Fragile:BenHartcourt

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Background[edit]

Name: Ben Hartcourt

Player: Jason Panella


Ben Hartcourt.jpg


Origin: Determined Survivor

Class: Scout 2/Martial Artist 6

Net Worth: $600,000

XP: 80,000


Age: 29

Height: 5'9"

Weight: 151 lbs.

Eyes: brown

Hair: black


Backstory: Ben Hartcourt was on the road less than a week after he finished his undergrad degree, leaving Seattle behind and opening the entirely of the west coast in front of him. He spent some time in Sacramento and Portland before spending the next few years in Denver, where his friendly demeanor and willingness to help were a perfect fit for a hiking expedition outfit.


He eventually met his future wife, Diane, on one of the hiking trips, and her basic involvement in karate got him interested as well. Over the next few years, he took various classes in Colorado, learning basic and intermediate techniques in a variety of disciplines.


After Diane was offered a job working for a publishing house in Nevada, the couple moved south. Ben soon was training intensively, meshing several styles together to form a hybrid style that drew from African, Asian and Native American fighting styles. He's been teaching a few of his friends some basics, and Ben has been investigating the possibility of opening a joint-instruction training center that — while it would have some focus on martial arts — would also serve as a general fitness center. This was, however, before he saw a murder....


Subplots:

Attributes[edit]

STR 14 (+2)

DEX 14 (+2)

CON 14 (+2)

INT 13 (+1)

WIS 14 (+2)

CHA 11 (+0)

Derived Values[edit]

Action Dice: 2d6

Vitality Points: 51

Wound Points: 17


Fortitude: +7

Reflex: +8

Will: +5


Stress Threshold: 14

Subdual Threshold: 14


Knowledge Check: +9

Request Check: +8

Gear Check: +10


Defense: 22

Initiative: +7

Base Attack Bonus: +7

Unarmed: +9

Melee: +9

Ranged: +9

Weapon Proficiencies: Blunt (forte), Edged (forte), Hurled, Exotic (Blunt) (forte), Unarmed (forte)

Primary Weapon: Unarmed (Dmg 1d6+2, 19-20)

Secondary Weapon:

Armor and Protective Gear: None

Speed: 35 ft.

Skills[edit]

Acrobatics +9/+9 (7 Ranks, +2 STR/+2 DEX, Result Cap 40)

Athletics +12/+12 (10 Ranks, +2 STR/+2 CON, Result Cap 50)

Cultures (North America) +4 (3 Ranks, +1 INT, Result Cap 20)

Drive (Personal Ground Vehicles) +5 (3 Ranks, +2 DEX, Result Cap 20)

Intimidate +7/+7 (5 Ranks, +2 STR/+2 WIS, Result Cap 30)

Notice +10 (8 Ranks, +2 WIS, Result Cap 40)

Profession (Wilderness Guide) +5 (5 Ranks, +0 CHA, Result Cap 30)

Resolve +9/+9 (7 Ranks, +2 CON/+2 WIS, Result Cap 40)

Science (Physics) +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)

Search +10 (9 Ranks, +1 INT, Result Cap 40)

Sneak +8/+6 (6 Ranks, +2 DEX/+0 CHA, Result Cap 30)

Survival +7/+5 (5 Ranks, +2 WIS/+0 CHA, Result Cap 30)


Interests: camping, Pacific northwest lore, west coast state routes, American folk music

Abilities[edit]

Origin Abilities: retry skill check without penalty 4/session, free hint 1/session, +2 wound points, +2 base Defense, 2 additional vitality points at Career Level 1 and 1 additional vitality point at each Career Level thereafter

Class Abilities:

Improved Reach (+5 ft)

Life of Discipline (Discipline of the Mind): The lower of your Dexterity or Intelligence scores increases by 1 (if they’re tied, you choose which to increase). Further, you gain a +1 insight bonus with Reflex saves. Finally, you may spend 1 action die to ignore the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.

Ploy (Smack Down): When you make a Standard Unarmed Attack without applying any tricks, your attack gains the takedown quality.

Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).

Stalker: At Level 1, each time you fail a Survival or Tactics check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.

Unyielding: Once per combat, you may take 1 full action to spend and roll 1 or more action dice, immediately recovering a number of combined vitality and wound points equal to the total result. These action dice explode as normal. You may take this action even when you’re helpless or dying.

Feats:

Dirty Fighting Basics: Any sneak attack damage you suffer decreases to 1/2 standard (rounded up). Further, you gain the following stance and trick.

Ready Stance (Stance): When you hit a target with 1 or more unarmed attacks while in this stance, the target suffers a –2 penalty with all attack checks made until the end of the current round.

Low Blow (Trick): When you make a successful unarmed Standard Attack, your target must make a successful Fortitude save (DC 10 + the damage inflicted) or become sickened for 1d4 rounds.

Footwork Basics: Your Speed increases by 5 ft. Further, you gain the following stance and trick.

Undefeated Stance (Stance): At the end of each round during which you’re in this stance and aren’t hit by at least 1 attack, you recover 1 point of vitality. The maximum amount of vitality you may recover in a single scene due to this stance is equal to twice your career level.

Heel Stomp (Trick): When taking a Kick action, you may accept a –2 penalty with your attack check. With a hit, the target’s speed decreases by 10 ft. for 1 full round and his Initiative Count decreases by 2.

Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).

Improvised Weapon Basics: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.

Knife Basics: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the following stance and trick.

Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.

Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with a hit.

Knife Moves: You gain the following tricks.

Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blinded for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.

Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enraged for 1d6+1 rounds.

Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleed quality to the attack.

Martial Arts (DEX): Your base unarmed attack threat range becomes 19–20 and your unarmed combat damage increases to 1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.

Training: You gain 5 skill points. When you spend these points to purchase skill ranks, you always gain 1 rank per skill point spent, even if the skill is typically cross-class for you.

Wealth[edit]

Lifestyle: 2 (2-bedroom apartment, worn clothing, -1 appearance modifer)

Possessions: 1 (Short Staff I in gym bag — Ben has a lesson after this)

Spending Cash: 2 ($400)

Currently Carrying[edit]

Hospital garb (wearing) Gym bag w/ change of clothes (athletic wear), practice short staff. Cigarette lighter


Total Weight:

Current Condition[edit]

-7 vitality

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