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=Background=
 
=Background=
  
Name: Simon Jordan
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Born 1973, Simon's education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.
  
Codename: TIMES
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He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.
  
Player: Phantom Stranger
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In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.
  
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In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.
  
Origin: Shrewd Journalist
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Simon's particular speciality in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He's at his best when an operation involves a significant degree of fact finding and deduction.
  
Class: Sleuth 6
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=Sheet=
  
Reputation: 45
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Codename: TIMES
 
 
XP: 14379  XP
 
 
 
 
 
Age: 35
 
 
 
Height: 5' 11"
 
 
 
Weight: 143 lbs
 
 
 
Eyes: Brown
 
 
 
Hair: Black
 
 
 
 
 
Backstory:
 
 
 
Born 1973, Simon's education took place in the state sector and was solid if unremarkable. He enrolled in the Royal Army scholarship program to fund his way through university, majoring in psychology and sociology at Keele with an eye to fast-tracking through to officer qualifications and a role in the strategic branch, fighting wars from behind a desk. This plan derailed on graduation as Army Intelligence exchanged his scholarship obligations with MI6 as part of some deal, the details of which Simon was never informed of.
 
 
 
He joined MI6 as an analyst, but became the nearest agent to a 1996 crisis in Paris while on honeymoon, where he succeeded admirably and acquired a taste for fieldwork - a taste he was not often able to indulge, remaining an analyst for much of the next five years with occasional forays when his growing list of specialist subjects became key to one operation or another.
 
 
 
In 2002 his combination of analysis and field work made him an obvious candidate to be relocated to Washington as an aide and friendly observer to the NSA. Over the next two years he found a wider latitude with regard to freedom to act as a field operative, while also finding that the methodology and goals of the NSA section to which he was assigned were more in line with his personal philosophies and political beliefs than those of MI6.
 
  
In mid-2005 Simon resigned his commission with MI6 in a move that caused not a small degree of friction between US and UK intelligence communities which would take most of the following year to resolve and applied for US citizenship, gaining it on an accelerated timetable due to his new contacts.
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Shrewd Journalist
  
Simon's particular specialty in field operations is the application of talents typically considered part of the analysis branch; he takes in information and processes it at a remarkable rate, reaching conclusions based on new data and information picked up over years behind a desk studying dossiers - essentially detective work. He's at his best when an operation involves a significant degree of fact finding and deduction.
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Sleuth 3
  
Subplots:
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XP: 3050
  
Nemesis (Personal Mission (Root out Jonathan Roberts' replacement in the Cartel hierarchy and bring him down) Preferred objective types: (Identification, Incrimination, Neutralisation)
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Rep: 13
  
=Attributes=
 
  
 
STR 10 (+0)
 
STR 10 (+0)
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INT: 16 (+3)
 
INT: 16 (+3)
  
WIS 17 (+3)
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WIS 16 (+3)
  
CHA 14 (+2)
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CHA 13 (+1)
  
=Derived Values=
 
  
Action Dice: 3d4
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Wounds: 10
  
Vitality Points: 46
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Vitality: 20
  
Wound Points: 12
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Subdual: 10
  
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Stress: 16
  
Fortitude: +2
 
  
Reflex: +4
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Ref: +3
  
Will: +7
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Fort: +1
  
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Will: +6
  
Subdual Threshold: 10
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BAB: +2
  
Stress Threshold: 17
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Unarmed: +2
  
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Melee: +2
  
Knowledge Check: +8
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Ranged: +3
  
Request Check: +7
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Init: +3
  
Gear Check: +8
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Def: 13
  
  
Defense: 15
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Knowledge: +6
  
Initiative: +5
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Gear: +6
  
Base Attack Bonus: +4
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Request: +4
  
Unarmed: +4
 
  
Melee: +4
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Gear: 1R, 1W
  
Ranged: +5
 
  
Weapon Proficiencies: Handgun (Forte), Edged, Submachine Gun, Unarmed
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Class Abilities: Sympathetic, Human Nature, Sources I (Dossier), Little Details 1/Session
  
Primary Weapon: Walther PPK .380 ACP, Damage 2d4 Error/Threat 1–2/20, Ammo 7M8, Recoil 13, Range 15 ft., Size D/1h, Qualities DST, Weight 1.3 lbs
 
  
Secondary Weapon:
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Origin Benefits (+1 Investigation, +1 Sense Motive, +1 Sense Motive threat range)
  
Armor and Protective Gear:
 
  
Speed: 30 ft.
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Feats: Observer, Tactical Advantage, Talented (Actor)
  
=Skills=
 
  
Skills
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Proficiencies: Unarmed, Handgun (Forte), Edged
 
Analysis +8/+8 (5 ranks, cap 30)
 
 
Blend* +5/+6 (4 ranks, cap 20)
 
  
Bluff +13 (8 ranks, threat 19-20, cap 40)
 
  
Cultures* (Western Europe, Northern America, Eastern Europe) +5 (2 ranks, cap 20)
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Skills
  
Drive (Standard Ground Vehicles, Rotary-Wing Aircraft) +3 (2 ranks, cap 20)
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Analysis +8/+8 (5 ranks, cap 30)
 
 
Impress +13 (8 ranks, threat 19-20, cap 40)
 
 
 
Intimidate +3/+6 (3 ranks, cap 20)
 
 
 
Investigation +14/+13 (8 ranks, cap 30)
 
 
 
Networking +9/+8 (6 ranks, cap 30)
 
 
 
Notice +15 (9 ranks, 19-20 Threat Range, cap 40)
 
 
 
Profession* (Agent) +2 (0 ranks, cap 15)
 
 
 
Resolve +10/+7 (7 ranks, cap 30)
 
 
 
Science* (Chemistry) +3 (0 ranks, cap 15)  
 
  
Search + 14 (9 ranks, 19-20 threat range, cap 40)  
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Bluff +6 (5 ranks, cap 35)
  
Sense Motive +13/+14 (7 ranks, 18-20 threat range, cap 40)  
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Cultures* (Western Europe) +5 (2 ranks, cap 20)
  
Sneak +6/+7 (5 ranks, cap 30)  
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Drive (Standard Ground Vehicles) +1 (0 ranks, cap 15)
  
Streetwise +9/+8 (6 ranks, cap 30)  
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Impress +6 (5 ranks, cap 35)
  
Tactics* +8/+7 (5 ranks, cap 30)  
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Investigation +8/+8 (4 ranks, cap 30)
  
- Cross-class skills
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Networking +8/+6 (5 ranks, cap 30)
  
Interests: Politics, Food & Drink, Automobiles, Literature
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Notice +11 (6 ranks, 19-20 Threat Range, cap 30)
  
=Abilities=
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Profession* (Agent) +1 (0 ranks, cap 15)
  
Origin Benefits: +2 Investigation, +2 Sense Motive, +2 Sense Motive threat range
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Resolve +8/+5 (5 ranks, cap 30)
  
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Science* (Chemistry) +3 (0 ranks, cap 15)
  
Class Abilities:
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Search + 11 (6 ranks, 19-20 threat range, cap 30)
  
Sympathetic: Each time you spend 1 action die to boost a Charisma- or Wisdom-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Sleuth’s bonus of 1d4 becomes 2d4).
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Sense Motive +9/+9 (5 ranks, 19-20 threat range, cap 30)
  
Human Nature: At Level 1, each time you fail an Investigation or Sense Motive 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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Streetwise +7/+5 (4 ranks, cap 30)
  
Sources I (Dossier): At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.
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Tactics* +8/+6 (5 ranks, cap 30)
  
Little Details 1/Session: At Level 3, once per session, you may make an Athletics/Smash check, or a Disarm, Feint, or Tire action, as a free action.
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* - Cross-class skills
  
It's Elementary (Inner Drive) - Your maximum vitality points increase by an amount equal to your class level, and your maximum wound points increase by an amount equal to your Charisma modifier (minimum +1)
 
  
Perceptive +1 - At level 6, your Wisdom score rises by 1.
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Interests: Politics, Food & Drink, Automobiles
  
  
Feats:
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Subplot: Nemesis (Jonathan Roberts, former partner in MI6, defected to a terrorist group, mirrors Simon's career, has been seeding disinformation to the NSA and MI6 about Simon being aligned with him)
  
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.
 
 
Observer: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.
 
 
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.
 
 
Talented (Actor): Choose 1 Basic Skill feat (whether you possess it or not). Each skill covered by the chosen feat is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5.
 
 
Unfair Advantage: Each time you gain an insight bonus with a skill check, the bonus increases by +1.
 
 
=Resources=
 
  
 
Contacts:
 
Contacts:
 
 
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)
 
Royce Owen (NSA administrator; Simon was originally assigned to him during his liaison time.)
  
Acquaintance: Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes).
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Acquaintance: Bookworm I
  
Associate: Friends in Low Places: You can quickly plug into any local network, scouting the lay of the land. Soon, it’s as if you’ve been operating there forever. At Level 1, the time and money required for you to perform any Canvass Area check are reduced to 1/2 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/2 standard (rounded down, minimum 1 hour).
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Associate: Friends in Low Places
  
Confederate: All the Right Answers: At Level 6, when you undertake a Complex Task for which Analysis, Investigation, or Search is the key skill, the starting number of Challenges decreases by your Wisdom modifier (minimum 1).
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Confederate: All the Right Answers
 
 
Partner: Diplomatic Solution: Your powers of persuasion are so great you can talk people out of anything, including open hostility. At Level 8, once per scene, you may choose a number of standard NPCs equal to your career level × your Charisma modifier. As a full action, you may target these NPCs with an Impress check (DC 10 + the highest Will save among the targets). With success, a number of targets equal to twice the amount by which you beat the DC immediately halt all hostile action towards you, your teammates, and one another, and take no new hostile action against these people for a number of minutes equal to your class level, so long as you continue to speak calmly and no one makes hostile or threatening actions toward them (e.g. drawing or raising a weapon).
 
  
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Partner: Diplomatic Solution
  
 
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)
 
Captain Mackenzie Ryan, British Armed Forces (Now running security for the British Embassy, studied alongside Simon)
  
Acquaintance: Backup I: You maintain contact with diverse friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive. He shows up 1d6 hours after he’s summoned and helps with 1 task that may be completed by the end of the current scene. The friend is a Tier I standard NPC of any type, chosen when you summon him (see page 453). He possesses a Grade VIII skill of your choice (see page 443), as well as 1 Caliber I gear pick of your choice. This item leaves with the friend at the end of the current scene.
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Acquaintance: Backup I
 
 
Associate: Deep Cover I:  You take extra precautions every time you go undercover. At Level 1, the Power Rating of each cover identity you create or request increases by 1 (maximum 10).
 
 
 
Confederate: Backup II
 
 
 
Partner: Security Detail
 
 
 
 
 
Wealth: 5
 
 
 
Lifestyle: 2 (-1 Appearance modifier)
 
  
Spending Cash: 3 ($900)
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Associate, Deep Cover I
  
Possessions 5 (Forensics Kit II, Feat Training II (Tracking Basics), Walther PPK I (Holster, Holdout)
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Wealth:
Parabolic Microphone I, Skill Training I (Survival), Commercial Grade Video Camera III)
 
  
=Currently Carrying=
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Lifestyle: 2
Walther PPK I (Holster, Holdout)
 
Parabolic Microphone I
 
  
=Current Condition=
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Wealth: 2 ($400)
  
-14 vitality points
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Possessions 1 (Forensics Kit II, Walther PPK I (Holster, Holdout)
 +
Parabolic Microphone I)
  
-4 .380 ACP rounds
 
  
[[SHELTER:Main_Page]]
 
  
 
=Agent Evaluation=
 
=Agent Evaluation=

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