Editing SHELTER:Damian Wechsler
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Origin: Creative Criminal | Origin: Creative Criminal | ||
− | Class: Hacker 4/Inventor | + | Class: Hacker 4/Inventor 1 |
− | Reputation: | + | Reputation: 30 |
XP: 14,579 XP | XP: 14,579 XP | ||
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=Derived Values= | =Derived Values= | ||
− | Action Dice: | + | Action Dice: 3d4 |
− | Vitality Points: | + | Vitality Points: 32 |
Wound Points: 12 | Wound Points: 12 | ||
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Fortitude: +5 | Fortitude: +5 | ||
− | Reflex: + | + | Reflex: +3 |
− | Will: + | + | Will: +8 |
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− | Knowledge Check: + | + | Knowledge Check: +8 |
− | Request Check: + | + | Request Check: +7 |
− | Gear Check: + | + | Gear Check: +7 |
Defense: 13 | Defense: 13 | ||
− | Initiative: + | + | Initiative: +1 |
− | Base Attack Bonus: + | + | Base Attack Bonus: +2 |
− | Unarmed: + | + | Unarmed: +3 |
− | Melee: + | + | Melee: +3 |
− | Ranged: + | + | Ranged: +2 |
Weapon Proficiencies: Handgun (forte), Unarmed, Rifle | Weapon Proficiencies: Handgun (forte), Unarmed, Rifle | ||
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Advanced Action and Tricks: Disrupting Shot | Advanced Action and Tricks: Disrupting Shot | ||
− | Primary Weapon: | + | Primary Weapon: RSA AKS: +2, Damage 3d6, Error/Threat 1-2/20, Ammo 30M5, Recoil 11 (9 with stock extended), Range 125 ft., Qualities: Dependable, Rugged, Collapsible Stock |
− | Secondary Weapon: | + | Secondary Weapon: Unarmed: +3, 1d4+1 |
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6 | Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6 | ||
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=Skills= | =Skills= | ||
− | Bluff + | + | Bluff +12 (8 ranks, cap 40) |
− | Computers + | + | Computers +16 (11 ranks, cap 50, threat 19-20) |
Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40) | Cultures +10 (Central America, North America, Western Europe, Eastern Europe, South America, Southern Asia) (8 ranks, cap 40) | ||
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Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15) | Drive (Standard Ground Vehicle) +0 (0 ranks, cap 15) | ||
− | Electronics + | + | Electronics +13/+12 (8 ranks, cap 40, threat 19-20) |
− | Falsify + | + | Falsify +11/+10 (8 ranks, cap 40) |
− | Notice + | + | Notice +9 (7 ranks, cap 40) |
Profession +2 (law enforcement officer) (0 ranks, cap 15) | Profession +2 (law enforcement officer) (0 ranks, cap 15) | ||
− | Resolve + | + | Resolve +10/+9 (8 ranks, cap 40) |
− | Security + | + | Security +11 (8 ranks, cap 40) |
Science (Pharmacology, Programming) +7 (4 ranks, cap 30) | Science (Pharmacology, Programming) +7 (4 ranks, cap 30) | ||
− | Sleight of Hand + | + | Sleight of Hand +10 (8 ranks, cap 45, threat 19-20) |
− | Sneak + | + | Sneak +10/+12 (8 ranks, cap 40) |
− | Streetwise + | + | Streetwise +12/+12 (8 ranks, cap 45, threat 19-20) |
− | Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities | + | Interests: electronics, table tennis, beer, playing the guitar, security vulnerabilities |
=Abilities= | =Abilities= | ||
− | Origin Benefits: +2 Int, -2 Dex, + | + | Origin Benefits: +2 Int, -2 Dex, +2 Interest, 1/session free hint, extra class skills (Bluff, Sneak), bonus feat (fence), Handgun proficiency, 1 acquaintance contact, +2 insight to bluff/sneak |
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Utility Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item. | Utility Belt: You’re always building doohickeys and gizmos. At Level 1, you gain an additional number of Reserve Common Items equal to your class level. Further, you’re assumed to have made ‘improvements’ to all everyday items you carry. Whenever you make a successful Gear check to gain a Reserve Common Item in the field, you gain a +1 bonus with all skill checks made using the item. | ||
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Bonus Feat: Attention to Detail | Bonus Feat: Attention to Detail | ||
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Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20. | Techie: You gain a +2 insight bonus with all skill and Knowledge checks made with Computers and Electronics. Further, your base threat range with these skills becomes 19–20. | ||
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Tricks: | Tricks: | ||
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Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up). | Associate: Trap Door 2/mission: You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up). | ||
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− | Wealth: | + | Wealth: 6 |
Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1) | Lifestyle: 2 (Private Quarters in Baltimore, Light SUV, Rough Street Look -1) | ||
− | Possessions: | + | Possessions: 10 ( Cleaner Kit I, Disguise Kit I, Forgery Kit I, Electronics Kit I, Lockpicking Kit I, Goggles (night vision, thermal vision) I, Laptop Computer II (PR 5), Security Software (PR 5), Police Cruiser (plainclothes paintjob) (acceleration increase, control increase, emergency service package) II, Dossier (delay the details) II, H&K USP 9mm P (standard laser sight, ported barrel) II, Cover identity II (PR 2, Keith Anderson, Baltimore freelance security specialist), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4), duct tape, laptop batteries, cell phone, leatherman tool, pack of zip ties, hardware key logger, hardware packet sniffer, hands-free headset attachment, maglite flashlight, binoculars, balaclava, surgical gloves, spare license plates, rope, messenger bag, USB stick, oven cleaner, (1 additional non-lethal 9mm P ammo stockpile) (3 common items)) |
− | Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, Jammer III (PR4) | ||
Spending Cash: 1 ($100) | Spending Cash: 1 ($100) | ||
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=Currently Carrying= | =Currently Carrying= | ||
− | Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity ( | + | Lockpicking Kit I, Goggles (night vision, thermal vision) I, Cover Identity (Italian freelance guide), Low-Profile Armor (nomex underwear) III, Encrypted Headset Radio III, RSA AKS III, duct tape, cell phone, leatherman tool, pack of zip ties, hands-free headset attachment, maglite flashlight, binoculars, balaclava, rope, messenger bag, survival gear |
=Current Condition= | =Current Condition= | ||
− | + | 3 stress damage | |
[[SHELTER:Main_Page]] | [[SHELTER:Main_Page]] |