Fragile:BradRivers

From RPGnet
Jump to: navigation, search

Background[edit]

Name: Brad Rivers

Callsign: Touchdown

Player: Illegible Smudge


Origin: Gifted Serviceman

Class: Soldier 4/Counter Terrorist 3

Reputation: -8


Age: 21

Height: 6'2"

Weight: 176 lbs

Eyes: Green

Hair: Auburn


Backstory: Brad Rivers was the popular star quarterback in high school, but despite winning a football scholarship, he wasn't even remotely suited to college. He wasn't stupid, and it wasn't that he didn't know how to apply himself, as he'd always been the most dedicated and disciplined member of the team when it came to football. He just wasn't interested - he hated studying and assignments, and found his course boring beyond belief.


After a year of keg-parties and socializing, he was kicked out, and forced to actually think about what he wanted to do with his life. His dream of a pro-football career hadn't panned out, and these days, his athletic abilities weren't really all that saleable in the jobs market. There was one obvious prospect though: the military. Inspired by the example of Pat Tillman (who was still alive at that point), he resolved to try for the Rangers, and was on the point of signing up when he got a call from his football buddy Kevin that shocked him to the core.


Kevin had been a linebacker in the high-school team, and one of his best friends, and had signed up as a marine straight out of high school. And now, barely a year later, he was in a wheelchair and crippled for life. A month later, Tillman was killed, and the last of Brad's delusions of invincibility were shredded. His body was all he had - he didn't want to end up like Kevin. The idea of being disfigured was terrifying to him in a way death wasn't. So he opted for the safer option, and signed up for the police force, aiming for SWAT from the get-go. Three years later, he was in.


It's been staying in that's been the hard part - as cocky and hot-headed as he is, he's already been rebuked twice, and his position in the team is currently hanging by a thread, with the captain making it abundantly clear that there are plenty more cops ready to fill his spot if he fucks up again. The only reason he's still there at all is that he's obviously very talented and good at the job, and the sergeant has spoken up in his favour. As it is, he's already on his last chance, and he's only been in the team six months.


Brad is confident, outgoing, and cocky. He's also rather brash and arrogant, but his time playing football has taught him the value of teamwork, and he's fiercely loyal to his buddies. Sure, it can be a right pain in the ass sharing the backlash from his indiscretions and fuck-ups, and there's no doubt that he can be a jerk at times, but there's no doubting his loyalty or dedication to his friends. He's always there to back them up when they're getting rebuked or look after them when they're puking their guts up after a big night. Romantically, he's a bit of a player.


Subplots: Discredited (On his last chance after reckless heroics that jeopardized missions and numerous instances of insubordination), Romance (Struggling to overcome his reputation as a player in order to woo Kelly Mitchell, a hardened and cynical female LVPD cop he has fallen for hard. Unfortunately, she seems to regard him as too young and immature, and has so far responded to his advances with amusement rather than reciprocal interest)

Attributes[edit]

STR 14 (+2)

DEX 16 (+3)

CON 14 (+2)

INT 10 (+0)

WIS 10 (+0)

CHA 14 (+2)

Derived Values[edit]

Action Dice: 2d6

Vitality Points: 47

Wound Points: 14


Fortitude: +5

Reflexes: +7/+5

Willpower: +6


Stress Threshold: 10

Subdual Threshold: 14


Knowledge Check: +7

Request Check: +9

Gear Check: +7


Defense: 14/16

Initiative: +12

Base Attack Bonus: +7

Unarmed: +9

Melee: +9

Ranged: +10

Weapon Proficiencies: Blunt, Handgun (forte), Hurled (forte), Rifle (forte), Shotgun, Submachine gun (forte), Unarmed

Primary Weapon: Colt M4A1 (Damage 4d4, E/T 1-3/20, Ammo 30M5, Rec 12, Rng 100 ft., SZ/H S/2h, Qualities CLS, Upgrades: Tactical Flashlight, Tactical Sling, Red Dot Sight)

Secondary Weapon: S&W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: Tactical Flashlight, Tactical Holster)

Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: ACP reduced by 1 to -1)

Speed: 25 ft.

Skills[edit]

Athletics +10/+11 (8 Ranks, +2 STR/+3 DEX, Result Cap 40, Threat 18-20)

Blend +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)

Cultures (North America) +0 (0 Ranks, Result Cap 15, Error +2)

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

Impress +5 (3 Ranks, +2 CHA, Result Cap 25)

Intimidate +10/+8 (6 Ranks, +2 STR/+0 WIS, +2 insight bonus, Result Cap 30, Threat 19-20)

Notice +5 (5 ranks, +0 WIS, Result Cap 30)

Profession (Police Officer) +2 (0 Ranks, +2 CHA, Result Cap 15, Error +2)

Resolve +7/+5 (5 Ranks, +2 CON/+0 WIS, Result Cap 30)

Science (Economy) +0 (0 ranks, +0 INT, Result Cap 15, Error +2)

Search +2 (2 Ranks, +0 INT, Result Cap 20)

Sense Motive +2/+4 (2 Ranks, +0 WIS/+2 CHA, Result Cap 20)

Sneak +7/+6 (4 Ranks, +3 DEX/+2 CHA, Result Cap 30)

Tactics +7/+9 (5 Ranks, +0 WIS/+2 CHA, +2 insight bonus, Result Cap 30, Threat 19-20)


Interests: American football, Basketball, Pool, Video games

Abilities[edit]

Origin Abilities: Impress always a class skill (+5 cap), +2 threat with Athletics, +2 to attacks made as part of suppressive fire

Class Abilities:

Accurate: Each time you spend 1 action die to boost an attack check, you roll and add the results of 2 dice (e.g. a Level 1 Soldier’s bonus of 1d4 becomes 2d4).

Armor Use I: You’re at home in armor. At Level 4, you gain a +1 bonus to Defense while wearing armor. Further, your armor check penalty decreases by 1 (minimum 0). Finally, you gain 1 piece of Caliber I armor at no cost as part of your mission gear during the Intel Phase of each mission.

Crowd Control: At Level 1, as a full action, you may issue instructions to non-combatant standard NPCs who can hear or see you numbering up to 10 times your Charisma score. These instructions must be clear, concise, and possible with 1 round of activity. They may not include any attack actions. Further, no more than 1 set of instructions may be provided (i.e. a single crowd cannot be broken into smaller groups, each receiving separate instructions). Assuming all these conditions are met, the NPCs act according to the instructions during the following round. If 2 or more Counter-Terrorists simultaneously target the same NPCs with this ability and contradictory commands, the abilities are all used and canceled. You may use this ability a number of times per session equal to your starting action dice.

Fight On x2

Fortunes of War I (DR 1): At Level 2, you gain 1 point of damage reduction (DR 1/—). Further, as a free action, you may double the DR granted by this ability for 1 full round (see page 346). You may boost your DR in this fashion a number of times per session equal to your starting action dice.

Precision Takedown I: At Level 2, each opponent with less than total personal or scenery cover is considered to possess 1 grade less cover against your attacks (e.g. a target with 3/4 cover is considered to have 1/2 cover).

Shoot First: Each time you spend 1 action die to boost any attack check, skill check, damage roll, or save result during the surprise round or first standard round of any combat, you roll and add the results of 2 dice (e.g. the bonus of a Career Level 8 Counter-Terrorist, ordinarily 1d6, becomes 2d6).

Feats:

Ambush Basics: You gain the ability to inflict 1 die of sneak attack damage (see page 338). Further, when you’re the leader or a helper in a Tactics/Ambush check, the check gains the Cross-Check tag.

CQB Basics: 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.

CQB Mastery: Your threat range with ranged attack checks made against opponents within CQB Range increases by 1. Further, when you hold a readied ranged weapon, you may take a Threaten action against an uninjured target. Also, if your Intimidate (Wis) check fails, the target’s bonus when next attacking you is negated, and if it results in a critical failure, the target’s bonus when next attacking you decreases to +1. Finally, you don’t suffer the standard –4 penalty and your error range does not increase when making a ranged attack into melee.

Officer: You gain a +2 insight bonus with all skill and Knowledge checks made with Intimidate and Tactics. Further, your base threat range with these skills becomes 19–20.

Tac-Squad Basics: Once per round, you may take a Threaten action as a free action, or make an Intimidate/Coercion check as a half action. You must possess a 2-to-1 or greater advantage to use this ability.

Tac-Squad Mastery: Once per round, you may take a Suppressive Fire action as a half action. You must possess a 2-to-1 or greater advantage to use this ability.

Tac-Squad Supremacy: All opponents within your CQB Range and line of sight are considered flanked. You must possess a 2-to-1 or greater advantage to gain this benefit.

Wealth[edit]

Lifestyle: 2 (small and cluttered 2 bedroom apartment, rough street look -1)

Possessions: 7 (Saiga 12k 20g (tactical flashlight, rock salt ammo), Laptop Computer II, Sport Pickup Truck I, Light Club I (baseball bat), Beretta 92 9mm P I, football, flashlight, cell phone, sleeping bag, Ipod, tarpaulin, backpack, cigarette lighter, thermos, swiss army knife

Spending Cash: 1 ($100)


Currently Carrying[edit]

Colt M4A1 5.56x45mm NATO III (Tactical Flashlight, Tactical Sling, Red Dot Sight, 7.5 lbs., 30 XP)

Modular Tactical Armor III (8 lbs., 30 XP)

S&W Model 5906 9mm P II (Use stats for H&K USP 9mm P, Tactical Holster and Tactical Flashlight, 1.7 lbs., 20 XP)

Flash/bang Grenades x1 II (1 lbs., 20 XP)

Flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)

Tactical Radio I (1 lbs.)

Nightvision Goggles I (1.5 lbs., 10 XP)

Sledgehammer II (16 lbs., 20 XP)

Total Weight: 40.2 lbs.

Current Condition[edit]

10 stress damage

-47 vitality points

-19 wound points (at -5)

-95 rounds from Colt M4 (9 rounds remaining in clip)

Fatigued

Fragile:Main_Page