SHELTER:Hailee Wyatt

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Hailee Wyatt


Autumn reeser.jpg

Background

Name: Hailee Wyatt

Codename: SWAN

Player: thelazyblank


Origin: Witty Criminal

Class: Faceman 3/Intruder 1/Con Artist 1

Reputation: 18

XP: 10,000 XP


Age: 25

Height: 5’10”

Weight: 117 lbs

Eyes: Green

Hair: Blond – Dirty/Darker

Backstory: Hailee Wyatt grew up as the fourth of six children in a trailer park outside of San Antonio. While her family wasn’t too poor to afford the basics of food and clothes, they weren’t pulling in the kind of money needed to get anything real nice for themselves, or move out of the park. This always pissed Hailee off, as there were plenty of other kids at her school with more nice stuff than she had. This bothered her the most when it was people who were bad or not very careful with their money. She was jealous because these other kids would just throw their money away without a reason, while she knew she’d get in a lot of trouble if she did half the stuff they did. This sort of passive-aggressive hatred towards people lasted until the beginning of high school, where Hailee decided that she wouldn’t just wait around and let these people waste money. She was going to get herself some.

She started off by doing some underhanded “drug deals”. A simple con that involved large bags of oregano and dealing to the less-than-social people who just wanted to try and fit in. She was surprised by how easy it was to fool people into believing her. She later moved up to sugar pills, selling them as anything she could think of. People believed her, and they were just waiting for someone to take their money for whatever it was they needed. After a while, though, people started to find out most of her stuff was fake, so she began looking to sell the real stuff. Slightly more costly, but she was still making money. Of course, now she was dealing with illegal deals, and eventually ran into some legal trouble. What she didn’t know was that her hook-up was a higher-up with the Colombian North Valley Cartel named Juaquim Gomez, and that she was in way over her head. Luckily, the person who found her and turned her in was an undercover DEA agent named Dominic Lopez.

Dominic was impressed with Hailee’s ability to work with people and keeping her head when in deep water. The two of them talked for a long time about what Hailee wanted to do with her life, what Dominic had done, and what kind of person Hailee was. What was supposed to be an interrogation turned quickly into a discussion. Dominic and Hailee agreed that she’d help take care of the North Valley Cartel with names and places, including testimony, for probation for a number of years. Dominic and Hailee then talked about college, and how Hailee could get a degree without much money. Her grades were good, but probably not good enough for a full scholarship. With Dominic’s help, she managed to be accepted to UCLA and had enough in loans and scholarships to pay for school for at least four years. She worked for all four years, keeping her grades up, ending her college career with a 3.6 GPA with a BA in Business.

With a degree, Hailee could now go through basic DEA training, which was mainly to teach her how to be an all-around agent. She did great in all the areas of training, but constantly had comments made on her practical exams about not following the letter of the rules, while still following the spirit of the rules. This was one of the major things that stopped her from graduating top of her class, but was generally considered to be someone with a bright future in the DEA, assuming she avoided getting into any major bureaucratic-type fights where she could get in a lot of trouble. Her first real field position was being sent to Louisiana, where they thought she could get experience dealing with smuggling without being on the front lines. Hailee took it as a bit of a punishment, but knew she shouldn’t argue about it.

While working there, she came across a smuggling ring, which included some typical traces of narcotics such as coffee grounds. The unusual parts were the chemicals and biological samples that were found during the recon on the warehouses where the shipments were held. After months of recon, research and some minor undercover work, she finally had some idea who these people were and what they were trying to do. They were part of a larger group, but this sub-group called themselves the Apothecary. Within the next month, she was sought after by the people leading SHELTER, who were impressed by her abilities to track down the truth behind what was going on. They gave her more information on what she was looking for, but she knew she couldn’t take on this whole group on her own. SHELTER then offered her a job, working for the best of the best, saying they would eventually fall against the Franchise and many of their smaller groups. This was all Hailee needed to hear: She now had a chance of making something of herself without having to deal with as many of the rules and regulations as with the DEA. She signed up as soon as she could.


Subplots:

Subplot: Personal Mission (Hailee wants to bring The Apothecary to justice, no matter how much work it takes. Her first mission is to figure out what they were doing in Louisiana, and stop that. She feels by doing this, she’ll be paying back Dominic in her own way for helping her find a way for her to use her gifts without being a full-time criminal. Objectives; Confirm, Infiltrate, Investigate, Neutralize)

Attributes

STR: 10 (+0)

DEX: 14 (+2)

CON: 10 (+0)

INT: 14 (+2)

WIS: 14 (+2)

CHA: 16 (+3)

Derived Values

Action Dice: 3d4

Vitality Points: 27

Wound Points: 10


Fortitude: +2

Reflex: +7

Will: +6


Stress Threshold: 14

Subdual Threshold: 10


Knowledge Check: +7

Request Check: +8

Gear Check: +7


Defense: 17

Initiative: +8

Base Attack Bonus: +2

Unarmed: +2

Melee: +2

Ranged: +4

Weapon Proficiencies: Handgun (forte), Unarmed, SMG, Edged, Hurled, Shotgun

Advanced Action and Tricks:

Primary Weapon: RSA Bizon-2 +4 to hit, Damage 1d12 Error 1–3/Threat 20 Ammo 66M3 Recoil 7 Range 35 ft.

Secondary Weapon: Unarmed +2 1d4

Armor and Protective Gear: Low-Profile Armor (need stats here)

Speed: 30 ft.

Skills

Blend +8/+9 (6 ranks, cap 30)

Bluff +11 (6 ranks, cap 30, threat 18-20)

Bureaucracy +6 (3 ranks, cap 20)

Cultures +6 (Central America, North America, South America) (4 ranks, cap 30)

Drive (Standard Ground Vehicle) +3 (1 rank, cap 20)

Falsify +7/+7 (5 ranks, cap 30)

Impress +9 (6 ranks, cap 30)

Manipulate +6/+7 (4 ranks, cap 30)

Networking +7/+8 (5 ranks, cap 30)

Notice +5 (3 ranks, cap 20)

Profession +4 (DEA officer) (1 rank, cap 20)

Search +3 (1 rank, cap 20)

Security +4 (2 ranks, cap 20)

Science (Chemistry) +2 (0 ranks, cap 15, error range 1-3)

Sense Motive +7/+8 (5 ranks, cap 30)

Sleight of Hand +6 (2 ranks, cap 45, threat 19-20)

Sneak +7/+8 (3 ranks, cap 20)

Streetwise +6/+7 (2 ranks, cap 20, threat 19-20)

Tactics +3/+4 (1 rank, cap 20)

Interests: Gambling, liquors, shopping, clubbing, fine cuisine

Abilities

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:

Doublespeak: As a free action, you may spend 1 action die to improve or worsen a target’s disposition toward you and each of your allies by 1 grade for the duration of the current scene. This ability may not target any one character more than once per scene, nor improve any target’s disposition toward your or any of your allies to better than Supportive.

Two-Faced: You’re a masterful deceiver, skilled at manipulating everyone around you. You make all Bluff checks as active checks (see page 89).

1000 Faces: You can mimic nearly anyone. At Level 1, you gain the Flawless Identity feat (see page 208). Further, a number of times per mission equal to your starting action dice, you may target any 1 special character as whom you have successfully disguised yourself (using the Falsify skill). Until the end of the current mission, the target is considered an additional persona provided by your Flawless Identity feat.

Cold Read: At Level 2, once per session when you first encounter a character, you may ask the GC a number of personal questions about the character equal to your starting action dice. This requires 1 free action. Sample questions include “What does the man in the suit do for a living?” and “What is the lady’s favorite author?” The target may conceal an answer by spending 1 action die per question ignored. Once a target has spent an action die to ignore a question, you may not re-ask that character that question using this ability for the duration of the current mission.

Quick Change: At Level 3, twice per session, you may make a Sneak/Hide or Falsify/Disguise check that would ordinarily require 2d4 minutes or less as a free action, ignoring any kit requirements.

Gear Prep: You always seem to have the best tools for the job at hand. At Level 1, during the Intel Phase, you or any of your teammates may choose a number of mission gear picks equal to your starting action dice as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you may instead choose the same number of additional Caliber I mission gear picks of any type.

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).

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.

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.

Slipping into one of these identities — i.e. “getting into character” — requires 1 minute and 1 action die, while returning to your natural identity requires only 1 free action. While you’re in character, your true personality is completely submerged but still controls your actions. You retain all of your main character’s feats and skill ranks, but may voluntarily suppress or reduce any of them to better match the assumed identity. Further, each identity possesses 1 Profession focus and 2 Interests (chosen when this feat is gained, and when each identity is replaced), and you may use these focuses and Interests only while in the appropriate identity.

When questioned in character, you respond in character. You are not considered to be lying when you deny any knowledge of activities performed while not in character, or in a different identity. Each identity genuinely recalls innocuous and difficult-to-verify activities to cover gaps when you were out of character or in a different identity, and subconsciously avoids situations and actions that might call the identity into question (e.g. it avoids situations requiring skill checks for skills it doesn’t actually possess). While you’re in character, your true personality may only be discovered with a successful brainwashing attempt (and even this only confirms that you aren’t who you claim to be).

Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s Wisdom score below 6). Also, your result cap with Impress/Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by an amount equal to your Charisma modifier.

Mark: As a free action, you may target 1 character within your line of sight and name 3 skills, learning the character’s total bonus with each. You may use this ability a number of times per session equal to the number of Style feats you possess.

Tricks:

Resources

Contacts:

Dominic Lopez – DEA Undercover Agent

Acquaintance: Sources I (You have access to a large network of street informants, criminal snitches, journalists, and other information sources. At Level 2, you may spend 1 hour consulting these sources — in person or by phone — to make a Request check for a dossier without spending action dice. Further, your class level is added to the roll instead of your career level. This Request check takes place outside Faction channels and ignores all Faction restrictions, such as the organization’s Tools Rating (see page 394). You may use this ability a number of times per session equal to your starting action dice.

Associate: Investigate check, Threat Level +12

Confederate: Big Brother (Your eyes and ears are omnipresent. At Level 10, once per mission, you may cover 1 single area — a building, a park, a street, etc. — so thoroughly with bugs that every single event that transpires therein is monitored, recorded, and analyzed for future use. This area may be any size and shape up to 4000 cubic ft. per class level. If you can physically enter the target area, preparation requires 1 minute per 10-ft. × 10-ft. zone; otherwise, the process requires 15 minutes per 10-ft. × 10-ft. zone.

Once the area is prepared, all visual, audio, and electronic communication into or out of it is automatically recorded and relayed to a location of your choosing, where you may review it at your leisure. Further, the quality of the feed grants a +2 gear bonus with all Investigation, Search, Security, and Sense Motive checks targeting an individual or event through the feed. The Notice and Search DC to find your bugs is equal to your class level + 30, and removing them requires the same amount of time as placing them.)

Wealth: 11

Lifestyle: 5 (Condo in New Orleans, Loft in Los Angeles, Exotic Sports Car w/ Luxury Fittings and Custom Appearance, +1 Appearance)

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: 1 ($100)

Currently Carrying

Escape Knife I, Low Profile Armor (Average) III, Lockpick Kit I, cell phone, slim jim, wire clippers, RSA Bizon-2

Current Condition

SHELTER:Main_Page