Editing SHELTER:Carter Postma

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Origin: Clever Prodigy
 
Origin: Clever Prodigy
  
Class: Snoop 5/Soldier 1
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Class: Snoop 4
  
Reputation : 47
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Reputation : 27
  
XP : 17,500
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XP : 9,159
  
  
Age: 28
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Age:
  
Height: 5'11"
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Height:
  
Weight: 165 lbs.
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Weight:
  
Eyes: hazel
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Eyes:
  
Hair: brown
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Hair:
  
  
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Subplots:  
 
Subplots:  
Personal Mission — Since Carter discovered that SHELTER may be a secret arm of the Shadow Patriots, the cryptographer has been significantly shaken by this possibility. He's made it his personal goal to find out as much as he can about the connection between SHELTER and the Patriots, and do it as subtly as possible.
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Mystery (Carter intercepted a coded e-mail several months ago. He hasn't been able to break down the code completely, but based one what he's figured out so far there's a strong chance SHELTER is mentioned more than once. The sender -- root@nexus.org -- bounces back anything sent to it. The thing is, even after this, he's intercepted a few more e-mails from root; and again, SHELTER is almost definitely mentioned. Carter isn't sure of the content or context of the messages, but just the fact that they're mentioning SHELTER is something that's troubling him.) [COMPLETE]
  
 
=Attributes=
 
=Attributes=
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=Derived Values=
 
=Derived Values=
  
Action Dice: 4d6
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Action Dice: 3d4
  
Vitality Points: 30
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Vitality Points: 19
  
 
Wound Points: 10
 
Wound Points: 10
  
  
Fortitude: +4
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Fortitude: +2
  
Reflex: +6
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Reflex: +3
  
Will: +6
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Will: +4
  
  
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Knowledge: +9
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Knowledge: +8
  
Request: +6
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Request: +5
  
Gear: +6
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Gear: +5
  
  
Defense: 17
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Defense: 15
  
Initiative: +6
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Initiative: +3
  
Base Attack Bonus: +3
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Base Attack Bonus: +2
  
  
Unarmed: +3
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Unarmed: +2
  
Melee: +3
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Melee: +2
 
   
 
   
Ranged: +4
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Ranged: +3
  
Weapon Proficiencies: Handgun (forte), Rifle, Shotgun, Submachine Guns, Unarmed
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Weapon Proficiencies: Handgun (forte), Unarmed
  
Primary Weapon:  
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Primary Weapon:
  
Secondary Weapon:  
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Secondary Weapon:
  
 
Armor and Protective Gear:
 
Armor and Protective Gear:
  
Speed: 30 ft.
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Speed: 30 ft.  
  
=Skills=  
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=Skills=
  
Analysis +13/+10 (9 ranks, cap 45)
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Analysis +11/+8 (7 ranks, cap 45)
  
Blend +9/+9 (8 ranks, cap 40)
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Blend +8/+8 (7 ranks, cap 40)
  
Bluff +9 (8 ranks, cap 40)
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Bluff +8 (7 ranks, cap 40)
  
Bureaucracy +9 (8 ranks, cap 40)
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Bureaucracy +8 (7 ranks, cap 40)
  
Computers +12 (8 ranks, cap 40)
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Computers +11 (7 ranks, cap 40)
  
Cultures (North America, Western Europe, Eastern Europe) +6 (2 rank, cap 20)
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Cultures (North America, Western Europe, Eastern Europe) +5 (1 rank, cap 20)
  
Drive (Personal Ground Vehicle) +2 (1 rank, cap 20)
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Drive (Personal Ground Vehicle) +1 (0 ranks, cap 15)
  
Electronics +12/+9 (8 ranks, cap 40)
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Electronics +11/+8 (7 ranks, cap 40)
  
Investigation +9/+9 (8 ranks, cap 40)
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Investigation +8/+8 (7 ranks, cap 40)
  
Notice +10 (9 ranks, 40 cap)
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Notice +8 (7 ranks, 40 cap)
  
 
Profession +1 (Musician) (0 ranks, cap 15)
 
Profession +1 (Musician) (0 ranks, cap 15)
  
Resolve +3/+4 (3 ranks, cap 20)
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Science (Mathematics, Programming) +14 (10 ranks, cap 50)
 
 
Science (Mathematics, Programming) +15 (11 ranks, cap 50)
 
 
 
Search +13 (9 ranks, cap 45)
 
  
Sense Motive +9/+9 (8 ranks, cap 40)
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Search +11 (7 ranks, cap 45)
  
Survival +3/+3 (2 ranks, cap 20)
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Sense Motive +8/+8 (7 ranks, cap 40)
  
Sleight of Hand +7 (6 ranks, cap 30)
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Slight of Hand +6 (5 ranks, cap 30)
  
  
  
Interests: conspiracy theories, music theory, contemporary composers, photography
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Interests: music theory, contemporary composers, photography
  
 
=Abilities=
 
=Abilities=
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Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)
 
Astute: Each time you spend 1 action die to boost an Intelligence- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Snoop’s bonus of 1d4 becomes 2d4)
 
Fight On: Carter gains two additional weapons proficiencies (Rifle, Shotgun).
 
  
 
Flawless Search: At Level 1, each time you fail an Analysis or Search 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.
 
Flawless Search: At Level 1, each time you fail an Analysis or Search 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.
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Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.
 
Intercept Communication: At Level 3, once per session, you may choose 1 specific location of which you’re aware. You clandestinely intercept the next telephone call, email, or other communication to or from the target without making a skill check (though if it’s encrypted, you must still decipher it). You also learn the address, phone number, or frequency from which the message was sent.
 
Spookshow — Intelligence Analysis: You may quickly sift through large amounts of data. The time required for you to perform research using a computer decreases to 1/2 standard (rounded up, minimum 1 minute).
 
  
 
Bonus Feat:
 
Bonus Feat:
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Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).
 
Living Cipher: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).
 
Marksmanship Basics: Each time Carter takes an Aim action, he may also Brace as a free action. Further, he may take a Brace action even when no obvious surface is available to brace against. Finally, Carter suffers only a -1 penalty with Reflex saves while braced instead of the standard -4.
 
  
 
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.
 
Unlocked Potential (Science (Mathematics)): Choose 1 skill. This skill is always a class skill for you, and your maximum rank with the skill increases by 3 (to your career level + 6). This skill’s maximum rank may not be increased by any other character option or effect, however. At Level 1 and each time you gain a level, you must increase your chosen skill to its maximum possible rank before you may spend skill points on any other skill.
  
 
Pack Rat: Your Possessions increase by 2 (maximum 10).
 
Pack Rat: Your Possessions increase by 2 (maximum 10).
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=Resources=
 
=Resources=
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Acquaintance: Security
 
Acquaintance: Security
  
Associate: Assembly: You’re an ingenious tinker, routinely creating devices on the fly. At Level 3, you may choose 1 gear table. Once per session, you may assemble any pick of Medium or smaller Size listed on this table. This requires a number of Reserve Common Items equal to the target pick’s Caliber and a number of minutes equal to the pick’s Request DC. The pick’s maximum Caliber may not exceed 1/2 your class level (rounded up). Once assembled, the gear pick operates in all ways according to its standard statistics, except that the error range of each attack and skill check made using it increases by 2.You may cannibalize gear assembled with this ability by spending a number of minutes equal to the item’s Request DC. Once the item is cannibalized, you gain a number of Reserve Common Items equal to 1/2 the item’s Caliber (rounded down, minimum 1). An item assembled using this ability is lost at the end of the mission, as standard. At Levels 5, 7, and 9, you may choose 1 additional gear table to which this ability applies.
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Associate: Assembly (1 table)
  
Wealth: 4
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Wealth: 3
  
 
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)
 
Lifestyle: 3 (Loft in Baltimore, small sedan, common street look +0)
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Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)
 
Possessions: 7 (FN Browning High-Power (9mmP, holster + additional load of non-lethal ammo); parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; physical tap; Common items: cell phone, small pen flashlight, pack of AA batteries, tablet, several pens, signal mirror, folder with several sheets of music, viola, thumbed-through western novel, caffeine pills, several packs of over-the-counter painkillers, pitch pipe, stopwatch)
  
Spending Cash: 3 ($900)
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Spending Cash: 2 ($400)
  
 
=Currently Carrying=
 
=Currently Carrying=
 
Makarov PM (w/ standard loadout); Simonov SKS (w/ standard loadout); flak jacket; police scanner; GPS unit (commercial);
 
grapple gun; parabolic microphone; All-purpose replacement cipher (Code -- PR 4); still camera (commercial grade); video bug (PR 1); audio bug (PR 1); cover identity (PR 2 — Charles Parker, photographer for Urban Trends magazine); field glasses; Common items: cell phone, small pen flashlight, signal mirror, pitch pipe, stopwatch)
 
 
Also has low profile armor purchased before mission.
 
  
 
=Current Condition=
 
=Current Condition=
 
  
 
[[SHELTER:Main_Page]]
 
[[SHELTER:Main_Page]]

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