Fragile:JeffDavies

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Background[edit]

Name: Jeff Davies

Callsign: Half Track

Player: ChalkLine


Origin: Persistent Special Ops

Class: Soldier 4/Counter Terrorist 3

Reputation: 2

XP: 27,500 XP


Age: 25 (Birthday: 19/5/1983)

Height: 5' 11"

Weight: 127lb

Eyes: Brown

Hair: Light brown, short.


Backstory: Jeff Davies is a go getter.


He did police studies at college and then went straight into patrol, angling the entire time for SWAT. He wants to spend a few years getting a name for himself and then try hostage negotiation, the, go for a political career. He's never had to kill anyone, something he's very proud of. He's first to carry a non-lethal weapon because shootings put black marks on your record.


However, he's a big believer in bootstrapping everyone up with him. The personal crusade to success he sees himself on includes those close to him, and he wants to ensure that he and his team are the best in the country. He's the annoying guy that volunteers everyone for a competition right across the country right after a draining operation.


He knows the difference between soldiers and SWAT; SWAT don't take casualties. He's cautious and likes to ensure that his buddies are covered if they have to move. If offered he'll lug something huge like a FAL OSW to keep perp's heads down while his compadres move into position. Jeff really is concerned for his buddies' well being, probably the only time he opens up for anyone. He is, however, absolutely the worst person to turn to for advice on anything except career paths.


His home life is a source of humour for his team mates; his anal-retentive cleanliness of his apartment and the fact that he can't seem to settle into a relationship because he always expects something better around the corner. He's actually a fairly lonely guy and his obsessive attitude is making him miss out on the enjoyment of life. He really appreciates the 'live in the moment' qualities some of his buddies have, and is secretly envious of anyone who can just go out and not care if someone in the department sees them in a pair of dirty sneakers.


His current girlfriend is an office worker on the outskirts of town, while he's very fond of her his innate shallowness in relationships is starting to cause her to wonder if her time isn't better spent elsewhere.


He's an all-rounder in a tactical sense, and tries to get hands-on experience in everything so he can qualify for a leadership position. He's just missed the mark for being the youngest team leader in LV-SWAT and is just a little bit sensitive about it. Something his team mates probably like to rib him about.


Subplots:

Attributes[edit]

STR 14 (+2)

DEX 16 (+3)

CON 14 (+2)

INT 12 (+1)

WIS 12 (+1)

CHA 10 (+0)

Derived Values[edit]

Action Dice: 2d6

Vitality Points: 49

Wound Points: 14


Fortitude: +7

Reflexes: +7

Willpower: +7


Stress Threshold: 12

Subdual Threshold: 14


Knowledge Check: +8

Request Check: +7

Gear Check: +8


Defense: 14/16

Initiative: +12

Base Attack Bonus: +7

Unarmed: +9

Melee: +9

Ranged: +10 (+12 Laser Sight within 50 feet)

Weapon Proficiencies: Explosives, Handgun, Hurled, Rifle (forte), Shotgun, Submachine Gun (forte), Unarmed

Primary Weapon: FN P90 5.7 x 28mm (Damage 1d10+1 (AP 4), E/T 1-3/20, Ammo 50M6, Rec 5, Rng 35 ft., SZ/H T/2h, Qualities CMP, DST, NUL (2R), QKY, TBR, UPG (red dot sight), Upgrades: 1x Extra Ammo Stockpile, Laser Sight (normal), Tactical Flashlight, Tactical Sling)

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 CN8, CD3, FR6, FA7, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12, NOTE: +1 DR versus ranged weapons, ACP reduced to 0, Speed penalty reduced to 0, Upgrades: Ballistic Helmet, Nomex Underwear, Knee and Elbow Pads, Gas Mask.)

Speed: 30 ft.

Skills[edit]

Athletics +7/+8 (5 Ranks, +2 STR/+3 DEX, Result Cap 30)

Blend +8/+5 (5 Ranks, +3 DEX/+0 CHA, Result Cap 30)

Cultures (North America) +1 (0 Ranks, +1 INT, Result Cap 15, Error +2)

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

Impress +2 (2 Ranks, +0 CHA, Result Cap 20)

Intimidate +7/+5 (5 Ranks, +2 STR/+0 CHA, Result Cap 30)

Investigation +3/+2 (2 Ranks, +1 WIS/+0 CHA, Result Cap 20)

Notice +5 (4 Ranks, +1 WIS, Result Cap 30)

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

Resolve +6/+5 (4 Ranks, +2 CON/+1 WIS, Result Cap 35)

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

Search +5 (4 Ranks, +1 INT, Result Cap 30)

Security +4 (3 Ranks, +1 INT, Result Cap 20)

Sense Motive +5/+4 (4 Ranks, +1 WIS/+0 CHA, Result Cap 30)

Sneak +10/+7 (5 Ranks, +3 DEX/+0 CHA, +2 insight bonus, Result Cap 30)

Survival +4/+3 (3 Ranks, +1 WIS/+0 CHA, Result Cap 20)

Tactics +7/+6 (4 Ranks, +1 WIS/+0 CHA, +2 insight bonus, Result Cap 30)


Interests: Light aircraft, Swimming, Rock climbing, Hiking

Abilities[edit]

Origin Abilities: No penalty to retry skill 4/session, Resolve always class skill (+5 cap), +2 insight bonus with Fortitude saves, trip time x3/4 1/session, +2 insight bonus Sneak and Tactics

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.

Armor Basics (Moderate Armor): DR vs. ranged weapons increases by 1, ACP decreases by 2 (minimum 0), Speed penalty decreases by 5 ft.

Combat Instincts: Once per round, if you aren’t flat-footed when an adjacent opponent’s attack roll misses you by 5 or more, you may immediately make a final attack against that opponent as a free action.

Concealed Carry: When someone frisks you, each item stashed on your person is considered 2 Size categories smaller.

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.

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.

Wealth[edit]

Lifestyle: 2

Possessions: 5 (Climbing Kit I, Ipod, crowbar, LED headlight, hiking pack, diver's bag, MagLite (5 cell) converted to LED, remote control aeroplane, cellphone, skateboard, small terrier dog called "Merv", gaff tape, camouflage fatigues, load bearing vest)

Spending Cash: 1 ($100)


Currently Carrying[edit]

- FN P90 5.7 x 28mm II (Upgrades: Extra Ammo Stockpile, Laser Sight, Tactical Sling and Tactical Flashlight, 7 lbs., 20 XP)

- S&W Model 5906 9mm P II (Use stats for H&K USP 9mm P, Upgrades: Tactical Flashlight and Tactical Holster, 1.7 lbs., 100 XP)

- Flash/bang Grenades x1 II (1 lbs., 40 XP)

- Pepper Spray I (0.2 lbs., 10 XP)

- Modular Tactical Armor III (Upgrades: Nomex Underwear, Knee and Elbow Pads, Ballistic Helmet and Gas Mask, 17 lbs., 120 XP)

- Tactical Radio I (1 lbs., 10 XP)

- Stinger Grenades x2 III (1 lbs., 30 XP)

- Flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 36 XP)

Total Weight: 33.9 lbs.

Current Condition[edit]

12 stress damage

-16 wound points (-2 wound points)

-27 rounds FNP90 (27 rounds remaining in clip)

-11 rounds S&W 5906

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