Editing SHELTER:Hailee Wyatt

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Origin: Witty Criminal
 
Origin: Witty Criminal
  
Class: Faceman 3/Intruder 1/Con Artist 2
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Class: Faceman 3/Intruder 1/Con Artist 1
  
Reputation: 17
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Reputation: 18
  
 
XP: 10,000 XP
 
XP: 10,000 XP
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=Derived Values=
 
=Derived Values=
  
Action Dice: 4d6
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Action Dice: 3d4
  
Vitality Points: 27 (+1d10)
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Vitality Points: 27
  
 
Wound Points: 10
 
Wound Points: 10
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Fortitude: +2
 
Fortitude: +2
  
Reflex: +8
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Reflex: +7
  
Will: +7
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Will: +6
  
  
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Initiative: +8
 
Initiative: +8
  
Base Attack Bonus: +3
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Base Attack Bonus: +2
  
Unarmed: +3
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Unarmed: +2
  
Melee: +3
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Melee: +2
  
Ranged: +5
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Ranged: +4
  
 
Weapon Proficiencies: Handgun (forte), Unarmed, SMG, Edged, Hurled, Shotgun
 
Weapon Proficiencies: Handgun (forte), Unarmed, SMG, Edged, Hurled, Shotgun
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Blend +8/+9 (6 ranks, cap 30)
 
Blend +8/+9 (6 ranks, cap 30)
  
Bluff +13 (6 ranks, cap 30, threat 17-20)
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Bluff +11 (6 ranks, cap 30, threat 18-20)
  
 
Bureaucracy +6 (3 ranks, cap 20)
 
Bureaucracy +6 (3 ranks, cap 20)
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Falsify +7/+7 (5 ranks, cap 30)
 
Falsify +7/+7 (5 ranks, cap 30)
  
Impress +11 (6 ranks, cap 30, threat 19-20)
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Impress +9 (6 ranks, cap 30)
  
Manipulate +7/+8 (5 ranks, cap 30)
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Manipulate +6/+7 (4 ranks, cap 30)
  
 
Networking +7/+8 (5 ranks, cap 30)
 
Networking +7/+8 (5 ranks, cap 30)
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Search +3 (1 rank, cap 20)
 
Search +3 (1 rank, cap 20)
  
Security +8 (6 ranks, cap 30)
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Security +4 (2 ranks, cap 20)
  
 
Science (Chemistry) +2 (0 ranks, cap 15, error range 1-3)
 
Science (Chemistry) +2 (0 ranks, cap 15, error range 1-3)
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Sleight of Hand +6 (2 ranks, cap 45, threat 19-20)
 
Sleight of Hand +6 (2 ranks, cap 45, threat 19-20)
  
Sneak +10/+11 (6 ranks, cap 30)
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Sneak +7/+8 (3 ranks, cap 20)
  
 
Streetwise +6/+7 (2 ranks, cap 20, threat 19-20)
 
Streetwise +6/+7 (2 ranks, cap 20, threat 19-20)
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Tactics +3/+4 (1 rank, cap 20)
 
Tactics +3/+4 (1 rank, cap 20)
  
Interests: Gambling, liquors, shopping, clubbing, fine cuisine, firearm history, luxury cars
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Interests: Gambling, liquors, shopping, clubbing, fine cuisine
  
 
=Abilities=
 
=Abilities=
  
Origin Benefits: +2 Cha, -2 Con, +3 Interests (+4 at 10, +5 at 14, +6 at 18), 1/session increase disposition by 1, Bluff threat +2 (+3 at 10, +4 at 15, +5 at 20), bonus feat (Fence), Handgun proficiency, 2 acquaintance contacts (3 at 12, 4 at 18), +2 insight to bluff/sneak (+3 at 8, +4 at 12, +5 at 16, +6 at 20)
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Origin Benefits: +2 Cha, -2 Con, +2 Interest, 1/session increase disposition by 1, Bluff threat +2 (+3 at 10, +4 at 15, +5 at 20), bonus feat (Fence), Handgun proficiency, 1 acquaintance contact, +2 insight to bluff/sneak
  
 
Class Abilities:
 
Class Abilities:
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Short Con I: You begin cons by creating a sense of urgency in your target, and consequently close many deals in just one sitting. At Level 1, you may increase your error range by 1 to decrease the time required to make any Impress, Intimidate or Manipulate check to 1/2 standard (rounded down, minimum 1 round).
 
Short Con I: You begin cons by creating a sense of urgency in your target, and consequently close many deals in just one sitting. At Level 1, you may increase your error range by 1 to decrease the time required to make any Impress, Intimidate or Manipulate check to 1/2 standard (rounded down, minimum 1 round).
 
Sucker Born Every Minute I: (Text goes here)
 
  
 
Feats:
 
Feats:
  
 
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.
 
Fence: You gain a +2 insight bonus with all skill and Knowledge checks made with Sleight of Hand and Streetwise. Further, your base threat range with these skills becomes 19–20.
 
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.
 
  
 
Flawless Identity: You gain a number of specific, named identities equal to your starting action dice. Each of these identities features complete background documentation equivalent to a cover identity with a Power Rating of 6. You must define these identities when you gain this feat; thereafter, you may only replace them during the Intel Phase of each mission.
 
Flawless Identity: You gain a number of specific, named identities equal to your starting action dice. Each of these identities features complete background documentation equivalent to a cover identity with a Power Rating of 6. You must define these identities when you gain this feat; thereafter, you may only replace them during the Intel Phase of each mission.
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time as placing them.)
 
time as placing them.)
  
Partner: Red Herrings ( text incoming )
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Wealth: 11
 
 
Wealth: 12
 
  
 
Lifestyle: 5 (Condo in New Orleans, Loft in Los Angeles, Exotic Sports Car w/ Luxury Fittings and Custom Appearance, +1 Appearance)
 
Lifestyle: 5 (Condo in New Orleans, Loft in Los Angeles, Exotic Sports Car w/ Luxury Fittings and Custom Appearance, +1 Appearance)
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Possessions: 9 ( Glock 26 9mm P II (Holdout Holster, Custom Grip, Detailing), H&K MP5/10 10mm ACP III (Advanced Combat Sight, Tactical Sling, Reworked Action I), Escape Knife I, Low Profile Armor (Average) III, Disguise Kit II, Lockpick Kit I, Forgery Kit I, Legal Help (Immunity) II (PR 4), Laser Microphone II, Audio Bug III (PR 4), voice modulator, suitcase, flask, duct tape, padlock, chains, PDA, cell phone, slim jim, glass cutter, flashlight, flare, MP3 player, wire clippers, latex gloves, precision balance, power drill, magnifying glass, chewing gum, set of glasses)
 
Possessions: 9 ( Glock 26 9mm P II (Holdout Holster, Custom Grip, Detailing), H&K MP5/10 10mm ACP III (Advanced Combat Sight, Tactical Sling, Reworked Action I), Escape Knife I, Low Profile Armor (Average) III, Disguise Kit II, Lockpick Kit I, Forgery Kit I, Legal Help (Immunity) II (PR 4), Laser Microphone II, Audio Bug III (PR 4), voice modulator, suitcase, flask, duct tape, padlock, chains, PDA, cell phone, slim jim, glass cutter, flashlight, flare, MP3 player, wire clippers, latex gloves, precision balance, power drill, magnifying glass, chewing gum, set of glasses)
  
Spending Cash: 2 ($400)
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Spending Cash: 1 ($100)
  
 
=Currently Carrying=
 
=Currently Carrying=
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=Current Condition=
 
=Current Condition=
 +
  
 
[[SHELTER:Main_Page]]
 
[[SHELTER:Main_Page]]

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