Difference between revisions of "Fragile:TonyTanaka"

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(Wealth)
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Melee Stun Gun I (2 lbs., 10 XP)
 
Melee Stun Gun I (2 lbs., 10 XP)
 
Breaching Charge II (3 lbs., 20 XP)
 
  
 
Modular Tactical Armor III (8 lbs., 30 XP)
 
Modular Tactical Armor III (8 lbs., 30 XP)

Revision as of 04:59, 9 June 2008

Background

Name: Tony Tanaka

Callsign:

Player: Silent Wayfarer


Origin: Determined Outdoorsman

Class: Soldier 3/Medic 4


Age: 36

Height: 5'11"

Weight: 172 lbs

Eyes: Brown

Hair: Black


Backstory: Tony grew up on a farm in the Midwest, and while he had to leave the outdoors eventually, the outdoors never left him. His grandpa was remarkably hearty despite being well over sixty when Tony first went to stay with him, and he taught his grandson how to shoot, fish, trap and hunt. Grandpa was also a bit touched in the head, and became something of the lone American gun nut after his wife died. Fortunately, Tony didn't pick up much of the old man's paranoid streak, but he still insists on being at least minimally prepared to deal with almost any kind of adversity.


Growing up in wide open fields inculcated something of the country boy in him, and Tony, defying the stereotype of most Asian kids, wasn't a hard worker, preferring to spend his time skipping class rather than studying. Of course, his lack of focus meant that he wasn't much of an athlete either. And while he was good, he wasn't good enough to get a sports scholarship to college. His results were just mediocre enough to close off most jobs to him aside from minimum-wage retail or fast-food jobs, exactly the kind of things his parents warned him that he'd have to do if he didn't work hard enough.


The experience was a wake-up call for Tony. Resolving not to waste the rest of his life in this way, he chose one of the few options he had left which appealed to him - enlistment with the Marines.


The regimented life didn't surprise him. The many lessons about things which only seemed tangentially related to the military lifestyle got a raised eyebrow. But what really set him back in his seat was finding out that he'd been posted to the Naval Corps Hospital School for training as a medical specialist. It wasn't too bad, though. Medical work was a skilled vocation, and once you got past the ick factor, it was remarkably slack, at least for his new posting greenside back at Parris Island.


After Tony's contract expired, he opted not to renew it, eager to make a fresh start for himself in thr world. However, like quite a few people who'd spent a significant portion of their lives in a controlled environment like the Corps, he found he couldn't adapt himself to civilian life. Eventually, he signed on with a local EMT firm as a paramedic, but then it went defunct, and its replacement had no vacancies for him.


One of his friends, Derek Cartman, was a police officer, and he suggested that Tony join the force, rather than go back to the Marines. After a brief stint as a beat cop, Tony's application to SWAT (made partly in jest) went through. He had to unlearn a lot of his military training in the SWAT team - shoot-throughs and fragging every room before entering were no-nos, for instance. But Tony kept at it, and he eventually settled into his position as a breacher on his team, as well as their medical specialist.


Recently, he's been partnered with Brad Rivers, a young, hot-headed kid who vaguely reminds him of his younger self. Tony's taken a liking to Brad, and hopes he'll be able to turn him into a proper copper before he gets himself kicked off the force.


Subplots:

Attributes

STR 10 (+0)

DEX 14 (+2)

CON 14 (+2)

INT 12 (+1)

WIS 16 (+3)

CHA 12 (+1)

Derived Values

Action Dice: 2d6

Vitality Points: 46

Wound Points: 17


Fortitude: +6

Reflexes: +4

Willpower: +10


Stress Threshold: 16

Subdual Threshold: 14


Knowledge Check: +8

Request Check: +8

Gear Check: +10


Defense: 12/15

Initiative: +7

Base Attack Bonus: +6

Unarmed: +6

Melee: +6

Ranged: +8

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

Primary Weapon: H&K UMP .45 ACP (Damage 1d12, E/T 1-2/19-20, Ammo 25M5, Rec 8, Rng 30 ft., SZ/H T/2h, Qualities CLS, CMP, TKD, Upgrades : ?)

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 +8/+10 (5 Ranks, +3 insight bonus, +0 STR mod/+2 CON mod, Result Cap 30, Threat 18-20)

Cultures (North American) +2 (1 Rank, +1 INT, Result Cap 20)

Drive (Mounts, Animal-Driven vehicles, Standard Ground Vehicles (forte-Police Cruisers)) +3 (1 Rank, +2 DEX, Result Cap 20)

Intimidate +5/+8 (5 Ranks, +0 STR/+3 WIS, Result Cap 30, Threat 20)

Medicine +16/+14 (10 Ranks, +3 insight bonus, +3 WIS/+1 INT, Result Cap 50, Threat 18-20)

Notice +8 (5 Ranks, +3 WIS, Result Cap 30)

Profession (Cop) +2 (1 Rank, +1 CHA, Result Cap 20)

Resolve +13/+12 (10 Ranks, +3 WIS/+2 CON, Result Cap 50)

Sneak (5 Ranks, +2 DEX/+1 CHA, Result Cap 30)

Survival +11/+9 (5 Ranks, +3 insight bonus, +3 WIS/+1 CHA, Result Cap 30, Threat 18-20)

Tactics +13/+11 (10 Ranks, +3 WIS/+1 CHA, Result Cap 50)


Interests: Music, Pets, Scary stories, Reading

Abilities

Origin Abilities: may retry a skill check without penalty 4/session, free hint 1/session, +2 Wound Points, +2 Possessions

Class Abilities: Accurate, Angel in White, Fortunes of War I (DR 1), Patch Up I, Resuscitation 1/scene, Search and Rescue (Advanced), Stay With Me (Medicine), Vehicle Familiarity I

Feats: Bandage, Fire-Team Basics, Fire-Team Mastery, Rising Star, Survivalist, Tactical Advantage

Wealth

Lifestyle:

Possessions: (WM-12 (Daewoo USAS-12; Recoil Pad, Ergonomic Stock, Duckbill), First Aid Kit II, Light Tactical Truck II (Ergonomic seating, Luxury fittings), FN Browning Hi-Power (Ported barrel, Extra ammo), Extra gas, Extra 12g, Laptop Computer I, 3x Liquid Skin Patches I, 3x Atropine Shots I, cell phone, PSP, flares, flashlight, MREs, camelbacks, rope, backpack, climbing harness, sweet sweet candy, matches, Leatherman, compass, map, radio, load bearing gear

Spending Cash: $100


Currently Carrying:

H&K UMP .45 ACP III (tactical flashlight, laser sight, suppressor 5.9; lbs., 30 XP)

S&W Model 5906 9mm P II (Use stats for H&K USP 9mm P, Ported Barrel, Removable Muzzle Brake; 1.7 lbs., 20 XP)

Melee Stun Gun I (2 lbs., 10 XP)

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

First Aid Kit I (5 lbs., 10 XP)

Demolitions Kit I (5 lbs., 10 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: 35.1 lbs


Fragile:Main_Page