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− | [[Category:Player Character|Jeff Davies]]
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− | [[Category:Fragile|Jeff Davies]]
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| =Background= | | =Background= |
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| Name: Jeff Davies | | Name: Jeff Davies |
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− | Callsign: Half Track | + | Callsign: |
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| Player: ChalkLine | | Player: ChalkLine |
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| Reputation: 2 | | Reputation: 2 |
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− | XP: 27,500 XP
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| Action Dice: 2d6 | | Action Dice: 2d6 |
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− | Vitality Points: 49
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− | Wound Points: 14
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| Melee: +9 | | Melee: +9 |
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− | Ranged: +10 (+12 Laser Sight within 50 feet) | + | Ranged: +10 |
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− | Weapon Proficiencies: Explosives, Handgun, Hurled, Rifle (forte), Shotgun, Submachine Gun (forte), Unarmed | + | Weapon Proficiencies: Explosives, Handgun, Hurled, Rifle (forte), Shotgun, Submachine gun (forte), Unarmed |
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− | 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) | + | Primary Weapon: FN P90 5.7 x 28mm (Damage 1d10+1 (AP 4), E/T 1-3/20, Ammo 50M3, Rec 5, Rng 35 ft., SZ/H T/2h, Qualities CMP, DST, NUL (2R), QKY, TBR, UPG (red dot sight)) |
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− | 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) | + | 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: ?) |
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− | 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.) | + | 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: +1 DR versus ranged weapons, ACP reduced to 0, Speed penalty reduced to 0) |
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| Speed: 30 ft. | | Speed: 30 ft. |
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| 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 | | 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 |
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− | Class Abilities: | + | Class Abilities: Accurate, Armor Use I, Crowd Control, Fight On x2, Fortunes of War I (DR 1), Precision Takedown I, Shoot First |
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− | 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). | |
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− | 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. | |
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− | 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. | |
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− | Fight On x2 | |
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− | 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. | |
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− | 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). | |
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− | 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). | |
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− | Feats:
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− | 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
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− | helper in a Tactics/Ambush check, the check gains the Cross-Check tag.
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− | Armor Basics (Moderate Armor): DR vs. ranged weapons increases by 1, ACP decreases by 2 (minimum 0), Speed penalty decreases by 5 ft.
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− | 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.
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− | Concealed Carry: When someone frisks you, each item stashed on your person is considered 2 Size categories smaller.
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− | 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.
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− | CQB Mastery: Your threat range with ranged attack checks made against opponents within CQB Range increases by 1. Further, when
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− | you hold a readied ranged weapon, you may take a Threaten action against an uninjured target. Also, if your Intimidate (Wis) check
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− | 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.
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− | Tactical Advantage: You and each of your teammates count as if you were exactly 2 characters when determining numerical advantage (see
| + | Feats: Ambush Basics, Armor Basics (Moderate Armor), Combat Instincts, Concealed Carry, CQB Basics, CQB Mastery, Tactical Advantage |
− | page 172). This effect does not stack when multiple characters in a team possess this feat, and has no effect when a character already
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− | 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.
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| =Wealth= | | =Wealth= |
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− | =Currently Carrying=
| + | Currently Carrying: |
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− | - FN P90 5.7 x 28mm II (Upgrades: Extra Ammo Stockpile, Laser Sight, Tactical Sling and Tactical Flashlight, 7 lbs., 20 XP) | + | - FN P90 5.7 x 28mm II (6.6 lbs., 20 XP) |
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| - 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) | | - 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) |
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− | - Flash/bang Grenades x1 II (1 lbs., 40 XP) | + | - Flash/bang Grenades x3 II (1 lbs., 40 XP) |
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| - Pepper Spray I (0.2 lbs., 10 XP) | | - Pepper Spray I (0.2 lbs., 10 XP) |
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− | - Modular Tactical Armor III (Upgrades: Nomex Underwear, Knee and Elbow Pads, Ballistic Helmet and Gas Mask, 17 lbs., 120 XP) | + | - Modular Tactical Armor III (8 lbs., 120 XP) |
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| + | - Nightvision Goggles I (1.5 lbs., 40 XP) |
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| - Tactical Radio I (1 lbs., 10 XP) | | - Tactical Radio I (1 lbs., 10 XP) |
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| - Stinger Grenades x2 III (1 lbs., 30 XP) | | - Stinger Grenades x2 III (1 lbs., 30 XP) |
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− | - Flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 36 XP) | + | - Sledge hammer II (16 lbs., 20 XP) |
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− | Total Weight: 33.9 lbs.
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− | =Current Condition=
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− | 12 stress damage
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− | -16 wound points (-2 wound points) | + | - flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 36 XP) |
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− | -27 rounds FNP90 (27 rounds remaining in clip)
| + | Total Weight: 40.5 lbs. |
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− | -11 rounds S&W 5906
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| [[Fragile:Main_Page]] | | [[Fragile:Main_Page]] |