Difference between revisions of "Fragile:JimRussell"

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(Wealth)
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Fortitude: +6
 
Fortitude: +6
  
Reflexes: +10
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Reflexes: +10/+8
  
 
Willpower: +4
 
Willpower: +4

Revision as of 14:46, 25 July 2008

Background

Name: Jim Russell

Callsign: Winterborn

Player: Tapeworm


Origin: Gifted Survivor

Class: Soldier 1/Scout 4/Sniper 2


Age:

Height:

Weight:

Eyes:

Hair:


Backstory: Jim Russel is sometimes accused of living in the past. He is a fierce proponent of the Second Amendment, card-carrying member of the Republican Party, and all around hard case. He is a rangy 6'2, raw-boned and weather-beaten with a fierce bushy walrus of a mustache that was out of regulation about two weeks ago. He transferred into the Police Dept from the Park Ranger service, muttering something about 'hippies' and 'politicians.' After serving his time, he continued into SWAT as a long-gunman. The position suits him, as he is exceptionally patient, but has some problems in the heat of things making snap decisions.


There are stories that he tried to pay his taxes one time using rifle and pistol ammunition of various calibers with a value equal to what he owed. Completely coincidentally he has come up in front of the review board once or twice, but so far has managed to talk his way out of anything more serious than administrative review. Additionally, he was involved with a rescue effort when a couple spelunkers (cave-explorers) were trapped, and came away from it with an intense dislike of closed-in spaces.


He has been married twice, the first marriage was right out of high school and more an impulsive decision than carefully thought out. He divorced after the third year and stayed single for a lengthy period of time before meeting someone he thought he could stick with. Mary Russel is as much an avid hunter as her husband, and independent enough that the sometimes lengthy periods of time he is away are not a serious source of contention.


Subplots:

Attributes

STR 10 (+0)

DEX 19 (+4)

CON 12 (+1)

INT 14 (+2)

WIS 12 (+1)

CHA 10 (+0)

Derived Values

Action Dice: 2d6

Vitality Points: 49

Wound Points: 12


Fortitude: +6

Reflexes: +10/+8

Willpower: +4


Stress Threshold: 12

Subdual Threshold: 12


Knowledge Check: +9

Request Check: +7

Gear Check: +8


Defense: 14/17

Initiative: +9

Base Attack Bonus: +6

Unarmed: +6

Melee: +6

Ranged: +10

Weapon Proficiencies: Blunt, Explosives, Handgun, Hurled, Rifle (forte), Shotgun, Submachine gun

Tricks: Parry

Primary Weapon: Remington Model 870P 12g (Damage 5d4, E/T 1/20, Ammo 7S40, Rec 25, Rng 30 ft., SZ/H S/2h, Qualities DEP, DST, IMP, TKD, Upgrades: Frangible Ammunition)

Secondary Weapon: S&W 5906 9mm P (Damage 1d10+1, E/T 1/20, Ammo 15M4, Rec 15, Rng 25 ft., SZ/H D/1h, Qualities CMP, Upgrades: ?)

Armor and Protective Gear: Modular Tactical Armor (Armor Type M, DR 4/5, Resistances FA4, DP -3, ACP -2, Speed -5 ft., Notice/Search DC 12)

Speed: 25 ft.

Skills

Athletics +10/+11 (10 Ranks, +0 STR/+1 CON, Result Cap 50)

Cultures (Central America, North America) +2 (0 Ranks, +2 INT, Result Cap 15, Error +2)

Drive (Personal Ground Vehicles, Standard Ground Vehicles) +9 (5 Ranks, +4 DEX, Result Cap 30)

Intimidation +5/+6 (5 Ranks, +0 STR/+1 WIS, Result Cap 35)

Notice +11 (10 Ranks, +1 WIS, Result Cap 50)

Profession (Game Warden, Police Officer) +0 (0 Ranks, +0 CHA, Result Cap 15, Error +2)

Resolve +6/+6 (5 Ranks, +1 CON/+1 WIS, Result Cap 30)

Science (Engineering) +2 (0 Ranks, +2 INT, Result Cap 15, Error +2)

Search +4 (1 Rank, +1 INT, Result Cap 20)

Security +4 (1 Rank, +1 INT, Result Cap 20)

Sense Motive +2/+1 (1 Rank, +1 WIS/+0 CHA, Result Cap 20)

Sneak +14/+10 (10 Ranks, +4 DEX/+0 CHA, Result Cap 50, Threat 18-20)

Survival +11/+10 (10 Ranks, +1 WIS/+0 CHA, Result Cap 50)

Tactics +6/+5 (5 Ranks, +1 WIS/+0 CHA, Result Cap 30)


Interests: Hunting, Cooking, Baseball, Zoology

Abilities

Origin Abilities: Intimidate always a class skill (+5 cap), +2 Threat Sneak, +2 Defense, +2 Vitality Points at 1st Career Level and then 1 additional Vitality Point at each Career Level after

Class Abilities: Eagle Eye, Fight On, Rough Living (+2), Sneak Attack +1d6, Stalker (24), Surprise Shot

Feats: Desert Training, Ghost Basics, Guts, Long-Arms Master (Bolt-Action Rifles), Marksmanship Basics, Marksmanship Mastery, Sharpshooter Basics

Wealth

Lifestyle:

Possessions: (Lee-Enfield DeLisle Carbine .45 ACP II, Full-Size Pickup Truck I, First Aid Kit I, binoculars, camelback, cell phone, compass, flashlight, handcuffs, Leatherman, load-bearing equipment, camouflage netting, jerky, watch, radio with headset, laser rangefinder, 50 ft. of 550 cord)

Spending Cash:


Currently Carrying:

Remington Model 870P 12g III (7.3 lbs., 30 XP, frangible ammo)

S&W Model 5906 9mm P II (Use stats for H&K USP 9mm P, 2 Upgrades, 1.7 lbs., 20 XP)

Modular Tactical Armor III (8 lbs., 30 XP)

retractable mirror (1 lbs., 1 XP)

Tactical Radio I (1 lbs.)

flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)

Total Weight: 22.5 lbs.

Current Condition

Fragile:Main_Page