SHELTER:John Vaught

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John Vaught


Background

Name: John Vaught

Codename: HANDSHAKE

Player: Psyke


Origin: Witty Suit

Class: Fixer 3/Advocate 2

Reputation: 2

XP: 10,000


Age: 48

Height: 5'9"

Weight: 181 lbs.

Eyes: Brown

Hair: Salt & Pepper


Backstory:


Subplots:

Nemesis (John has one major rivalry, in Arnold Monk, the former leader of the FBI's Economic Espionage Task Force. When John's formal complaint was rejected by a board of appeals (because the man's CYA approach was technically within the rules & regs), John used his social network to have the man ostracized and eventually pushed out of his position. Arnold held a grudge, and he's aware that John has moved into the espionage arena.)

Attributes

STR 08 (-1)

DEX 12 (+1)

CON 12 (+1)

INT 14 (+2)

WIS 12 (+1)

CHA 20 (+5)


Derived Values

Action Dice: 3d4

Vitality Points: 34

Wound Points: 12


Fortitude: +4

Reflex: +3

Will: +7


Stress Threshold: 14

Subdual Threshold: 12


Knowledge: +7

Request: +10

Gear: +6


Defense: 14

Initiative: +5

Base Attack Bonus: +2


Unarmed: +1

Melee: +1

Ranged: +3

Weapon Proficiencies: Blunt, Handgun (forte), Unarmed

Primary Weapon: Glock 26 9mm

Secondary Weapon:

Armor and Protective Gear: Low Profile Armor

Speed: 30 ft.


Skills

Analysis +8/+7 (7 ranks, cap 40)

Blend +2/+6 (1 rank, cap 20)*

Bluff +16 (8 ranks, threat 17-20, cap 40)

Bureaucracy +15 (8 ranks, cap 40)

Cultures (North America) +3 (1 rank, cap 20)

Drive (Personal Ground Vehicle) +2 (1 rank, cap 20)

Falsify +3/+2 (1 rank, cap 20)

Impress +16 (8 ranks, threat 19-20, cap 40)

Intimidate +0/+2 (1 rank, cap 20)

Investigation +2/+6 (1 rank, cap 20)

Manipulate +9/+13 (8 ranks, cap 40)

Medicine +3/+2 (1 rank, cap 20)

Networking +9/+13 (8 ranks, cap 40)

Notice +5 (4 ranks, 30 cap)

Profession (Finance, Accounting forte) +16 (7 ranks, threat 19-20, cap 40)

Resolve +7/+7 (4 ranks, threat 19-20, cap 30)

Search +3 (1 ranks, cap 20)

Sense Motive +5/+9 (4 ranks, cap 30)

Streetwise +2/+6 (1 rank, cap 20)


Interests: Alcoholic Beverages (High-Quality), Entrepreneurship, Management Theory, Politics, Photography


Abilities

Origin Abilities: +2 Int, -2 Str, improve disposition 1/session, +2 interests, +2 bluff threat range, Style feat, +1 Profession focus, free bribe 1/session at min value


Class Abilities:

Self-Promoter: When you succeed, you make sure everyone knows about it. At the end of each mission, your Reputation or Net Worth reward and that of each of your teammates increases by 1 or $50,000, respectively. Additionally, when you suffer an error with a skill check possessing the Disposition tag, the GC or an opposing character must spend 1 additional action die to activate it as a critical failure.

The Hookup: At Level 1, each time you fail a Networking or Streetwise check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result

Lets Deal I: At Level 2, instead of making an opposed Bureaucracy check, you may set your result to 1 higher than that of your opponent. This cannot result in an error or threat. You may use this ability a number of times per session equal to your starting action dice.

Slick: At Levels 3, 7, 11, 15, and 19, you gain 2 additional acquaintance-grade contacts or 1 Style feat.

Absolute Certainty: At Level 1, your class level is added to your Wisdom when calculating your stress damage thresholds (see page 339). Further, any time you succeed with an opposed Resolve check (i.e. as part of a standard skill check), you gain a +2 morale bonus with all opposed skill checks against the same opponent until the end of the current scene.

Behind the Scenes I: free request checks, DC 20 or less, 3/mission, takes 1 hour


Feats:

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.

Advisor: You gain a +2 insight bonus with all skill and Knowledge checks made with Resolve and Profession. Further, your base threat range with these skills becomes 19–20.

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.

Candidate: Your 2 lowest attributes each increase by 1 (your choice of attribute in the case of a tie).


Resources

Contact: Marie Turka, DEA Internal Affairs -- known via some "creative accounting" for a DEA op

Acquaintance: Assistance I (Pointman 2)

Associate: Red Herrings (Cleaner 4)

Confederate: Cleaning Crew (Cleaner 6)


Wealth: 11

Lifestyle: 5 (cruising yacht w/ Potomac berth, luxury sports car, professional attire +1)

Possessions: 11 (Limousine SUV II (Security Package II, Run-flat tires, Basic Emergency Service Package, Structural Reinforcement, Ergonomic Seats), Glock 26 9mm II (Concealed Holster, Tactical Flashlight), Glock 26 9mm II (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds), Low Profile Armor (Average) III (Nomex Underwear), Skill Boost I (+2 Impress), Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (FBI agent James Mullen, PR 2), Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, cigarettes, lighter, chewing gum, blackberry, disposable cell phone, attache case, portable document shredder, 2x handcuffs, bluetooth headset, tactical radio, needle-nose pliers, blank search warrant, business cards, gun cleaning kit, fancy watch)

Spending Cash: 3 ($900)

Currently Carrying

Current Condition

SHELTER:Main_Page

Transcript

Arnold Monk

06.11.07 15:00

Nothing really all that much to say about John, I guess. I mean, he’s a nice guy. Hard worker. I guess John just doesn’t have a particularly noteworthy history. He’s never been directly involved with any high profile cases; never gone through a door guns blazing, and certainly never done any operations off the books. He’s told me so himself, and frankly I believe him. He’s just not the type.

I mean sure, he’s known some of those types of folks. Even had a hand in hiring one or two, from time to time. Occasionally he gets to have lunch with the directors up here, or share war stories with the field agents, but that’s really a factor of the fact that John’s a likeable guy. Purely personal; it has nothing to do with business.

Look, John’s the ambitious type. Ever since the towers, he’s had some kind of thing going… I think maybe he got a little rattled by it all, or something. Maybe he felt responsible or something – you know, our team was working some kind of financial angle on the whole deal. Maybe he thought we should have pushed harder, could have stopped things. But you know, we had to keep our cover. Wasn’t worth the sacrifice to push things.

Guess he wasn’t happy with that. That’s why you guys got him. Some inter-agency swap through DHS, right? It’s funny, I’m probably the only guy at the agency who’s got a bad word to say about John, after he burned me out of my spot. But I guess that’s why you’re talking to me, right? Johns a nice guy and all, and he did good work on the EEA task force. But he won’t let go of it. I followed protocols and I did my job, and when he couldn’t get an appeal through the FBI, he sabotaged me, got me blacklisted and shut out. I was a “risk to the program.” You want to know what a real risk to the program is? Someone who can’t follow the rules, that’s what. When John thinks he’s right about something, he’s willing to step on anyone and sacrifice anything to make the “right thing” happen.

You think about that before you give him whatever this super-secret new job is supposed to be.

Thanks. I guess that's it.


SHELTER:Main_Page