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Latest revision as of 00:32, 2 December 2024
Agent Name: Cassie Monroe | |||
Code Name: Mirage | |||
Profession: Criminal | |||
Nationality: American | |||
Sex (Age): Female (33) | |||
Education: GED, Life of Crime | |||
Traumatic Background: Hard Experience |
Statistics[edit]
Score | x5 | What Others Notice | |
---|---|---|---|
Strength | 9 | 45 | Average |
Constitution | 6 | 30 | Sickly |
Dexterity | 12 | 60 | Nimble |
Intelligence | 13 | 65 | Clever |
Power | 15 | 75 | Indomitable |
Charisma | 14 | 70 | Charming |
Derived Attributes[edit]
Current | Maximum | |
---|---|---|
Hit Points (HP) | 8 | 8 |
Willpower (WP) | 15 | 15 |
Sanity (SAN) | 70 | 75 |
Breaking Point (BP) | 60 |
Incidents of SAN loss without going insane[edit]
Violence | O | O | O | adapted |
Helplessness | O | O | O | adapted |
Bonds[edit]
Score | |
---|---|
Her Younger Brother: Joey Monroe | 14 |
Rachel 'Rae' Soto: Her Best Friend | 14 |
Her AA Sponsor: Morgan Kane | 14 |
Milo Graves: Forger and Fence | 0 |
Motivations and Mental Disorders[edit]
- Atonement for Past Wrongs
- Keep the Straights Safe
- The Thrill of the Game
- Uncover the Truth
- Loyalty to Her Team
- Recovering Alcoholic
Skills[edit]
Total | Total | Total | |||
Accounting (10%) | First Aid (10%) | Science () (0%) | |||
Alertness (20%) | 60 | Forensics (0%) | Search (20%) | 30 | |
Anthropology (0%) | Heavy Weapons (0%) | SIGINT (0%) | |||
Archeology (0%) | History (10%) | Stealth (10%) | 60 | ||
Art (0%) | HUMINT (10%) | 60 | Surgery (0%) | ||
Artillery (0%) | Law (0%) | 20 | Survival (10%) | ||
Athletics (30%) | Medicine (0%) | Swim (20%) | |||
Bureaucracy (10%) | Melee Weapons (30%) | Unarmed Combat (40%) | |||
Computer Science (0%) | Military Science (0%): | Unnatural (0%) | |||
Craft (Locksmith) (0%) | 60 | Foreign Languages and Other Skills: | |||
Criminology (10%) | 60 | Navigate (10%) | Language () | ||
Demolitions (0%) | Occult (10%) | 50 | Sleight of Hand | 60 | |
Disguise (10%) | 50 | Persuade (20%) | 80 | ||
Dodge (30%) | 60 | Pharmacy (0%) | |||
Drive Auto (20%) | Pilot () (0%): | ||||
Drive Heavy Machine (10%) | Psychotherapy (10%) | ||||
Firearms (20%) | 60 | Ride (10%) |
Physical Injuries and Ailments[edit]
Has First Aid been attempted since your last injury? If yes, only Medicine, Surgery, or long-term rest can help further
Armor and Equipment[edit]
- Kevlar Vest (Armor 3) - Noticing requires an Alertness test
- Burner phone
- Disguise Kit
- Tarot Cards
- Taser
- Small, concealable handgun
- Small powerful flashlight
- Sunglasses
- Several outfits of wildly varying styles
- Disposable prepaid VISA
Weapons[edit]
Skill % | Base Range | Damage | Armor Piercing | Kill Damage | Kill Radius | Shots | |
CED Pistol | 60 | 4m | CONx5 test or be Stunned | 4 | |||
Small Pistol | 60 | 10m | 1d8 | 7 |
Personal Details, Work Performance, Special Training and Other Notes[edit]
Due to exposure to the unnatural in his youth, John can't remember his childhood or, in fact, what his name actually is. He has spent much of his adult life trying to put the pieces of his missing past together, and this pursuit has put him square on the road to the unnatural and service in Delta Green.
What he can't remember is that, as a child, he and his family were taken in by a cult dedicated to the old ones. He was intended to be a sacrifice but, due to Delta Green team's intervention, escaped a fate worse than death. This experience scarred his psyche, leaving his sanity more fragile than it might otherwise be, but also provides him glimpses into both the unnatural and the occult. (I'm undecided just yet if the DG team somehow missed him in their sweep, they perished while succeeding, or they simply decided not to kill a defenseless child.)
Before crossing paths with Delta Green once more as an adult, John has dabbled in computers most of his adult life. Professionally, he works as a programmer taking odd jobs both remotely and at his discretion. This makes his livelihood a bit unpredictable, but allows for a good deal of flexibility.
His experience in the foster system gave him an appreciation and understanding of the people that typically fall between the cracks. He has a strong moral compass and, when he learns the unnatural is real and not just something that plagues his nightmares, he is more than willing to help.