Difference between revisions of "RH Walker"

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:::Notes: Provides 10' of illumination in a cone shape. When the strobe is triggered, anyone who starts their turn in it or enters it during their turn suffers a -1 penalty to shooting rolls in dark conditions. | Bulky | Fragile   
 
:::Notes: Provides 10' of illumination in a cone shape. When the strobe is triggered, anyone who starts their turn in it or enters it during their turn suffers a -1 penalty to shooting rolls in dark conditions. | Bulky | Fragile   
  
:'''Magazines''' Slug, Beanbag, Buckshot, Breaching | Wt 20
+
:'''Magazines''' Slug, Beanbag, Buckshot, Breaching | Wt 20 | 2 rounds of Slug used
  
 
::'''Shotgun Ammo Types:''' Default shotgun stats use buckshot. The below ammo will list the rules they replace from the base stat line
 
::'''Shotgun Ammo Types:''' Default shotgun stats use buckshot. The below ammo will list the rules they replace from the base stat line

Latest revision as of 16:20, 3 April 2024

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RH Walker :: Infiltration Specialist[edit]

RH Walker.png


[Generated by Stabil Diffusion]

Hi, Nice to meet ya; if you would be so kind as to come over here, I have something real special for you...[edit]

Race :: Human[edit]

Racial Features: Adaptable

Attributes[edit]

Agility D8a.png || Smarts D8a.png || Spirit D6a.png || Strength D8a.png || Vigor D8a.png

Derived Stats[edit]

Pace D7b.png || Parry D6a.png || Size D0a.png || Toughness D7b.png

Core Skills[edit]

Athletics D8a.png || Common Knowledge D4a.png || Notice D6a.png || Persuasion D6a.png || Stealth D8a.png

Other Skills[edit]

Fighting D8a.png || Shooting D8a.png || Healing D6a.png || Survival D6a.png

Hindrances[edit]

Overconfident - Major - Walker is sure he can do everything.

Greedy - Minor - Walker didn't like being poor when he was younger and thus has developed an attachment to acquiring personal wealth.

Loyal - Minor - Walker treats his team the way that he wants to be treated and would do anything for them.

Edges and Powers[edit]

Brawler REQUIREMENTS: Novice, Strength d8+, Vigor d8+ His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their Toughness by 1 and roll Strength +d4 when hitting with their fists or feet (or claws if they have them). If they already have a damage die from Claws (page 18), the Martial Artist Edge, etc., increase the damage die type by one instead. The Brawler Edge doesn’t make the character’s fists Natural Weapons (page 104).

Commando Requirements: Novice, Agility d6+, Smarts d6+, Spirit d6+, Strength d8+, Vigor d8+, Fighting d6+, Shooting d6+, Stealth d8+ Commandos tackle the toughest missions on the front, but often operate behind enemy lines with little chance of coming home. They are almost always outnumbered and outgunned so they need to be mentally sharp to stay ahead of the enemy. Commandos add +2 to all Fatigue rolls made against environmental hazards (including cold and heat), sleep deprivation, foot marches, and +2 to all Survival rolls. As much of their work involves getting close to their targets for a silent takedown, they receive a +1 to Stealth rolls and a +1 to Pace. All of these bonuses are cumulative with those derived from other Edges.

Advances[edit]

Smarts D6a.pngD8a.png

Gear[edit]

Armor[edit]

X-Com Combat Armor: Armor +3 | Weight: 8
Notes: Covers torso, legs, arms, and head (with helmet). Provides -1 to enemy notice rolls in natural environments when configured with the correct camouflage, and increases Strength for the purpose of carrying capacity by one die type.


Weapons[edit]

Automatic Shotgun | Range: 8/16/32 | Damage: 3d6-1d6 | AP: 0 | ROF: 3 | Shots: 20 | Min Str: d8 | Weight: 12 | Magazine Weight: 5 | Notes: Shotgun - Primary Weapon Usually
Rail Mountable Flashlight: | Wt 0.5 | Location: On top of the barrel
Notes: Provides 10' of illumination in a cone shape. When the strobe is triggered, anyone who starts their turn in it or enters it during their turn suffers a -1 penalty to shooting rolls in dark conditions. | Bulky | Fragile
Magazines Slug, Beanbag, Buckshot, Breaching | Wt 20 | 2 rounds of Slug used
Shotgun Ammo Types: Default shotgun stats use buckshot. The below ammo will list the rules they replace from the base stat line
Slug | Range: 10/20/40 | Damage: 2d8 | AP: 2 | Notes: None
Beanbag | Range: 6/12/24 | Damage: 2d8+1 | Notes: Nonlethal, affects biological targets only
Breaching | Range: 6/12/24 | Damage: 2d8 | Notes: Double damage against objects
Explosive | Range: 10/20/40 | Damage: 2d8 | Notes: Small Blast Template
Dragon's Breath | Range: Cone | Damage: 2d8+1 | Notes: Each shot increases the critical failure chance of the weapon by 1 (cumulative) until the barrel is fixed with a repair check, sets target on fire on a 5-6. Cannot be used in automatic shotguns
Light Submachine Gun | Range: 12/24/48 | Damage: 2d6 | AP: 0 | ROF: 3 | Shots: 30 | Min Str: d4 | Weight: 8 | Magazine Weight: 1
Notes: Three Round Burst, Auto, CQB - Secondary Weapon
Silencer | Mods Notes: No penalty to stealth rolls. Bulky 2, Fragile. | Wt 2
4 Clips | Wt 4
Tactical Sword | 1d8+STR | AP 1 | Melee | Wt 4
Notes: +2 Parry
Combat Knife - KBAR | 1d6+STR | AP 0 | Melee | Wt 1
Notes: Throwable
M84 Flash Bang Grenades x 2 | Range: 5/10/20 | Damage: 0 | AP: 0 | Wt (1x2) = 2
Notes: Medium Burst Template. Targets must make a vigor roll at -2 or be shaken

Other Gear[edit]

Radio Headset | Wt 1
Flash Goggles | Wt 1
NVG Goggles | Wt 2
Restraints (3) | Wt 0.1x3
Canteen | Wt 3
Field Medical Kit | Wt 5
Gas Mask | Wt 4
Flashlight | Wt 2 | Different colored lenses Red/Blue etc..

Bio[edit]

RH Walker - Reginald Henry Walker. He might have been named after a serial killer, given his parents insisted on using all three of his names most of the time. Though to be fair they only did that when he got into trouble. Again to be fair, that was most of the time.

In and out of different disciplinary institutions he just couldn't abide mainstream education institutions. Though he was frighteningly smart, he hated all of the other things one had to do, to succeed in school. He spent much of his time ducking classes and doing things that didn't look good on any resume.

In his last appearance in San Francisco District 33 court, he was offered one simple choice. The judge looked at his long list of priors as they called it and the judge offered "boy, you have a choice. You can join the Army, or you can go to jail. That is real jail, none of the juvenile day camps you have been serving in."

Henry didn't blink in his best imitation of an old movie character. He said, "The Army, Sir!" Even pushing it so far as to offer a fake salute.

The judge presented a wry smile. The military would teach this boy something, or maybe Fort Leavenworth was his future home. Either way, he wasn't the judge's problem anymore.

After being processed through Richmond and the MEPS facility, he was put on a plane and off to "Fort Lost in the Woods, State of Misery," as it had come to be known by the local inhabitants. Henry, though, felt it was much better than some of the places he had stayed. Basic training wasn't bad, sure there was plenty of physical exercise, but that was something he had always excelled at.

Though he had grown up in the Mission District, he had never handled a weapon. That, of course, meant he didn't have any bad habits to unlearn. Weapon training was fun and was a chance to do something worthwhile, or so it seemed. Playing with gernades, 40mm rocket launcher, and even firing an M60 was some of the best fun he had in a long time.

The only grating thing was there was a rule for everything. Rules he wasn't capable of following well enough to suit whomever changed the rules today. Socks in the wrong spot, boots not polished enough, bed corners not tight enough. That was till he realized it wasn't that he was always wrong, it was that he was supposed to jump through hoops. That was the name of the game. When that light clicked on, the rest was easy.

On the obstacle course, he was climbing a tower, having to rely on others to climb to each level, which was further away than the last. He hated relying on others. But he couldn't do it alone, no matter how much he wanted to. Murphy opened his mouth and spit some acidic comment at Henry. To this day, Henry couldn't remember what the kid said. But Henry let go. It was a long fall, and the sound of a body hitting a log support was kinda like the sound of celery being snapped.

Unfortunately for Henry he had been observed. When he came down, his DI (Drill Instructor) took him to the side and said "God and everyone saw what you did. I know why you came here, and I will be honest. Up until that moment I thought you belonged here. Now, I ain't so sure." His brown eyes bored into Henry's.

After a moment, the drill instructor, Sargeant First Class Hazard, said, "I am inclined to give you one more chance. But here is how it going to go. You are going to beat every test I set before you. If you do, you will graduate from Basic and go on to AIT (Advanced Training). You might even rank me one day out. But just one more screw-up and you will be drummed out of here so fast; you won't even feel the wind of the prison door slamming behind you."

Concept[edit]

Hard Knock kid, who ends up joining the LRRPs and, because of his unique talents, ends up receiving medical training. He isn't a doctor, and he doesn't want to save lives. His job is to make sure that the fallen survive long enough to receive real treatment. The rest of the time, he fights and kills like any other Special Ops soldier.

In play I see the character more spy/face with medical training.


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