Mirage: Difference between revisions

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|'''Breaking Point (BP)'''
|'''Breaking Point (BP)'''
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:Keep the Straights Safe
:Keep the Straights Safe
:The Thrill of the Game
:The Thrill of the Game
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:Uncover the Truth
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:Loyalty to Her Team


:Recovering Alchoholic
:Recovering Alcoholic


=Skills=
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=Armor and Equipment=
=Armor and Equipment=
:Kevlar Vest (Armor 3) - Noticing requries an Alertness test
:Kevlar Vest (Armor 3) - Noticing requires an Alertness test
:Burner phone
:Burner phone
:Powerful laptop computer
:Disguise Kit
:"Script kiddie" hacking software
:Tarot Cards
:VR equipment (High-end consumer grade)
:Taser
:Basic, open-market drone
:Small, concealable handgun
:Large flashlight
:Small powerful flashlight
:Targeting Laser on pistol
:Sunglasses
:Several outfits of wildly varying styles
:Disposable prepaid VISA


=Weapons=
=Weapons=


{| class="wikitable"
{| class="wikitable"
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| ||Skill % ||Base Range ||Damage ||Armor Piercing ||Kill Damage ||Kill Radius ||Shots
|Skill %
|Base Range
|Damage
|Armor Piercing
|Kill Damage
|Kill Radius
|Shots
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|-
|CED Pistol
|CED Pistol ||60 ||4m ||CONx5 test or be Stunned || || || ||4
|60
|4m
|CONx5 test or be Stunned
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|4
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|-
|Medium Pistol (Beretta Mod 92FS)
|Small Pistol ||60 ||10m ||1d8 || || || ||7
|60
|15m
|1d10 :: +20 Firearms from Targeting Laser
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|15
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|Shotgun (Mossberg Model 500) (firing shot)
|60
|75m
|2d8 :: Armor Doubled :: +20 to Firearms :: 1/2 Damage beyond Base Range
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|8
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|Shotgun (Mossberg Model 500) (firing slug)
|60
|75m
| 2d8 :: 2d6 beyond Base Range
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|8
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|Shotgun (Mossberg Model 500) (firing nonlethal)
|60
|10m
|1d6 & Stunned
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|8
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Latest revision as of 00:32, 2 December 2024

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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.


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