Difference between revisions of "Dr. Gulbahar Arikan"

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(Armor and Equipment)
(Armor and Equipment)
Line 259: Line 259:
  
 
=Armor and Equipment=
 
=Armor and Equipment=
1 IFAK
+
*Camera
<br>1/2 of a 2-person shelter shell
+
*Geiger counter
<br>Climbing gear (harness, rope, belay device, carabiners, gloves, etc.)
+
*Gas detector
<br>Helmet with headlamp
+
*Tablet
<br>Flashlights (2)
+
*Notebook
<br>Emergency flotation devices for yourself and your pack
+
*Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
<br>Survival knife
+
*Body Armor (AR 3)
<br>Mylar emergency blanket
+
*1 IFAK (+20% to a single First Aid check)
<br>Spare clothes
+
*1/2 of a 2-person shelter shell
<br>Gas mask with spare filters
+
*Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
<br>Sleeping pad
+
*Helmet with headlamp
<br>Camera
+
*Flashlights (2)
<br>Geiger counter
+
*Emergency flotation devices for yourself and your pack
<br>Gas detector
+
*Survival knife (1d4 damage; AP3)
<br>Tablet
+
*Mylar emergency blanket
<br>Notebook
+
*Spare clothes
<br>Pistol
+
*Gas mask with spare filters
<br>Body Armor
+
*Sleeping pad
<br>''Body armor reduces the damage of all attacks except Called Shots and successful Kill Damage.''
 
  
 
=Weapons=
 
=Weapons=

Revision as of 00:37, 4 April 2017

Agent Name: Dr. Gulbahar Arikan
Code Name:
Profession: Scientist (Neurolinguist)
Nationality: Turkish
Sex (Age): F - 42
Education:


Statistics

Score x5 What Others Notice
Strength 10 50%
Constitution 13 65%
Dexterity 10 50%
Intelligence 17 85%
Power 14 70%
Charisma 8 40%

Derived Attributes

Current Maximum
Hit Points (HP) 12 12
Willpower (WP) 14 14
Sanity (SAN) 70 70
Breaking Point (BP) 56

Incidents of SAN loss without going insane

Violence O O O adapted
Helplessness O O O adapted

Bonds

Score

Motivations and Mental Disorders

Motivation:

Motivation:

Motivation:


Skills



Total Total Total
Accounting (10%) First Aid (10%) 30% Science:
Alertness (20%) 40% Forensics (0%) 40% Neurolinguistics (0%) 80%
Anthropology (0%) Heavy Weapons (0%) Chemistry (0%) 70%
Archeology (0%) History (10%) Psychology (0%) 50%
Art (0%): HUMINT (10%)
Artillery (0%) Law (0%) Search (20%)
Athletics (30%) 50% Medicine (0%) SIGINT (0%)
Bureaucracy (10%) 40% Melee Weapons (30%) Stealth (10%)
Computer Science (0%) 40% Military Science (0%): Surgery (0%)
Craft (0%) Survival (10%)
Criminology (10%) Navigate (10%) Swim (20%)
Demolitions (0%) Occult (10%) Unarmed Combat (40%)
Disguise (10%) Persuade (20%) Dungeon (0%)
Dodge (30%) 50% Pharmacy (0%) 40% Foreign Languages and Other Skills:
Drive Auto (20%) Pilot (0%): English 60%
Drive Heavy Machine (10%) Psychotherapy (10%) French 40%
Firearms (20%) 40% Ride (10%)

Physical Injuries and Ailments




Has First Aid been attempted since your last injury? If yes, only Medicine, Surgery, or long-term rest can help further

Armor and Equipment

  • Camera
  • Geiger counter
  • Gas detector
  • Tablet
  • Notebook
  • Glock 17 (1d10 damage; 15m range increment; 17 round magazine)
  • Body Armor (AR 3)
  • 1 IFAK (+20% to a single First Aid check)
  • 1/2 of a 2-person shelter shell
  • Climbing gear (harness, rope, belay device, carabiners, gloves, etc.) (+20% to Athletics checks to Climb when time is taken to use)
  • Helmet with headlamp
  • Flashlights (2)
  • Emergency flotation devices for yourself and your pack
  • Survival knife (1d4 damage; AP3)
  • Mylar emergency blanket
  • Spare clothes
  • Gas mask with spare filters
  • Sleeping pad

Weapons

Skill % Base Range Damage Armor Piercing Lethality Kill Radius Shots
Unarmed 40% 1d4-1

Personal Details, Work Performance, Special Training and Other Notes