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[[Savage_X-COM | Back to Main Page]]
 
[[Savage_X-COM | Back to Main Page]]
  
=RH Walker : Infiltration Specialist=  
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=RH Walker :: Inflitration Specialist=
  
==Quote==
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==''Hi Nice to meet ya, if you would be so kind to come over here, I have something real special for you...''==
===Hi, Nice to meet ya; if you would be so kind as to come over here, I have something real special for you...===
 
  
[[File:RH_Walker.png|300px]]
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==Race :: Human==
 
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'''Racial Features:''' Adaptable
 
 
 
 
[Generated by Stabil Diffusion]
 
 
 
 
 
 
 
==Race : Human==
 
''' Racial Features:''' Adaptable
 
  
 
==Attributes==
 
==Attributes==
 
'''Agility''' [[file:d8a.png|24px]] || '''Smarts''' [[file:d8a.png|24px]] || '''Spirit''' [[file:d6a.png|24px]] || '''Strength''' [[file:d8a.png|24px]] || '''Vigor''' [[file:d8a.png|24px]]
 
'''Agility''' [[file:d8a.png|24px]] || '''Smarts''' [[file:d8a.png|24px]] || '''Spirit''' [[file:d6a.png|24px]] || '''Strength''' [[file:d8a.png|24px]] || '''Vigor''' [[file:d8a.png|24px]]
  
==Derived Stats==
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==Derived Stats== +++Note I haven't worked in Commando not sure +1 is a die or?
Pace [[file:d7b.png|24px]] || Parry [[file:d6a.png|24px]] || Size [[file:d0a.png|24px]] || Toughness [[file:d7b.png|24px]]
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Pace [[file:d7b.png|24px]] || Parry [[file:d6a.png|24px]] || Size [[file:d0a.png|24px]] || Toughness [[file:d6a.png|24px]]
  
 
==Core Skills==
 
==Core Skills==
'''Athletics''' [[file:d8a.png|24px]] || '''Common Knowledge [[file:d4a.png|24px]] || '''Notice''' [[file:d8a.png|24px]] || '''Persuasion''' [[file:d8a.png|24px]] || '''Stealth''' [[file:d8a.png|24px]]
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'''Athletics''' [[file:d6a.png|24px]] || '''Common Knowledge [[file:d4a.png|24px]] || '''Notice''' [[file:d6a.png|24px]] || '''Persuasion''' [[file:d4a.png|24px]] || '''Stealth''' [[file:d8a.png|24px]]
  
 
==Other Skills==
 
==Other Skills==
'''Fighting''' [[file:d8a.png|24px]] || '''Shooting''' [[file:d8a.png|24px]] || '''Healing''' [[file:d6a.png|24px]] || '''Survival''' [[file:d6a.png|24px]] '''Alien Studies''' [[file:d6a.png|24px]]
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'''Fighting''' [[file:d6a.png|24px]] || '''Shooting''' [[file:d8a.png|24px]] || '''Tradecraft''' [[file:d8a.png|24px]]
  
 
==Hindrances==
 
==Hindrances==
 
'''Overconfident''' - ''Major'' - Walker is sure he can do everything.
 
'''Overconfident''' - ''Major'' - Walker is sure he can do everything.
  
'''Greedy''' - ''Minor'' - Walker didn't like being poor when he was younger and thus has developed an attachment to acquiring personal wealth.
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'''Greedy''' - ''Minor'' - Walker didn't like being poor when he was younger, and thus has developed an attachment to acquiring personal wealth.
  
 
'''Loyal''' - ''Minor'' - Walker treats his team the way that he wants to be treated and would do anything for them.
 
'''Loyal''' - ''Minor'' - Walker treats his team the way that he wants to be treated and would do anything for them.
  
 
==Edges and Powers==
 
==Edges and Powers==
'''Brawler''' ''REQUIREMENTS: Novice, Strength d8+, Vigor d8+
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'''Martial Artist''' ''Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage die to unarmed Fighting attacks.''
His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from Claws (page 18), the Martial Artist Edge, etc., increase the damage die type by one instead. The Brawler Edge doesn’t make the character’s fists Natural Weapons (page 104).''
 
  
 
'''Commando''' ''Requirements: Novice, Agility d6+, Smarts d6+, Spirit d6+, Strength d8+, Vigor d8+, Fighting d6+, Shooting d6+, Stealth d8+
 
'''Commando''' ''Requirements: Novice, Agility d6+, Smarts d6+, Spirit d6+, Strength d8+, Vigor d8+, Fighting d6+, Shooting d6+, Stealth d8+
 
Commandos tackle the toughest missions on the front, but often operate behind enemy lines with little chance of coming home. They are almost always outnumbered and outgunned so they need to be mentally sharp to stay ahead of the enemy. Commandos add +2 to all Fatigue rolls made against environmental hazards (including cold and heat), sleep deprivation, foot marches, and +2 to all Survival rolls. As much of their work involves getting close to their targets for a silent takedown, they receive a +1 to Stealth rolls and a +1 to Pace. All of these bonuses are cumulative with those derived from other Edges.'''
 
Commandos tackle the toughest missions on the front, but often operate behind enemy lines with little chance of coming home. They are almost always outnumbered and outgunned so they need to be mentally sharp to stay ahead of the enemy. Commandos add +2 to all Fatigue rolls made against environmental hazards (including cold and heat), sleep deprivation, foot marches, and +2 to all Survival rolls. As much of their work involves getting close to their targets for a silent takedown, they receive a +1 to Stealth rolls and a +1 to Pace. All of these bonuses are cumulative with those derived from other Edges.'''
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==Advances==
 
==Advances==
'''Smarts''' [[file:d6a.png|24px]] → [[file:d8a.png|24px]] <br>
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'''Vigor''' [[file:d6a.png|24px]] → [[file:d8a.png|24px]]
'''Alien Studies''' [[file:d4a.png|24px]] <br>
 
'''Notice''' [[file:d6a.png|24px]] → [[file:d8a.png|24px]] <br>
 
'''Alien Studies''' [[file:d4a.png|24px]] → [[file:d6a.png|24px]]<br>
 
'''Persuasion''' [[file:d6a.png|24px]] → [[file:d8a.png|24px]]<br>
 
 
 
 
==Gear==
 
==Gear==
===Armor===
 
: '''X-Com Combat Armor:''' Armor +3 | Weight: 8
 
::'''Notes:''' Covers torso, legs, arms, and head (with helmet). Provides -1 to enemy notice rolls in natural environments when configured with the correct camouflage, and increases Strength for the purpose of carrying capacity by one die type.
 
 
===Weapons===
 
:'''Automatic Shotgun''' | Range: 8/16/32 | Damage: 3d6-1d6 | AP: 0 | ROF: 3 | Shots: 20 | Min Str: d8 | Weight: 12 | Magazine Weight: 5 | Notes: Shotgun - Primary Weapon Usually
 
::'''Rail Mountable Flashlight:''' | Wt 0.5 | Location: On top of the barrel
 
:::'''Notes:''' Provides 10' of illumination in a cone shape. When the strobe is triggered, anyone who starts their turn in it or enters it during their turn suffers a -1 penalty to shooting rolls in dark conditions. | Bulky | Fragile 
 
 
:'''Magazines''' Slug, Beanbag, Buckshot, Breaching | Wt 20 | Rounds Expended:
 
 
::'''Shotgun Ammo Types:''' Default shotgun stats use buckshot. The below ammo will list the rules they replace from the base stat line
 
 
:::'''Slug''' | Range: 10/20/40 | Damage: 2d8 | AP: 2 | Notes: None
 
 
:::'''Beanbag''' | Range: 6/12/24 | Damage: 2d8+1 | Notes: Nonlethal, affects biological targets only
 
 
:::'''Breaching''' | Range: 6/12/24 | Damage: 2d8 | Notes: Double damage against objects
 
 
:::'''Explosive''' | Range: 10/20/40 | Damage: 2d8 | Notes: Small Blast Template
 
 
:'''Light Submachine Gun''' | Range: 12/24/48 | Damage: 2d6 | AP: 0 | ROF: 3 | Shots: 30 | Min Str: d4 | Weight: 8 | Magazine Weight: 1
 
::'''Notes:''' Three Round Burst, Auto, CQB - Secondary Weapon
 
:::'''Silencer''' | Mods Notes: No penalty to stealth rolls. Bulky 2, Fragile. | Wt 2
 
:::'''Ammo:''' 4 Clips | Wt 4
 
 
: ''' Alloy Sword''' | 1d10+STR | AP 3 | Melee | Wt 3
 
::'''Notes:''' +2 Parry  | Similar to the knife, this is a tactical blade, but constructed from alien alloys instead of from carbon steel.
 
 
: '''Alloy Knife''' | 1d8+STR | AP 2 | Melee | Wt 1
 
::'''Notes:''' Throwable
 
 
: '''M84 Flash Bang Grenades x 2''' | Range: 5/10/20 | Damage: 0 | AP: 0 | Wt (1x2) = 2
 
::'''Notes:''' Medium Burst Template. Targets must make a vigor roll at -2 or be Shaken
 
 
===Other Gear===
 
: '''Radio Headset''' | Wt 1
 
: '''Flash Goggles''' | Wt 1
 
: '''NVG Goggles''' | Wt 2
 
: '''Restraints''' (3) | Wt 0.1x3
 
: '''Canteen''' | Wt 3
 
: '''Field Medical Kit''' | Wt 5
 
: '''Gas Mask''' | Wt 4
 
: '''Flashlight''' | Wt 2 | Different colored lenses Red/Blue etc..
 
 
==Low Profile Loadout==
 
===Armor===
 
: '''Low Profile Armor:''' Armor +2 | Weight: 4
 
::'''Notes:''' Covers torso.
 
 
:'''Total Weight:''' 4
 
 
===Weapons===
 
: '''Light Pistol''' ''Glock 19'' | Range: 8/16/32 | Damage: 2d6 | AP: 0 | ROF: 1 | Shots: 15 | Weight: 5/7 | Magzine Weight: 0.5
 
::'''Notes:''' Semi-Auto | CQB | Bulky 0/2 | Fragile 1/2
 
:::'''Silencer''' | Mods Notes: No penalty to stealth rolls. Bulky 2, Fragile. | Wt 2
 
::'''Magazines:''' 4
 
 
: '''Alien Alloy Combat Knife''' | 1d8+STR | AP 2 | Melee | Wt 1
 
::'''Notes:''' Throwable
 
 
: '''M84 Stun Grenade''' (2) | 0 | AP 0 | 5/10/20 | Wt 1
 
::'''Notes:''' Medium Burst Template. Targets must make a vigor roll at -2 or be shaken
 
 
 
:'''Total Weight:''' 18
 
 
===Gear===
 
: '''Radio Headset''' | Wt 1 | ''Allows radio communication, +1 to notice checks for listening''
 
 
: '''Restraints''' (4) | Wt 0.1x4 | ''Allows for restraint of helpless characters.''
 
 
: '''Camera''' | Wt 1 | ''High-quality personal camera with a high-speed connection to X-COM's network.''
 
 
: '''Encrypted Smartphone''' | Wt 1 | ''Most smartphone functions. Can act as an emergency beacon and be used to hack human networks.''
 
 
 
:'''Total Weight:''' 3.4
 
 
==Stored elsewhere:==
 
:'''Light Submachine Gun''' | Range: 12/24/48 | Damage: 2d6 | AP: 0 | ROF: 3 | Shots: 30 | Min Str: d4 | Weight: 8 | Magazine Weight: 1
 
::'''Notes:''' Three Round Burst, Auto, CQB - Secondary Weapon
 
:::'''Silencer''' | Mods Notes: No penalty to stealth rolls. Bulky 2, Fragile. | Wt 2
 
:::'''Ammo:''' 4 Clips | Wt 4
 
 
 
: ''' Alloy Sword''' | 1d10+STR | AP 3 | Melee | Wt 3
 
::'''Notes:''' +2 Parry  | Similar to the knife, this is a tactical blade, but constructed from alien alloys instead of from carbon steel.
 
 
==Bio==
 
 
RH Walker - Reginald Henry Walker. He might have been named after a serial killer, given his parents insisted on using all three of his names most of the time. Though to be fair they only did that when he got into trouble. Again to be fair, that was most of the time.
 
 
In and out of different disciplinary institutions he just couldn't abide mainstream education institutions. Though he was frighteningly smart, he hated all of the other things one had to do, to succeed in school. He spent much of his time ducking classes and doing things that didn't look good on any resume.
 
 
In his last appearance in San Francisco District 33 court, he was offered one simple choice. The judge looked at his long list of priors as they called it and the judge offered "boy, you have a choice. You can join the Army, or you can go to jail. That is real jail, none of the juvenile day camps you have been serving in."
 
 
Henry didn't blink in his best imitation of an old movie character. He said, "The Army, Sir!" Even pushing it so far as to offer a fake salute.
 
 
The judge presented a wry smile. The military would teach this boy something, or maybe Fort Leavenworth was his future home. Either way, he wasn't the judge's problem anymore.
 
 
After being processed through Richmond and the MEPS facility, he was put on a plane and off to "Fort Lost in the Woods, State of Misery," as it had come to be known by the local inhabitants. Henry, though, felt it was much better than some of the places he had stayed. Basic training wasn't bad, sure there was plenty of physical exercise, but that was something he had always excelled at.
 
 
Though he had grown up in the Mission District, he had never handled a weapon. That, of course, meant he didn't have any bad habits to unlearn. Weapon training was fun and was a chance to do something worthwhile, or so it seemed. Playing with gernades, 40mm rocket launcher, and even firing an M60 was some of the best fun he had in a long time.
 
 
The only grating thing was there was a rule for everything. Rules he wasn't capable of following well enough to suit whomever changed the rules today. Socks in the wrong spot, boots not polished enough, bed corners not tight enough. That was till he realized it wasn't that he was always wrong, it was that he was supposed to jump through hoops. That was the name of the game. When that light clicked on, the rest was easy.
 
 
On the obstacle course, he was climbing a tower, having to rely on others to climb to each level, which was further away than the last. He hated relying on others. But he couldn't do it alone, no matter how much he wanted to. Murphy opened his mouth and spit some acidic comment at Henry. To this day, Henry couldn't remember what the kid said. But Henry let go. It was a long fall, and the sound of a body hitting a log support was kinda like the sound of celery being snapped.
 
 
Unfortunately for Henry he had been observed. When he came down, his DI (Drill Instructor) took him to the side and said "God and everyone saw what you did. I know why you came here, and I will be honest. Up until that moment I thought you belonged here. Now, I ain't so sure." His brown eyes bored into Henry's.
 
 
After a moment, the drill instructor, Sargeant First Class Hazard, said, "I am inclined to give you one more chance. But here is how it going to go. You are going to beat every test I set before you. If you do, you will graduate from Basic and go on to AIT (Advanced Training). You might even rank me one day out. But just one more screw-up and you will be drummed out of here so fast; you won't even feel the wind of the prison door slamming behind you."
 
 
==Concept==
 
Hard Knock kid, who ends up joining the LRRPs and, because of his unique talents, ends up receiving medical training. He isn't a doctor, and he doesn't want to save lives. His job is to make sure that the fallen survive long enough to receive real treatment. The rest of the time, he fights and kills like any other Special Ops soldier.
 
 
In play I see the character more spy/face with medical training.
 
 
 
[[Savage_X-COM | Back to Main Page]]
 

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