a sequel.&lt;br /&gt;
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Aliens (Movie): I think Alien might be a superior film artistically, but for pure entertainment value, you can&#039;t do much better than this roller coaster ride of a sequel. It takes the universe presented in the first film and expands on it in ways that seem natural and only build on rather than detract from the premise. The characters are great, the pacing is terrific, and it has an emotional core that&#039;s particularly evident in the Special Edition. Probably the ideal model of a survival horror movie.&lt;br /&gt;
&lt;br /&gt;
Alone in the Dark (Video Game): The original PC game was the prototype for most of the survival horror genre games that followed (spooky haunted house, roaming monsters, deathtraps...sound like anything you know, Capcom?), and I suspect that the newer console-based game will be quite good, too.  While most video games feature protagonists who can easily slay their numerous opponents, this game gave us fewer but more dangerous opponents, less weapons, and a protagonist who had to think as much as shoot. Whatever you do, though, don&#039;t rent the apparently horrible Uwe Boll movie, which has little if anything to do with the games. EDIT: After reading some game site reviews, it appears that the console game is really, really bad. A shame.&lt;br /&gt;
&lt;br /&gt;
Black Hawk Down (Book, Movie): The real world incident in Somalia, 1993, features a very survival horror-esque premise; a group of well-trained and determined men surrounded by a horde of people who are trying their best to kill them. The book is much more balanced in its portrayal of the Somalis and their rationale for their actions, but the movie does a good job of conveying the mayhem of modern urban warfare. You also see examples of how people and organizations can either rise to the challenge or completely collapse under the strain. &lt;br /&gt;
&lt;br /&gt;
Condemned: Bloodshot (Video Game): A first person video game that blends the serial killer thriller with close combat violence and even a bit of the supernatural. Its got an aesthetic of &amp;quot;destroyed beauty&amp;quot; borrowed from David Fincher, director of Alien 3 and Se7en, and the tone is pretty damn bleak. The violence is particularly notable for its creative use of improvised weapons and for its sheer ugliness.&lt;br /&gt;
&lt;br /&gt;
Dawn of the Dead (Movies): I like the George Romero one better than the remake, but both of these entries in the zombie horror genre are great examples of survival horror. Once more, you have a band of survivors struggling to stay alive as the walking dead threaten their only refuge. The first film also adds in quite a bit of social commentary and satire of consumer culture, but it also works purely as a scary and exciting movie. Particularly relevant to Fragile is its use of SWAT police officers. &lt;br /&gt;
&lt;br /&gt;
The Descent (Movie): Not to be confused with The Cave, this horror film follows a group of adventurous women as they go on a spelunking expedition that goes terribly, terribly wrong. The monsters of the film don&#039;t really show up until late in the film, and a considerable amount of the tension is created by the claustrophobia of the heroes&#039; situation and personal, psychological subtext. Its also a lovely looking movie, having obvious inspiration from John Carpenter&#039;s scary movies, particularly The Thing. The CGI could&#039;ve been better, and its ultimately a pretty formulaic film - but it does what it sets out to do very well. Make sure to see the UK version; the ending is much more effective, I think.&lt;br /&gt;
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Dog Soldiers (Movie): Another Neil Marshall movie, this time a relatively light hearted action-horror story about a band of soldiers on a training mission who encounter some werewolves. Think of it as a cross between An American Werewolf In London and Aliens and you wouldn&#039;t be far off. There&#039;s some great and funny bits of banter between the soldiers, and it also manages to be pretty spooky at times.&lt;br /&gt;
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Eternal Darkness (Video Game): An interesting console based game that was obviously influenced by H.P. Lovecraft&#039;s Cthulhu mythos, but has its own monstrous conspiracy lurking in the background. It criss-crosses time and features different periods and cultures as the backdrop for its overall story of Things Man Was Not Meant To Know. There&#039;s a nice mix of action and investigation, and the bath tub scene is particularly memorable.&lt;br /&gt;
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F.E.A.R. (Video Game): The premise of this first person shooter game is pretty familiar; a special forces soldier with exceptional (even supernatural) reflexes joins a mission to contain a strange outbreak in a fictional American town and comes across some truly creepy antagonists. The execution is what makes the game special, having more to do with Japanese horror films like The Ring or Kairo (Pulse) than Doom or Quake. There&#039;s a nice mix of high-octane, slow motion bullet ballets and periodic freaky scare tactics. I&#039;m not a big fan of the sequels, but I hold out hope that Project Origin (a sequel made by the original creators) will be worthy of the first one. &lt;br /&gt;
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House of the Dead (Video Games): A light gun arcade shooter that features hordes of zombies, weird mutant monsters, and some truly laughable voice acting. It has a lot of sequels, and another atrocious Uwe Boll film version. The original was a lot of fun, though, and is on the over-the-top scale in its depiction of survival horror.&lt;br /&gt;
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I Am Legend (Book): I haven&#039;t seen the movie, to be honest, but what I know about it suggests that its a decent survival horror flick. Anyways, I&#039;m more inspired by the book, by Richard Matheson, which is about the last man in a world overrun by classical-style vampires. There&#039;s a great sense of isolation and loneliness throughout, and the conclusion is both chilling and heroic in a strange way.  Its probably one of the oldest examples of survival horror, and its very grounded.&lt;br /&gt;
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The Kingdom (Movie): Its not a great movie, really, but the depiction of people isolated in an alien culture who end up in a life struggle with implacable foes means it has at least one toe in the survival horror genre. Replace &amp;quot;terrorist&amp;quot; with &amp;quot;monster&amp;quot; and you have some idea of how this could parallel the action in Fragile; investigation, terrible consequences, and lots of shooting.&lt;br /&gt;
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Night of the Living Dead (Movie): The original black and white movie George Romero made in 1968 (40 years ago!) is probably the single biggest influence on the survival horror genre at large. Cheaply produced but still very effective - perhaps because of its low budget rather than despite it - it was the first film to really posit a scenario with walking dead and a small group of survivors holding out against the unexplained (a theory is raised, but never confirmed) outbreak. The ending is brutal and particularly pointed in its social overtones. You owe it to yourself to see it, even if you&#039;re normally the kind of person who doesn&#039;t like &amp;quot;old&amp;quot; movies.&lt;br /&gt;
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Rainbow Six Vegas (Video Games): Take the first person tactical shooter genre, then crank up the action to over-the-top levels, and you have some idea of what this game is like. Featuring a ridiculously expansive terrorist attack on Sin City (where do these guys get all their reinforcements?), its mainly an excuse to rappel, sneak, or crash into flashy urban hot zones and shoot a whole lot of bad guys while your cover gets shot to Hell. Aside from being a cross between tactical and purely action shooters, its setting is particularly relevant to that of Fragile.&lt;br /&gt;
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Resident Evil (Video Games): Capcom coined the term &amp;quot;survival horror&amp;quot; with this famous series. While the translation and voice acting got better as the series progressed, the stories also got more and more outrageous. In any case, the gameplay set a much imitated prototype, with a lonely hero surrounded by monsters and zombies, having to navigate puzzles and deathtraps while also collecting the occasional ammo, weapon, or health boost between sparse save points. I haven&#039;t seen the movies, but I assume they have at least some resemblance to this premise. &lt;br /&gt;
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[REC] (Movie): A Spanish horror movie, the premise is that its found footage of a newscaster and her camera man as they follow some firemen responding to a seemingly routine call-out. What they find in a quarantined apartment building leads to a lot of screaming and running around as a saliva-based infection rapidly spreads. Its much more effective than it sounds, particularly because of the shift in the last twenty or so minutes. Inevitably, they&#039;ve made what sounds like a shot-for-shot American remake called &amp;quot;Quarantine&amp;quot;, but see the original if you can manage it. &lt;br /&gt;
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Silent Hill (Video Games): A survival horror game series about the titular American town where the barriers between our world and a nightmare universe overlap. The protagonists are always relatively Average Joes and Janes, and the emphasis is mostly on subtly disturbing you with psychological horror rather than simple monster bashing. There&#039;s a movie that I&#039;ve not seen (I&#039;m suspicious in general of video game-to-movie translations), but I doubt its quite as effective as the games. The first one really creeped me out.&lt;br /&gt;
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SWAT 4 (PC Game): Sierra had tried to do a SWAT game a few times before they hit a good one, SWAT 3, a tactical shooter that focused on police rather than military action. SWAT 4 was even better, and featured more options based on real world SWAT methods and scenarios. There&#039;s a particular mission involving a doomsday cult that is probably the main inspiration for Fragile, and which you&#039;ll see clear parallels to if you&#039;ve played the game. If you want to learn more about SWAT tactics and like slower-paced, more deliberate shooters, you should consider tracking down a copy.&lt;br /&gt;
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The Thing (Movie, Video Game): A semi-remake of a 50&#039;s science fiction film (The Thing from Another World), John Carpenter&#039;s 1982 horror film was originally panned by the critics as too gory. Nowadays, it seems relatively tame, though the special effects are still grotesque and jaw-dropping. The Arctic setting is about as isolated as you can get, and while there is some action here and there, its mostly about the paranoia the outpost personnel feel as a shape shifting and personality absorbing alien infiltrates their camp. Its great visually, and its really quite bleak. The console game that came out some years back is a pretty fun game on its own right and improves a great deal if you&#039;re a fan of Carpenter&#039;s movie. Its got much more shooting and a variety of incarnations of the monster of the title to wrangle with.&lt;/div&gt;</summary>
		<author><name>Spatulalad</name></author>
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