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Author Topic: SG-13: Personnel Files.  (Read 3189 times)
Mister Andersen
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« on: June 27, 2007, 09:59:43 AM »


Place your completed characters here. In the write up, specify their grade (E1-10 or O-10 as appropriate using the system from the other thread; I'll work out what actual rank that's going to correspond to later once all the figures are in).

A reminder - Due to the campaign qulities in play, you start with:
  • a base score of 7 for Wealth instead of 3.
  • 2 additional points to your Attributes due to level instead of +1
  • 4 feats due to level (1, 2, 4, 6) + specialty feat (if any) + class feats (if any)
  • a minimum of 4 interest + those due to origin (if any).
  • 5 extra proficiencies + starting proficiencies + those due to origin (if any)

In addition to mission gear and your possessions, each character receives the following items (note: non Mission common items are not to be taken offworld).
  • 1x ammunition load-out for one weapon of your choice.
  • 7x SMRE (survival meal ready-to-eat). Basically the USArmy version of lembas bread, each SMRE is intended to represent a day's energy needs in three high-density food bars per pack.
  • 2x canteens of water.
  • 1x bottle of water purification tablets.
  • 1x encrypted tactical radio w/headset.
  • 1x multi-mode flashlight + spare batteries.
  • 1x survival knife.
  • 1x Garage Door Opener.
  • 3x emergency smoke flare.
  • 1x synchronised multimode wristwatch.
  • 1x camo fatigues comprising boots, pants, tunic and head-covering of choice. Further, any item of armour requisitioned gains the CAM quality matching these fatigues.
« Last Edit: June 28, 2007, 06:23:23 PM by Mister Andersen » Logged

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« Reply #1 on: June 27, 2007, 09:07:47 PM »

Here's my character, I think I've got everything. If I'm missing anything, let me know.

Rank: O4

Description: A thirty-five year old woman, Dr Elena Petrova stands at six feet exactly, with a somewhat thin build. She has medium length black hair, brown eyes, and Slavic features.

Personality: Dr. Petrova has a bit of an acerbic personality. She gets along well enough with her teammates, but can’t resist showing off her knowledge when she gets the opportunity. She’s also extremely curious about anything new or unusual or alien, and, when she gets the opportunity to study something new, she has a habit of focusing solely on it, regardless of anything else that’s going on.

Elena is a genius, and she isn’t afraid to show it. She was at the top of her class in both medicine and quantum physics, and she’s got a superb understanding of practical applications of electronics and mechanics.

Background:

Dr Petrova was a newly minted MD at the age of twenty-five in the year 2000, looking forward to a semi-bright career as a doctor in post-communist Russia. Just before she began work, she received an ultra secret offer from the Russian government. A woman named Dr Svetlana Markov brought her to a covert institute and briefed her. The Russian government had recently recovered an alien artifact called a Stargate that could be used to send people to other planets in other solar systems.

They needed a medical specialist, who was both intelligent, and who wasn’t sent in her ways so as to accept the existence of alien life. Elena accepted without hesitation, and was inducted into the Russian Stargate program.

Her work with the Russian Stargate program was brief, but rewarding. She was inducted into the Russian military as an officer, given the nature of the work. She learned more about the universe in a few months than she had in the previous twenty-five years. It quickly came to an end, however, with the incident that spelled the termination of the program. Fortunately, Elena was away giving a project brief to Colonel Chekov, when most of her colleagues were killed.

The next few years had her mostly bored, studying the items that had been brought back by the Russian teams. She also returned to university during this period, to get another PhD. This one in Quantum Physics, to help further her understanding of how the Stargate actually worked.

When the Russian government finally received permission to have a Stargate team of their own, Elena volunteered instantly, but due to her lack of combat training, was turned down. As a result, she began to focus somewhat on combat related skills, going through basic mioltiary training.

She did receive another opportunity, however. When the Americans gave the Russian government the Daedalus class battlecruiser Korolev, Elena was selected to be the chief scientific officer, and was present on its first mission.

Luckily for Elena, she was also one of the six people who managed to escape the Korolev when it was destroyed during the Battle of P3Y-229. She was severely injured in the process, and was bedridden for two months.

After recovering from her injuries sustained in the battle, she became a scientific advisor to the IOA.

Three months ago, she finally got her wish. She requested an assignment to an SG team, and was selected. She was put through the standard training, which she passed with flying colors, and then assigned to SG-13 as a tech specialist and medic.

Scientist 4/Inventor 2

Brainy Researcher

Str: 8
Dex: 14
Con: 10
Int: 18
Wis: 14
Chr: 14

Interests: Medicine, Quantum Physics, Stargate Technology, Ancients
Proficiencies: Explosives (forte), Handgun (forte), Shotgun (Forte), Vehicle Weapons

Speed: 30 feet

Fort: +1
Ref: +5
Will: +9

Initiative: +3
Def: 10 + 5 + 2 = 17

BaB: +3

Vitality: 32
Wounds: 10
Subdual Threshold: 10
Stress Threshold: 14

Knowledge Check: +12
Request Check: +8
Gear Check: +8

Action Dice: 4d6

Attacks:
Saiga 12K
Atk: +5
Recoil: 21
Dmg: 2d12
E/T: 1-2/19-20
Range: 45 ft (30 ft for gas)
Sz/Hand: S/2H
Weight: 7.7 lbs
Qualities: ACC, CLS, DEP, IMP, TKD,
Ammo Type: Sabot/Gas
Shots: 8M (7 mags Sabot, 2 mags gas)

Makarov PB
Atk: +6
Recoil: 7
Damage: 2d4
E/T: 1-2/20
Range: 20 ft
Dx/Hand: D/1H
Weight: 1.9 lbs
Qualities: TBR
Ammo Type: FMJ
Shots: 8M7

Class Abilities:
Professor, Intense Study, Ph.D (Medicine), Bright Idea, Technophile, Utility Belt, Field Test

Skills:
Analysis (9) +16/+14 (18-20)
Bureaucracy (7) +13/+11 (19-20)
Computers (9) +15 (19-20)
Cultures (9) +13 (Eastern Europe, Northern America, Goa’uld, Ancients)
Electronics (9) +15/+13 (19-20)
Mechanics (9) +13/+11
Medicine (14) +21/+19 (18-20) (Human, Near-Human, Semi-Human, Quasi-Human)
Notice (5) +7
Profession (4) +6 (Scientist, Doctor)
Resolve (9) +11/+9
Science (12) +20 (19-20) (Chemistry, Engineering, Genetics, Mathematics, Pharmacology, Programming, Super-Science)
Search (9) +13



Feats
Marksmanship Basics
Bandage
Scholar
Techie
Examiner
Advanced Skill Mastery (Examiner)
Unlocked Potential (Science)

Contacts
Svetlana Markov (Confederate)

Spending Cash: 1
Lifestyle: 4
Possessions: 10

Possessions:
Power 4 Laptop
Power 4 security program
First Aid Kit I
Night Vision, 10x telescopic and Thermal Imaging Goggles
Diagnostic Scanner (Gadget, Caliber III skill boost (Medicine))

Saiga 12K with Ergonomic Stock, Multimode Laser Sight, Advanced combat Sight, Precision Upgrade I, Tactical Sling, 7 loads of 12 gauge Sabot and 2 loads of 12 gauge Gas

Makarov PB with Tactical Holster, Multi-Mode laser sight, Ported Barrel and Custom Grip

Common Items: Batteries, Binoculars, Blank DVDs, Duct Tape, DVD Burner, Geiger Counter, Gum, Leatherman Multitool, Magnifying Glass, Matches, Microscope, Notebook, PDA, Swiss Army Knife

Gear Picks: 4G, 2E, 1S, 2 faction, 5 common items + 2 reserve common items

Mission Gear:
Prototype Trinium Weave Jacket (DR 4 gadget), Modified Sodan Cloaking Device (Invisibility Gadget), Blackout Watch (Caliber IV EMP gadget), Laser Torch (Caliber IV Attack, 6d6 laser damage)

Portable Radar Unit, Audio/Video Transceiver

3 shots of Atropine
3 shots of stimulant

Electronics Kit II, Surgery Kit II, Appraisal Kit II, Mechanics Kit II

Common items: Duct Tape, Leatherman Multitool, Geiger Counter

Elena will keep two common items in reserve (leaving her with a total of 4)

Standard Issue Gear:
    * 1x 12 Gauge Sabot load
    * 7x SMRE (survival meal ready-to-eat). Basically the USArmy version of lembas bread, each SMRE is intended to represent a day's energy needs in three high-density food bars per pack.
    * 2x canteens of water.
    * 1x bottle of water purification tablets.
    * 1x encrypted tactical radio w/headset.
    * 1x multi-mode flashlight + spare batteries.
    * 1x survival knife.
    * 1x Garage Door Opener.
    * 3x emergency smoke flare.
    * 1x synchronised multimode wristwatch.
    * 1x camo fatigues comprising boots, pants, tunic and head-covering of choice. Further, any item of armour requisitioned gains the CAM quality matching these fatigues.
« Last Edit: July 10, 2007, 07:45:04 PM by Falkus » Logged
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« Reply #2 on: June 28, 2007, 08:48:28 AM »

Full Name: Anthony Patrick Hutchinson

Origin: Burly Soldier of Fortune (+2 Str, -2 Dex, +1 Base Def, Unarmed proficiency, +1 Wound, (4, 8, 12, 16, 20), Any Ranged, Tactical Proficiency, 1 acquaintance, +1 Autofire (5, 10, 15, 20))
Class/Level: Soldier 4/Grunt 2

Abilities:
Strength   16   +3
Dexterity   14   +2
Constitution   14   +2
Intelligence   12   +1
Wisdom   14   +2
Charisma   10   0

Vitality/Wounds: 54/16
Stress Threshold: 14
Subdual Threshold: 14

Saving Throws:
Fortitude   +6   +4 Class +2 Con
Reflex   +3   +1 Class +2 Dex
Will   +9   +7 Class +2 Wis


Defence   16   +3 Class +2 Dex +1 base
Initiative   +10   +8 Class +2 Dex
Unarmed   +9   +6 Class +3 Str
Melee   +9   +6 Class +3 Str
Ranged   +8   +6 Class +2 Dex
Request   +8   +6Level +2 Wis
Knowledge   +7   +6Level +1 Int
Gear   +7   +6Level +1 Cha

Attacks:
Micro Uzi (9mm P) +8 Attack, 1d10+1dmg, 1-3/20 E/T, 20M5, 10rec, 20ft Range, F/1h, CLS, TRO, Shoulder Holster, Laser Sight.
Armour: 

Weapon Proficiencies
Unarmed (f), Tactical (f), Handgun, Rifle, Shotgun, SMG, Explosives, Vehicle Weapon, Indirect Fire, Hurled, Guided, Exotic (Go'ould)

Feats:
Rock and Roll!: When Autofire/Strafe each volley uses 2 shots. May use rifle/machinegun with 1 hand at -2 penalty. Autofire weapon requests come with double ammunition.
Speed Demon: +2 Mechanics & Drive, 19-20 threat range.
Simulator Jockey: Ignore penalty for attack/skill checks made through a drone. May take Regroup action while operating a drone.
Guts: +4 bonus to Forced March, Power Lifting, Speed Push. Ignore fatigued penalties, Roll 1d10 on table of Ouch.
Quick Healer: ½ standard recovery time for vitality, wound, stress & subdual damage.
Armour Basics (Moderate): DR +1 vs ranged weapons, ACP decreases by 2, Speed penalty decreased by 5ft.

Abilities:
Accurate (core): Spend 1 AD roll 2 on attack checks
Fortunes of War: DR 1/-, may double for 1 round AD/session
Armour Use I: +1 Def while wearing armour, ACP decreases by 1, Gain a Calibre 1 armor pick at no cost as part of mission gear.
Hot Blooded(core): +1AD start of combat (2 for DS), may immediately give 1 Ad to teammate in same battle. Ad lost at combat end if not used.
Alpha Strike 1/rd Autofire or Strafe as ½ action
Dead to Rights: +1d4 damage directly to wounds when using heavy weapons AD times/combat but only 1/attack.

Skills:

Acrobatics (Str/Dex)         
Analysis   (Int/Wis)         
Athletics (Str/Con)      Sol, Gnt   +12/+11   9 Ranks + 3Str/2Con
Blend (Dex/Cha)             
Bluff (Cha)         
Bureaucracy (Cha)         
Computers (Int)         
Cultures* (Int)         
Drive* (Dex)      Sol, Gnt   +13   9 Ranks + 2Dex + 2 insight (19-20)
Electronics (Int/Wis)          
Falsify (Int/Wis)         
Impress (Cha)         
Intimidate (Str/Wis)   Sol, Gnt   +11/+10   8 Ranks + 3Str/2Wis
Investigation (Wis/Cha)         
Manipulate (Wis/Cha)         
Mechanics (Int/Wis)   Gnt   +7/+8   4 Ranks + 1Int/2Wis + 2 insight (19-20)
Medicine (Int/Wis)         
Networking (Wis/Cha)         
Notice (Wis)   Sol, Gnt   +5   3 Ranks + 2Wis
Profession* (Cha)   Sol,       
Resolve (Con/Wis)   Sol, Gnt   +10/+9   8 Ranks + 2Con/2Wis
Science* (Int)         
Search (Int)      Sol, Gnt      
Security (Int)            
Sense Motive (Wis/Cha)         
Sleight of Hand (Dex)         
Sneak (Dex/Cha)            
Streetwise (Wis/Cha)         
Survival (Wis/Cha)   Sol, Gnt   +5/+3   3 Ranks + 2Wis/0Cha
Tactics (Wis/Cha)   Sol,  Gnt   +5/+3   3 Ranks + 2Wis/0Cha

Foci
Cultures: Western Europe
Drive: Standard Ground Vehicles, Heavy Ground Vehicles, Personal Ground Vehicles, Service Aircraft.
Profession: Soldier
Science: Chemistry

Interests: Big Guns, Remotes, Training, Smart Women.

Wealth (1 Class +4 Big Budget):
Lifestyle: 1 (-2 appearance)
Possessions: 4 (1/III, 2/II, 3/I)
Spending Cash: 3 ($900)

Rank: E-4

Mission Gear 1W, 2S (+1 calibre I Armour)
 
Personal Gear:
III: 2x Calibre I picks.
II: Micro-Uzi (9mm P)
I: ATV (Utility) x2 (M(1x2), 1+1occ, 2/3 A/T, 10/18Mph, 10/+7D/S, 1000lbs Cargo, 9/G, OPN (no cover), ORD.
I: Remote Control Gadget (Housing ATV 1, 100ft, PR4)
I: Voice Control Gadget (Housing ATV 1, 20ft,
I: Vehicular GPMG.
I: Gadget (Miniaturised Calibre I video camera – housing ATV). 1hr life

Contacts:
Dr. Foster (flesh her out later)
Associate:
Acquaintance:

Subplot
GC Fiat (though notes below)

Profile:
“Hutch” is a simple man, farm boy joined the army and learned to fight. He knows to play to his strengths, and will happily drive vehicles, shoot people, beat people to a pulp and follow orders to the letter.  The latter of those is what got him some recognition, despite the snide jokes about being too stupid to know when’s enough, his commanding officers know that if you give him something to do – it gets done or he dies trying.

His fascination of remotes stems from an early relationship he had with an Elizabeth Foster, who later want on to study robotics and smart-vehicles, it’s a hobby he’s kept up, even though she moved on from their relationship after a year, calling him “a distraction from study and intelligent thought”. They did keep in sporadic touch, though their relationship has stayed firmly in the “friends” state, since.

His transfer to the Stargate project remains something of mystery for him, he’d never even heard of it before being transferred, he suspects there’s something more going on than he’s aware, but isn’t sure who he can ask about it.  In the meanwhile he concentrates on throwing himself into his missions as he’s always done.


(I know, I spent ages trying to find a picture before deciding to use Jayne).
« Last Edit: July 02, 2007, 04:06:26 PM by spinningdice » Logged
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« Reply #3 on: June 28, 2007, 10:20:04 AM »

Alaric McGregor, USMC
Clever Special Ops (Soldier of Fortune?)
Itr4/Cntr2
Str 12
Dex 16
Con 12
Int 16
Wis 12
Cha 12

Interests (4): Poker, Card Tricks, Geocaching, Chili Peppers

Proficiencies (9:3 from Intruder, 5 from levels, Explosives from Special Ops specialty): Explosives, Edged, Handgun (forte), Rifle, Blunt, Unarmed, Heavy Machine Gun, Hurled

Fort: +2 (+1 from classes, +1 Con)
Ref: +12 (+7 classes, +3 Dex, +2 insight from Clever Talent)
Will: +4 (+3 classes, +1 Wis)

Speed: 30 ft.
Init: +8 (+5 classes, +3 Dex)
Defense: 17 (+5 classes, +3 Dex, -1 DP from armor)

BAB: +5
Vitality: 38
Wounds: 12
Subdual Threshold: 12
Stress Threshold: 12

Knowledge Check: +9
Request Check: +7
Gear Check: +7

Action Dice:4d6 -> 6d8 (Spirited)

Attacks:

H&K Mk 23: Atk: +9 (+5 BAB +3 Dex +1 forte); Dam: 1d12;  E/T: 1/17-20; Ammo 12M4; Recoil 12; Rng 30 ft.; S/H: D/1h; Qualities: UPG (multi-mode laser sight, removable suppressor), BLK, CMP, RGD, TBR, TKD; Threat range 16-20 for aimed attacks

H&K UMP (.45 ACP): +8 (+5 BAB +3 Dex); Dam 1d12; E/T 1-2/17-20; Ammo 25M5; Rec 8; Rng 30ft.; S/H T/2h; Qualities: CLS, CMP, TKD

Fragmentation Grenade: Atk +8 (+5 BAB +3 Dex); Dam 4d10 explosive; Blast increment 2 squares; E/T 1-4/---; Rng 15ft.x4; S/H F/1h;

Garrote:
Atk: (Grapple); Dam:1d6+1; E/T:1-3/17-20; Sz:F/2h; Wt: 0.3 lbs.; Qualities:NKL

Survival Knife: Atk: +6 (+5 BAB +1 Str); Dam: 1d6+2 (includes +1 Str); E/T: 1/17-20; SZ: D/1h; Qualities: AP(1), BLD, keen (8 ); Wt: 1 lb.

Armor: Tactical Vest with Trauma Plates and Gadget; DR 9/12; Resistance EX2; DP -1; ACP 0; +1 DR for Melee attacks; Helmet gives +1 Defense against called shots

Core/Class Abilities:Dexterous, Gear Prep, Evasion I, Uncanny Dodge I, Shoot First, Crowd Control, Precision Takedown I

Skills:
Acrobatics +8/+10 (7 ranks, +1/+3 Str/Dex)
Athletics +10 (9 ranks, +1 Str/Con)
Blend +16/+14 (9 ranks, +3/+1 Dex/Cha, +4 morale from Paranoid CQ)
Cultures +3 (North America) (0 ranks, +3 Int)
Drive +10 (Standard Ground Vehicle, Heavy Ground Vehicles) (7 ranks, +3 Dex)
Intimidate +3 (2 ranks, +1 Str/Wis)
Notice +10 (9 ranks, +1 Wis)
Profession +1 (Marine) (0 ranks, +1 Cha)
Resolve +3 (2 ranks, +1 Con/Wis)
Search +10 (7 ranks, +3 Int)
Sense Motive +3 (2 ranks, +1 Wis/Cha)
Sleight of Hand +10 (7 ranks, +3 Dex)
Sneak +14/+12 (9 ranks, +3/+1 Dex/Cha, +2 insight from Special Ops)
    Sneak/Hide +18/+16 (+4 morale from Paranoid CQ)
Streetwise +8 (7 ranks, +1 Cha)
Survival +5 (4 ranks, +1 Wis/Cha)
Tactics +12 (9 ranks, +1 Wis/Cha, +2 Insight from Special Ops)

Feats: CQB Basics, Ambush Basics, Spider Basics, Marksmanship Basics, Garrote Basics

Contacts: CPO Bill Smith, Naval Intelligence

Wealth:10 (3 base, +4 Big Budget, +2 Class, +1 Cha)
Lifestyle: 2  Possessions: 5  Cash: 3

Possessions: 1/III, 2/II, 4/I
Grapple Gun w/ winch, Garrote, Survival Knife with keen(8 ) upgrade, Lockpicking Kit I with Miniature Electronics I Kit and Miniature Mechanics Kit I, Demolitions Kit I

Gear Picks: 1 G, 2 S, 2 W, 1 Faction

First Mission Gear (Caliber IV):
Gear Prep (2W IV -> 2W V)
4 Caliber III Weapons:
H&K UMP, .45 Cal, with 3 add-ons: tactical sling, ammo load is AP(3), mission granted ammo load is AP(3)
H&K Mk. 23 with 3 add-ons: tactical holster, Accurized, AP(3) load
2x Fragmentation Grenades (3)
Security, Cal IV
Tactical Vest Armor with 5 add-ons: personal tailoring, trauma plates, helmet, knee and elbow pads, weight reduction
Security, Cal IV
Corrosive Acid, PR 4
Gadget, Cal IV
DR 4 for tactical vest
Faction (Resource) Cal IV -> Cal V (Gear Prep) -> 2 Cal III
Feat Training Armor Basics (Partial), Skill Training (4 ranks, Survival)

McGregor grew up in the ‘burbs with an undistinguished childhood as a child of Scottish immigrants to the US.  After High School he joined the Corps to see the world, even if it did involve occasionally threatening and killing the locals.  He distinguished himself in the service while in the recon platoon of the 24th MEU(SOC) where his ingenuity, willingness to get his hands dirty and his feet wet, and ability to get in and out of bad situations brought the praise of his superiors.  He figures he got picked for SGC because someone has to throw the lead downrange.  He has taken to the new assignment with equanimity, seeing it as just another series of beachhead missions, which he has spent years practicing.

« Last Edit: July 13, 2007, 10:42:16 AM by Golden Dragon » Logged

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« Reply #4 on: June 28, 2007, 10:07:01 PM »

Ok, first time creating a character under SC 2.0, so please let me know if I missed something or got something wrong. 

Name:Michael Leon Jaeger, USMC
Rank:Gunnery Sargeant
Grade:E-7

Origin:Agile OutdoorsMan(+2 Dex, -2 Str, Spd +5ft, Acrobatics,+1 Reflex Save(4,8,12,16,20),Survivalist,Drive Focus(Mounts/Animal Driven), Hurled Weapon, +1 Possesion(4,8,12,16,20))
Class/Level:Scout 4 /Sniper 2

Attributes
Strength:11
Dexterity:18 +4
Constitution:12 +1
Intelligence:14 +2
Wisdom:14 +2
Charisma:10

Vitality/Wounds:73/12
Stress:15
Subdual:12

Saving Throws
Fortitude:5 (+4 Class/+1 Con)
Reflex:12(+6 Class/+4 Dex/+2 Origin)
Will:3 (+1 Class/+2 Wis)

Defense:17 (+3 Class/+4 Dex)
Initiative:12 (+8 Class/+4 Dex)

Unarmed:5 (+5 BAB)
Melee:5 (+5 BAB)
Ranged:9 (+5 BAB/+4 Dex)
Knowledge:8 (+6 Career/+2 Int)
Request:6 (+6 Career)
Gear:8 (+6 Career/+2 Wis)

Weapon Proficiences
Hurled, Unarmed, Edge, Explosive, HandGun, Rifle(f), Shotgun, SMG(f), Tactical

Feats
Survivalist:+2 bouns to skill/knowledge check w/ Atheltics/Survival, Threat 19-20
MarksmanshipBasic:Take Aim action, brace is free action. Take Brace action w/ no surface, suffer -1 on Reflex while braced
SharpshooterBasic:Opp. Cover -1/4 when cover =< 3/4, Size bonus to defense descreases to 1/2 standard
Desert Terrain:+2 Bonus Survival, Opp -2 pental to surprise w/ ambush, Spd +10ft, require 1/2 standard water, +5 heat dmg resist
Mountain Terrain:+2 Bonus Survival, Opp -2 pental to surprise w/ ambush, Spd +10ft, Synergy from Survival to Ath/Climb, +5 failing dmg resist
Forest Terrain:+2 Bonus Survival, Opp -2 pental to surprise w/ ambush, Spd +10ft, Synergy from Survival to Sec/Instal for traps, Club/Spear Common Item
Night Training:Visaul range penalties(dawn,dusk,night) decrease to 1/2 standard(rnd dwn), Opp -2 pental to surprise w/ ambush, Smell Range(3'xWIS), never blinded when targeting opp w/i 10'.

Abilities
Trailblazer(core):Grant team members # of terrain feats equal to AD
Stalker:Succeed Survival/Tactics, no error, as long as DC <= (20 + Scout Level(4))
Rough Living:+2 Defense bonus, +2 save resist cold, fire, heat dmg, starvation, thirst, underwater dangers, effects of Nature's Fury.
Sneak Attack:+1d6 sneak attack damager w/ any successful attack.
Eagle Eye(core):1/scene, roll 1 AD, add result x 10 to range Inc of any 2-handed ranged weap.
Surprise Shot:   +1 Threat level with ranged attack against flat-footed opp.

Skills
Acrobatics (Str/Dex)(Agile):2/6, Ranks 2, Dex +4
Analysis (Int/Wis):2/2, Ranks 0, Int +2, Wis +2
Athletics (Str/Con)(Sct/Snp):3/4, Ranks 3, Con +1
Blend (Dex/Cha)(Snp):9/5, Ranks 5, Dex +4, Con +3
Bluff (Cha):0
Bureaucracy (Cha):0
Computers (Int):2, Ranks 0, Int +2
Cultures (Int)(Sct):6, Ranks 4, Int +2
Drive (Dex)(Sct/Snp):8, Ranks 4, Dex +4
Electronics (Int/Wis):2/2, Ranks 0, Int +2, Wis +2
Falsify (Int/Wis)(Snp):2/2, Ranks 0, Int +2, Wis +2
Impress (Cha):0
Intimidate (Str/Wis):0/2, Ranks 0, Wis +2
Investigation (Wis/Cha):2/0, Ranks 0, Wis +2
Manipulate (Wis/Cha):2/0, Ranks 0, Wis +2
Mechanics (Int/Wis):2/2, Ranks 0, Int +2, Wis +2
Medicine (Int/Wis):2/2, Ranks 0, Int +2, Wis +2
Networking (Wis/Cha):2/0, Ranks 0, Wis +2
Notice (Wis)(Sct/Snp):9, Ranks 7, Wis +2
Profession* (Cha)(snp):0
Resolve (Con/Wis)(Sct/Snp):3/4, Ranks 2, Con +1, Wis +2
Science* (Int):2, Ranks 0, Int +2
Search (Int)(Sct/Snp):8, Ranks 6, Int +2
Security (Int)(Snp):6, Ranks 4, Int +2
Sense Motive (Wis/Cha):2/0, Ranks 0, Wis +2
Sleight of Hand (Dex):4, Ranks 0, Dex +4
Sneak (Dex/Cha)(Sct/Snp):11/7,Ranks 7, Dex +4
Streetwise (Wis/Cha):2/0, Ranks 0, Wis +2
Survival (Wis/Cha)(Sct/Snp):11/9,Ranks 9, Wis +2
Tactics (Wis/Cha)(Sct/Snp):7/5, Ranks 5, Wis +2

Focus
Cultures:North America, Western Europe, Southern & Western Asia
Drive:Personal Ground Vehicle, Standard Ground Vehicle, Mounts/Animal Driven

Interests:
Photography,Hunting,Forensics,Literature

Wealth:12 (3 Base, 3 Class, +4 big budget, +2 Possession)
Lifstyle:4
Spending Cash:5
Possession:3

Mission Gear:  1S, 2W
Modular Tactical Armor w/ guards, Tailored, Wgt Reduction
HK G33 SG1 Rifle, 3 Loads ammo (40M4), Recoil Pad
HK Mk. 23 Pistol, 2 Loads Ammo(12M4), Tac Holster

Personal Gear (1/III,1/II,3/III)
Climbing Kit II
First Aid Kit I

Common Items
Backpack, Binoculars, Matches(1 box), Swiss Army Knife, glow sticks, tent, Leatherman multitool

Contacts:
1 Aquantance(havn't picked yet)

Subplot:
1(haven't picked yet)

Background:
Michael Jaeger was born May 17, 1982 in Dolores, Colorado.  He spent his youth camping, hiking, fishing and going trips into the mountains of SW Colorado with his father and grandfather who ran a guide service.  He is a 3rd generation marine, his grandfather spent time island hopping in the south pacific and hill climbing in Korea.  Dad spent time in the jungles of SE Asia and along the Iron Curtain of Western Europe.

Michael joined the marines more out of love for his grandfather and father then a real desire, but it is a choice that he now does not regret.  Since going the USMC in 2000, he has seen tours of duty through western europe, the middle east and africa.  He is an accomplished marksman and very comfortable in the outdoors, a skill which has served him and his teams well over the years.

Even though he's thought about retiring, he still likes to get down and dirty with the young pups and show em a thing or two.

« Last Edit: July 16, 2007, 11:22:03 AM by haughtyelf » Logged

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« Reply #5 on: June 29, 2007, 09:17:06 AM »

Timothy James (T.J.) Gordon U.S. Army Rangers

Rank: (?)

Description: A 32 year old male with clearly american features his skin a deep tan from months in the sun.  He is sometimes seen walking about the corridors with his cane though he medically no longer needs it.

Personality: Timothy is a quiet observant man with the air of authority around him.  A look at his face and his movements show perhaps a haunted past

Background:

Tim Gordon is from a traditional military family who moved about a lot.  His father a proud marine officer and mother a naval doctor.  Tim never found it odd to move all over from coastal town to coastal town.  When he was old enough he joined the army (much to the shock of his parents) and because his marks in school and testing went to West Point for officer training. 

After he graduated with a degree in philosophy and a minor in military strategy.  He went on to the Rangers and was part of the peacekeeping force in Iraq.  During a routine patrol mission with his squad.  The squad went down one end of the street and were ambushed.  They made it to the other end of the street with only three men out of the 16 that had gone in.  Timothy even with shrapnel in his thigh was dragging the third who was worse off than him.  He was awarded a purple heart and decorated for valor and bravery for his actions that day.

The Army reassigned Timothy as a special military advisor to the UN.  This was to give his leg time to heal and see if he would be capable of resuming duty.  He spent most of his time with diplomats helping them get a better understanding of what these countries could do if it came to war.

After cleared for military service Tim was reassigned again to the SG mission teams.  Doing jobs similar to what he was doing with the UN.  He studied and got a greater understanding (and respect) for the other cultures beyond the gate.  Timothy almost took the whole program in stride with his background.  He accepted the assignment when SG 13 was formed and is currently waiting to find out what his mission duty will be.

Pointman 6

Mysterious Wanderer

Str: 12
Dex: 12
Con: 12
Int: 14
Wis: 12
Chr: 16

Interests: board games (chess), modern music, philosophy, engineering marvels, fiction novels, comic books

Proficiencies:  Edged, Guided, Handgun, Indirect Fire, Rifle (Forte Assault Rifle), Shotgun, Tactical


Speed: 30 feet

Fort: +4
Ref: +4
Will: +6

Initiative: +5
Def: 10 + 2 + 2 +1= 15

BaB: +4

Vitality: 38
Wounds: 12
Subdual Threshold: 10
Stress Threshold: 14

Knowledge Check: +7
Request Check: +9
Gear Check: +8

Action Dice: 4d6

Attacks:
M4A1
Atk: +6
Recoil: 12
Dmg: 4d4
E/T: 1-3/20
Range: 100 ft
Sz/Hand: S/2H
Weight: lbs
Qualities: CLS
Ammo Type: FMJ
Shots: 30M5

M203 Grenade Launcher
Atk: +5
Recoil: -
Dmg: 4d10 (blast 10ft.)
E/T: 1-3/20
Range: 60 ft.
Sz/Hand: D/2h
Weight: 3lbs.
Qualities: INA (-10), SLD (2)
Shots: 1S6 (high explosive)

Colt M1911A1
Atk: +5
Recoil: 11
Dmg: 1d12
E/T: 1/19-20
Range: 25 ft.
Sz/Hand: D/1h
Weight: 2.5 lbs
Qualities: DEP,TKD
Ammo Type:AP (3)
Shots: 7M7

Class Abilities: Generous, Versatility, Assistance 1, Lead 2, Orders 1, Cross-Class Ability (Behind the Scenes 1)

Skills:
Athletics (3): +4/+4
Cultures (Eastern Asia, Eastern Europe, Northern America, Goa'uld [Tok'ra], Ancients): (7) +10
Drive (Standard Ground Vehicles): 3
Impress: (5) +8
Notice: (5)+7
Networking: (9) +11/+12
Professio(military officer): (5) +8
Resolve: (5) +7/+6
Science(Engineering): (1) +2
Search: (6) +7
Survival: (4) +6/+5
Tactics: (9) +11/+12


Feats
Armor Basics (moderate)
Tactical Advantage
Marksmanship Basics
Polyglot

Contacts
Associate: Diplomat (Cedric Thomas UN negotiatior)
Associate: Librarian (Quaf [Ancient data keeper] )

Gear:  3 Resources, 2 Security, 1 Weapon

Spending Cash: 2
Lifestyle: 5
Possessions: 6

Possessions:
Computer (Laptop Caliber 2)
Tape Recorder (Caliber 1)
Knife (Survival Caliber 1)
Colt 1911A1 (Caliber 2)
M4A1 w/ M203 Grenade Launcher underbarrel, Threaded barrel for rifle w/ removable supressor, tactical sling, Sight Advanced Combat)
Tactical Holster


Common Items:  Novels, Chess Set, I pod and speakers, Maps, Scrolls, Notebooks
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« Reply #6 on: June 29, 2007, 05:27:58 PM »

Name: Madelyn Rourke
Alias:

Pointman: 6

Ht: 6’2”   Weight: 175 lbs
Eyes: hazel   Hair: Blonde

Speed: 30      Initiative: 5
Defense: 14      Action Dice: 6d8
Wounds: 12      Vitality: 52

Knowledge: 9
Request: 7
Talent: Gifted
Specialty: Military Brat (Spycraft 2.0 Wiki)
Rank: OR-6 (Sgt)

Strength: 12 +1
Dexterity: 14 +2
Constitution: 12 +1
Intelligence: 17 +3
Wisdom: 16 +3
Charisma: 12 +1

Special Abilities:
Choose one skill, always a class skill (Impress)
Threat range increased by 1 (medicine)
Bonus Feat: Military Contacts
+1 Insight to Tactics and Cultures (additional +1 at 4 and Cool
Free Caliber II Weapon Gear Pick
Versitility: Athletics, Acrobatics, Sleight of Hand, Sneak, Survival
Assisstance (1/2)
Lead: 2/session
Orders I
Cross-class ability: Fight On (Feat)

Fortitude: 4               BAB: +4
Reflex:   5               Melee: +5
Wilpower: 6               Ranged: +6


Feats:
Bandage
Military Contacts
CQB Basics
Marksmanship Basics
Marksmanship Mastery
Combat Mobility

Skills:
cAcrobatics: 9 + 1 = 10
cAthletics: 9 + 1 = 10
cCultures: 4 + 2 = 6
cDrive: 6 + 1 = 7
cImpress: 9 + 1 = 10
cMedicine: 9 + 3 = 12
cNotice: 9 + 3 = 13
cScience: 4 + 3 = 7
cSleight of Hand: 7 + 2 = 9
cSneak: 9 + 2 = 11
cSurvival: 6 + 1/3 = 7/9
cTactics: 9 + 3/1 = 12/10

Focus:
Cultures: Eastern Europe
Drive: Standard Watercraft, Standard Ground Vehicle
Science: Pharmacology
Profession: EMT

Interests: Medicine, Guitar, British History, Comic Books

Wealth:
Lifestyle: 2 (Two bedroom apt, Mini-Cooper (Ergonomic Seating))
Possessions: 6
Spending Cash: 2

4/1, 2/II, 2/ III

First Aid Kit (I)
Modular Tactical Armor (II)
Any 2 Caliber I Security (Blood Expander x3, Liquid skin patch x3) (III)
HK G36K (III)
Glock 20 (Free II)
3 Addons Sec (I)
2 Addons Weapon (I)
Combat Knife (I)
First Aid Kit (II)

Mission: 3R, 2S, 1W


Standard Gear:
•   1x ammunition load-out for one weapon of your choice. (G36K)
•   7x SMRE (survival meal ready-to-eat). Basically the USArmy version of lembas bread, each SMRE is intended to represent a day's energy needs in three high-density food bars per pack.
•   2x canteens of water.
•   1x bottle of water purification tablets.
•   1x encrypted tactical radio w/headset.
•   1x multi-mode flashlight + spare batteries.
•   1x survival knife.
•   1x Garage Door Opener.
•   3x emergency smoke flare.
•   1x synchronised multimode wristwatch.
•   1x camo fatigues comprising boots, pants, tunic and head-covering of choice. Further, any item of armour requisitioned gains the CAM quality matching these fatigues.

Contacts:
Michael Rourke (Older brother, Banker)
Rodderick McCellan (Hereford Quartermaster, son of family friend)

Weapon Proficiencies
Edged
Handgun (Forte)
Rifle
Shotgun
SMG (forte)
Tactical
Unarmed
Explosives


Madelyn Rourke seemed to be born to enter the military.  Her father was a master Sargent of the SAS, her mother started as a Army nurse before she retired and they married.  Madelyn had two older brothers, along with herself, they didn’t see their father much, especially since he was on missions around the world, but he always came back, and brought them something when he could.  They all knew the risks, when her oldest brother Michael enlisted, it seemed to be a family legacy, being 7 years younger, she didn’t worry about him, she’d seen lots of the new recruits around the base all her life, she knew Michael would be just fine.  Until during training he was injured.  That woke her up in a sense, she had known others didn’t come back, but dad always did, so she assumed Michael would as well.  Michael was given a discharge and went to university for business, and found he was pretty good with it.  Patrick, her middle brother, also enlisted.  Patrick was only two years older, and they had always been close, Michael liked to pick on them both, so they regularly teamed up in the whole sibling rivalry thing.  In fact, her first crush enlisted at the same time as Patrick, Roderick.  Patrick sailed through basic, and got accepted into the SAS, Rodderick…didn’t, he went into the quartermasters, and just stayed, an excellent choice, and suited him.  Throughout their years growing up the siblings spent a lot of time on the base, so as Madelyn reached age to enlist herself, she was shocked when her father told her he forbade it, he knew of her inclination towards medicine, and wanted her to follow in her mothers footsteps at least, she could be a doctor.  Patrick was out of the country, so she turned to the only one she could trust to talk to…Michael.  Michael advised her to do what she wanted, he knew she was leaning towards life as a EMT, she was always the first to help those injured when she played Rugby with her brothers.  He knew she would make a excellent medic.  So she enlisted, dad was furious, but would later gain a sense of pride when two of his children entered the SAS. 

Madelyn soon distinguished herself as a outstanding medic, especially in combat situations, just like her father and her brother had.  She would also be approached and recruited for something else, something she wasn’t quite sure of, a multinational anti-terror squad, NATO based, or at least, that’s what they told her when they recruited her.  She accepted because it was increase her payrate, and, despite her own achievements, she was still compared to her own brother and father.
« Last Edit: July 01, 2007, 09:03:19 AM by Sludig » Logged
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« Reply #7 on: June 29, 2007, 05:32:08 PM »

Full Name: Alexander Francis Drake

Origin: Brainy Wanderer (+2 Int, Str -2, 4 extra skill points at level 1, and 1 extra skill point at every career level, Bonus Feat World Traveler. 1 extra cultures skill focus, gain 2 additional vitality points at 1st level, and 1 extra vitality point at every career level.)

Class/Level: Scientist 6

Abilities:
Strength:        12 +1
Dexterity:        12 +1
Constitution:   12 +1
Intelligence:    19 +4
Wisdom:          14 +2
Charisma:        11 +0

Vitality/Wounds: 47/12
Stress Threshold: 14
Subdual Threshold: 12

Saving Throws:
Fortitude   +3   (+2 Class +1 Con)
Reflex       +4   (+2 Class +1 Dex)
Will           +7   (+5 Class +2 Wis)

Defense:       17   (+6 Class +1 Dex)
Initiative:      +3   (+2 Class +1 Dex)
Unarmed:      +4  (+3 Class +1 Str)
Melee:         +4   (+3 Class +1 Str)
Ranged:        +4   (+3 Class +1 Dex)
Request:       +8   (+6 Level +2 Wis)
Knowledge:   +12  (+6 Level +4 Int +2 Brainy)
Gear:             +6   (+6 Level +0 Cha)

Attacks:
SiG-Sauer P226 w/ laser sight multi-mode: +5 Attk (+4 ranged +1 forte)(+7 w/i 50ft.), 1d10+1 Dam, Qualities DST, Ammo 15M4

Armour:
Tactical Vest: DR 3/6 Resist EX2, DP -3, ACP -2 (not figured in b/c not typically worn)

Weapon Proficiencies:
Explosives (f), Handgun (f), Submachine gun (f), Vehicle Weapon

Feats:
Origin Bonus Feat: World Traveler - +2 insight bonus w/ all skill & knowledge checks made w/ Blend & Cultures, base threat range w/ these skills increases to 19-20.
1st level: Candidate – 2 lowest attributes raised by 1.
2nd level: Techie - +2 insight bonus w/ all skill and knowledge checks made w/ Computers & Electronics, base threat range w/ these skills increases to 19-20.
4th level: Training – 5 skill points can be spent on any skill 1 for 1.
6th level: Unfair Advantage – each time you gain an insight bonus w/ a skill check the bonus increases by +1.

Class Abilities:
Core: Professor – at the start of each session choose a number of basic skill feats equal to starting action die, each teammate may gain the chosen feats as temp feats until the end of the session.
Intense Study: 1st level: Talented – chose Private Eye, Investigation & Security are now class skills, each time you put a rank in one, you gain a rank in the other. Result caps w/ these skills are raised by 5.
PHD 2nd level: chose Cultures max ranks = to level +8
Bright Idea 3rd level: 2x per session can make an Int or Wis skill check twice keeping the result I prefer.
Intense Study 4th level: Scholar - +2 insight bonus w/ all skill & knowledge checks made w/ Bureaucracy & Science, base threat range w/ these skills increases to 19-20.
Research Project 5th level: Improvisation – as a full action can improv a common item w/ whatever is laying around w/o making a gear check. I can do this a number of times per mission equal to my starting action dice.
Brilliant 6th level: Int increases by 1.

Skills:
Acrobatics (Str/Dex)        
Analysis   (Int/Wis) 13/11 (8 ranks + 4 Int or 2 Wis + 1 Synergy)       
Athletics (Str/Con)      
Blend (Dex/Cha)     5 (5 ranks (training) T 19-20)       
Bluff (Cha)        
Bureaucracy (Cha)     5 (5 ranks T 19-20)      
Computers (Int)         16 (8 ranks + 4 Int + 3 Insight + 1 Synergy T 19-20)
Cultures* (Int)        21 (14 ranks (Phd) + 4 Int + 3 Insight T 19-20)
Drive* (Dex)       7 (5 ranks + 1 Dex +1 Synergy)
Electronics (Int/Wis)    16/14 (8 ranks + 4 Int or 2 Wis+ 3 Insight + 1 Synergy T 19-20)     
Falsify (Int/Wis)         7/9 (5 ranks + 4 Int or 2 Wis)( Disguise gets a +1 Synergy, and Forgery gets a +1 Synergy or a +2 if using Cultures to aid the check)
Impress (Cha)         
Intimidate (Str/Wis)    
Investigation (Wis/Cha)   9/11 (8 ranks + 2 Wis + 1 Synergy Result Cap 45)(Canvas gets a +2 Synergy if Culture is used to aid the check)
Manipulate (Wis/Cha)        
Mechanics (Int/Wis)    11/13 (8 ranks + 4 Int or 2 Wis +1 Synergy)
Medicine (Int/Wis)         8/10 (5 ranks + 4 Int or 2 Wis +1 Synergy)(Therapy doesn't get the Synergy bonus)
Networking (Wis/Cha)        
Notice (Wis)    7 (5 ranks + 2 Wis)
Profession* (Cha)    5 (5 ranks)
Resolve (Con/Wis)    9/10 (8 ranks + 1 Con or 2 Wis)
Science* (Int)         13 (8 ranks + 4 Int +1 Synergy T 19-20)
Search (Int)       10 (6 ranks + 4 Int)
Security (Int)     12 (8 ranks + 4 Int Result Cap 45)(+1 Synergy not figured in b/c they are all conditional)
Sense Motive (Wis/Cha)        
Sleight of Hand (Dex)         
Sneak (Dex/Cha)           
Streetwise (Wis/Cha)         
Survival (Wis/Cha)    
Tactics (Wis/Cha)    8/6 (5 ranks + 2 Wis +1 Synergy)(Ambush get the +1 Synergy when used w/ Blend from crowd and Falsify if disguised)

Foci
Cultures: Central America, North Africa, Northern America, Western Europe, Goa’uld, Ancients, Lucian Alliance
Drive: Standard Ground Vehicles, Space Vessels Goa’uld
Profession:(f) Professor Anthropology & Archeology
Science: Chemistry, Fabrication, Mathematics, Programming, Super-Science

Interests: Cooking, Ancient Earth History, UFO Lore, Mythology, Hiking, Cryptozoology.

Wealth: 13 (5 Class +3 Base +4 Big Budget + 1 Cha)
Lifestyle: 4 (+0 appearance)
Possessions: 5 (1/III, 2/II, 4/I)
Spending Cash: 4 ($1600)

Rank:
Civilian Specialist

Mission Gear: 3G, 2E, 1S
EMP hardening for laptop
EMP grenade
X-Ray vision upgrade for binoculars
Military NBC gear
2 Electronic picks in reserve
Common items:
Binoculars
Geiger Counter
Radiation monitors (2)
LBE
Backpack
Glow sticks

Provided Gear:
1x ammunition load-out for one weapon of your choice.
7x SMRE (survival meal ready-to-eat). Basically the USArmy version of lembas bread, each SMRE is intended to represent a day's energy needs in three high-density food bars per pack.
2x canteens of water.
1x bottle of water purification tablets.
1x encrypted tactical radio w/headset.
1x multi-mode flashlight + spare batteries.
1x survival knife.
1x Garage Door Opener.
3x emergency smoke flare.
1x synchronised multimode wristwatch.
1x camo fatigues comprising boots, pants, tunic and head-covering of choice. Further, any item of armour requisitioned gains the CAM quality matching these fatigues.
 
Personal Gear:
III/E Computer Laptop
II/W SiG-Sauer P226 w/ laser sight multi-mode
II/?   Tactical Vest
I/S    Medical gear, liquid skin patch (x3)
I/T    Camcorder, mini
I/E    Software, Cultures database
I/E    Software, Information database

Common Items:
IPod
Blackberry cell phone
PDA
Flash drive (4 gig)
Wire crimper/stripper
Small socket set (standard/metric)
Wrench (one of the multi-size)
Hammer
Black electrical tape
Flashlight, mini mag-lite
Leatherman multi-tool
2 bundles zip ties (20 per bundle)
Sunglasses

Lifestyle Possessions:
1987 Jeep CJ7 w/ advanced stability and run-flat tires

Contacts:
Dr. Henry Croft, PhD Archeology, Smithsonian Institute Washington DC (associate)

Subplot:
None, right now

Profile:
Born June 6, 1977 in Morrison, Colorado. Alexander Francis Drake, or Alex was named for Alexander the Great, and the great English privateer Francis Drake, a very distant family member. Alex is an only child with no close relatives. His father, Nick, was a great lover of adventure stories and loved to take young Alex out to see the remains of the past while telling him of the great early explorers. Nick died while Alex was in his early teens in a car accident. His mother Vicki was a school teacher, teaching elementary school in Morrison, she has since retired, but still teaches as a substitute as needed.

Alex as a young man was very interested early on in Archeology, Anthropology, and Paleontology, and who wouldn’t be growing up in Morrison, which figured prominently in the “Bone Wars” of the 19th century, a fossil-collecting rivalry between early paleontologists Othniel Charles Marsh and Edward Drinker Cope. The area is one of the most fertile dinosaur fossil producing regions in North America.  He spent many days after school hanging around various digs, pestering researchers with numerous questions. When not at the dig sites, or running his own “digs” in various backyards and fields around town, he could be found at the library learning all about the history of the region, and the ancient peoples who once populated the area. That early love of dinosaurs stayed with him and carried over into the semi-related fields of archeology and anthropology. As most young boys Alex also had a healthy interest in space, ufo’s, and the like but unlike most he never grew out of his love for the strange and bizarre.

He attended college and got his degree and left to see the world and joined various digs in remote places, anywhere he could go he volunteered for as long as it was some place new. He worked for a time being with National Geographic and would stay connected with them doing freelance work or consulting from time to time, and eventually got a position with the Smithsonian as a field researcher which was where he had always wanted to work.

He heard Daniel Jackson give a lecture shortly before he was laughed out of Academia, and unlike many who dismissed Jackson as a quack he remembered reading the books of Von Daniken, Graham Cook and the like as a teen, and was intrigued by the possibility but never really considered it possible, but was willing to at least keep part of his mind open b/c as new discoveries are made sometimes history is rewritten. Alex would talk with others over the what-ifs from Jackson’s lecture, but was careful to keep it to a minimum b/c he saw what it did to his career. He fought sometimes against the established order who he thought that were more worried about losing the footing on how they made their careers rather than be open to the possibility of new findings coming to light.

In the late 1990’s while excavating an Anazai ruin he ran across a stele that had what looked to by Egyptian hieroglyphics on it, and while trying to get someone to recognize that he had found a legitimate anomaly he was approached by some gentleman from the government who asked him a lot of interesting and strange questions about the artifact. He didn’t think much more about it after they left, but 6 weeks later he was offered a very interesting job offer from the US Air Force it seemed they had done an extensive background check into him and thought he would be a good candidate for the Stargate program at Cheyenne Mountain. Needless to say he took the job, and after finding out just what the job entailed he was thrilled, it was like being a kid and finding out all the weird stories that you grew up reading have a basis of truth to them and that truth can be just as strange as stories themselves.
He’s spent the last several years as a researcher exploring various cultures off-world, never really seen the kind of trouble that some of the other SG teams have run into, sure there have been a few minor skirmishes, enough to give him a healthy respect for what’s out there and to listen to the service men that are there to protect assets like himself when things get hairy.


Picture:
see below
« Last Edit: July 12, 2007, 11:47:58 AM by ahzad » Logged

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« Reply #8 on: June 30, 2007, 02:24:27 AM »

Description: Dr Pierre Beufonte is fairly young, the youngest person ever to graduate from the French Academy of Science. He has dark brown eyes, and black hair. He's skinny, but always smells faintly of fermaldihyde.

Personality: Pierre is an academic, almost entirely incapable of dealing with others socially. Despite his brilliance, he's lost several jobs due to his anti social attitudes. He genearlly assumes the worst of people, but if someone does earn his respect, he will give them his all. Or at least, he thinks so. He doesn't respect all that many people.

Intro:
Pierre was the youngest person to ever graduate from the French Academy of Science. He was given several job oppurtunities, but he was never very content with them. Still his skills as an investigator, and a doctor, placed him in demand.

He liked being an indepedent consultant, but he was hoping for something even more challenging. He had helped solve several crimes for the French Police, and had even helped the German Police on one occasion. However, a steady paycheck would still be nice.

That's what Michael Sykes called him about.
____________________

Dr. Pierre Beufonte brushed his out of control hair out of the way as he looked back at his friend Michael Sykes. "I don't understand what you want from me. You want me to agree to help you, but you can't tell me what I'm agreeing to until I agree to it?
"
Michael sighed. "Yeah, that's about the gist of it. For me to tell you the details involves giving you classified information, which your not cleared for."

"But you swear it's something I'll be interested in."

"Absolutely, plus they need you. Your the best forensic scientist out there. I can tell you it will be field work. And full of excitement."

"I'm no field agent." Pierre sighed. "I usually work in a lab."

"They'll train you, and you'll work with a team." Michael seemed insistent, but he could tell he was saying the wrong thing.
"Team." Pierre was growing less interested every minute. "Remember the warning label, does not play well with others." Pierre sipped his drink.

"You'll get over it." Michael prodded him. "Listen, there has been a bit of a problem, and I'm pretty sure your the only person who can solve it. If you don't accept, your curiosity will be in your gut forever. IF you do accept, your life will never be the same."

"I hate you" Pierre said, knowing he'd lost. He stood and prepared to follow Michael through the rabbit hole.

"You hate everyone."

"Point."
--------------------------

Pierre was taken into a new lab. He was shown the scene of a crime like he'd never seen. And taken to a new world. His first mission went well enough.

Since then Pierre has been recruited as a Field Analyst for the newest SG team. His training on the field had been minimal. He had to admit, being in the field excited him, even if he didn't feel terribly good at it. But Michael was right about one thing. He was the best.


Dr Pierre Beufontte
Scientist 4/Field Analyst 2

Rank O-10

Gifted Doctor

Str 10
Dex 10
Con 10
Int 18
Wis 18
Cha 8

Interests: Serial Killers, Medicine, Political Figures, Genetics
Proficiencies: Unarmed (forte), Blunt, Edged (forte), Explosives, Handgun, Rifle

Speed 30 feet

Fortitude +3
Reflex    +1
Will      +11

Initiative +1
Defense    15

BAB        +3

Vitality   33 (?)
Wounds     10
Subdual    10
Stress       18


Knowledge  +10
Request    +6
Gear Check +10

Action Dice 4d6 (6d6)

Class Abilities:
Professor, Intense Study (twice), PHD Medicine, Bright Idea, Keen, CSI (advanced)*, Priority Request

Feats:
Examiner, Bandage, Observer, Depth Of Study, Forensic Genius, Unfair Advatadge, Adv Skill Mastery (examiner)*, Disease Basics,

Skills
Analysis      (9)  17/17 (17-20)
Computers     (9)  13 
Cultures      (4)  8
Electronics   (7)  11/11
Falsify       (9)  13/13
Investigation (9)  13/8

Mechanics     (9)  13
Medicine      (14) 22/22 (17-20)
Notice        (9)  16    (19-20) Active
Profession    (2)  1
Science       (9)  13
Search        (9)  16    (19-20)
Security      (7)  11    RC 45

Cultures: Western Europe, North America, Eastern Europe
Drive: Standard Vehicles
Profession: Medical Examiner
Science: Chemistry, Genetics (forte), Mathmatics, Pharmacology (forte) Programming,

Contacts:
Detective Michael Sykes (Associate)

Wealth        14
Spending Cash  4
Lifestyle      6
Possesions     4

Gear:

Baretta 92: 1d10+1, recoil 12, et 1-2/20
Forensics Kit 3
Surgery Kit 2
Scalpel
Medical Gear, Stimulant Shot
Medical Gear, Blood Expander
Laptop computer pr 2

Gear Picks: 3 E, 1 T, 2 G,  1 S, (-1)
(sorry, I can't post an image from here..I'll get it here eventually)
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« Reply #9 on: July 01, 2007, 03:36:42 AM »

Full Name: Kyran Endar

Origin: Fit Backstop[+2 Str, -2 Int, Speed Bonus 5ft x 2, class skill (Athletics), Fort save bonus, feral NPC quality, avoid receiving the fatigued or unconscious conditions from taking damage to your wounds a number of times per scene equal to your starting action dice, Mix-Up (Grapple) and Mix-Up (Tire) proficiencies, Each time you gain 1 or more ranks in Intimidate, you also gain an equal number of ranks in Resolve, Starting disposition towards you of anyone who doesn't share your Allegiance decreases by 1 grade, Bonus Feat: Opportunist]

Class/Level: Thug 4 / Martial Artist 2

Characteristics
Nationality:
Age: 28
Height: 6’ 4”
Weight: 100 kilograms
Eyes: Dark Brown
Hair: Black – Short (About 2-3mm long all over)
Distinguishing Characteristics: A branding tattoo on the centre of his chest, just below his neck.  Very tall and muscular figure, with a dark complexion, looks quite brooding.

Abilities
Strength      18 (+3)  [15 from pts, +2 Origin, +1 Lvl]
Dexterity      14 (+2)  [13 from pts, +1 Lvl]
Constitution   15 (+2)  [14 from pts, +1 Discipline of the Body]
Intelligence      10 (+0)  [12 from pts, -2 Origin]
Wisdom      13 (+1)  [13 from pts]
Charisma      10 (+0)  [10 from pts]

Vitality/Wounds:       80 / 90
Stress Threshold:       13
Subdual Threshold:       21

Saving Throws
Fortitude         +7      (+4  Class +2 Con, +1 Discipline of the Body)
Reflex             +6      (+4  Class +2 Dex)
Will                 +4      (+3  Class +1 Wis)

Defence:        21   (10 +7 Class +4 Str)
Initiative:         +7      (+3  Class +4 Str)

Unarmed:         +10     (+6  Class +4 Str)
Melee:              +10   (+6  Class +4 Str)
Ranged:           +8     (+6  Class +2 Dex)

Request:          +7      (+6  Level +1 Wis)
Knowledge:     +6     (+6  Level +0 Int)
Gear:             +6      (+6  Level +0 Cha)

Weapon Proficiencies
Handgun (F), Unarmed (F), Edged, Exotic-Edged (F), Hurled , Exotic (Goa'uld), Submachine Gun, Shotgun (F), Mix Up (Grapple), Mix Up (Tire)

Feats
- Specialty Feat:      Opportunist
- 1st level:       Combat Instincts
- 2nd level:       Auto-Fire Basics
- Got Your Back I:      Wolf-Pack Basics
- 4th level:       Snap Shot
- Martial Artist Feat:                 Martial Arts (STR)
- 6th level:      Battering Blows
- Thug Bonus Feat:      Stone Cold

Temporary Feats: Observer, Scholar, Techie, Examiner, Desert Training, Mountain Training, Forest Training, Night Training
      
Class Abilities
- Brutal (Core)
- Chip On Your Shoulder
- Got Your Back I (Grants Wolf-Pack Basics Feat)
- Vicious Attack 1/combat
- Bonus Feat (Basic Combat/Style)
- Martial Arts (Grants Feat Of Same Name)
- Life of Discipline (Discipline of the Body)

Skills

Acrobatics (Str/Dex)                         8/6      (4 ranks +4 Str or +2 Dex)
Analysis   (Int/Wis)                    
Athletics (Str/Con)                  9/7      (5 ranks +4 Str or +2 Con)
Blend (Dex/Cha)                        
Bluff (Cha)                       3      (3 ranks)
Bureaucracy (Cha)                         
Computers (Int)                      
Cultures* (Int)              
Drive* (Dex)                      4       (2 ranks + 2 Dex)
Electronics (Int/Wis)               
Falsify (Int/Wis)               
Impress (Cha)               
Intimidate (Str/Wis)                13/10      (9 ranks +4 Str or +1 Wis)
Investigation (Wis/Cha)      
Manipulate (Wis/Cha)         
Mechanics (Int/Wis)          
Medicine (Int/Wis)            
Networking (Wis/Cha)         
Notice (Wis)                  6       (5 ranks +1 Wis)
Profession* (Cha)   
Resolve (Con/Wis)               11/10       (9 ranks +2 Con or +1 Wis)
Science* (Int)               
Search (Int)                       
Security (Int)              
Sense Motive (Wis/Cha)                                3/2      (2 ranks +1 Wis)
Sleight of Hand (Dex)            
Sneak (Dex/Cha)                               7/5      (5 ranks +2 Dex)
Streetwise (Wis/Cha)                            3/2      (2 ranks +1 Wis)
Survival (Wis/Cha)                
Tactics (Wis/Cha)                         

Foci
Cultures:       Lucian Alliance
Drive:       Space vessel-Goa'uld, Space vessel-Performance
Profession:
Science:       Pharmacology

Interests
Handguns, Melee Combat, Botany, Health & Fitness

Wealth:                10   (+2 Class +3 Base +4 Big Budget +0 Cha)
Lifestyle:              1
Possessions:        6
Spending Cash:    2

Rank:          N/A
Mission Gear:       2W / 1R
 
Personal Gear
III:  Damage Resistance Gadget (Laser PR 8 )  Housing: Low-Profile Armor
III: Magnum Research Desert Eagle w/ ZTD (2 upgrades), 50 shot capacitor (1 upgrade), laser damage (2 upgrades), Tactical Holster (Thigh, Standard Laser Sight (Green), Custom Grip [3d6+1, 1-3/19-20, 50M4, 25, 40ft, BLK, TKD, ZTD]
II: Low-Profile Armor [poor/average] w/ Personal Tailoring
II: Razer Sword + Scabbard
I: 2 upgrades for Desert Eagle
I: 2 upgrades for Desert Eagle
I: 2 upgrades for Desert Eagle
I: Damage Resistance Gadget (Explosive PR 4)  Housing: Low-Profile Armor

Common Items
Multi-Tool, Glow Sticks, Compass, Utility Belt, Military Pack, Flares, Razer Wire, Sunglasses, All Weather Lighter, Binoculars, Leather Bracers, Zip Ties,

Mission Bundle
1x ammunition load-out for one weapon of your choice.
7x SMRE (survival meal ready-to-eat). Basically the USArmy version of lembas bread, each SMRE is intended to represent a day's energy needs in three high-density food bars per pack.
2x canteens of water.
1x bottle of water purification tablets.
1x encrypted tactical radio w/headset.
1x multi-mode flashlight + spare batteries.
1x survival knife.
1x Garage Door Opener.
3x emergency smoke flare.
1x synchronised multimode wristwatch.
1x camo fatigues comprising boots, pants, tunic and head-covering of choice. Further, any item of armour requisitioned gains the CAM quality matching these fatigues.

Contacts
Unknown due to Amnesia

Subplot
Amnesia

Profile
Kyran was found a few months ago by the SGC, dressed in all his gear, but unconcious on a planet that had been severley damaged in an attack from space.  They believe it was Kyran's homeworld, however Kyran remembers nothing before waking up at the SGC in the infirmary.

Kyran has been a member of SG-13 since then.
« Last Edit: July 13, 2007, 02:36:53 AM by Scarecrow » Logged
Skynet
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« Reply #10 on: July 02, 2007, 06:21:55 PM »

Name: John Resler (Major)
Date of Birth: August 19, 1965
Hair: Black
Eyes: Blue
Height: 5'10"
Weight: 165 lbs.

Bio:
John Resler is a second-generation Air Force recruit, so he lived on various bases during his childhood. That changed when his father, Lieutenant Jason Resler, was killed in action during Vietnam’s Operation Linebacker offensive. Afterward his mother moved them back to the Colorado Springs area, her hometown and where the couple had met. In high school John excelled in economics and physics, earning him a business scholarship. But, wanting to follow in his father’s footsteps, he enlisted in the Air force at age 18. He began his career as airmen for 15th Air Force bomber division, and eventually made the transition to pilot.

When Strategic Air Command was disbanded in 1992, he was reassigned to the US Air Force Space Command. He briefly served at Cheyenne Mountain as a station operator and liaison between AFSPC and NORAD before being assigned to the 595th Space Group, at Schriever AFB in Colorado Springs. The more tactical side of his mind showed here, using his mathematical prowess to help the 595th “Wargames” think-tank develop several theoretical strategies for the defense of Earth.

He stayed in this think-tank for several years, until the expanding Stargate Command started looking for qualified personnel to add to their program. His combined knowledge and vast portfolio in space military tactics made him and excellent addition. With a new sense of wonder, he returned to Cheyenne Mountain to begin turning his theoretical ideas into actual existing systems.

John worked extensively on the X-302 development, and the growing need of pilots made him dust off his wings and take to the air again. He had become one of the better flyers in the SGC, despite the fact most of his wingmates were almost half his age. He was part of the Prometheus counter-attack at the battle with Anubis forces in Antarctica, then retired from active combat. He continued his lab-tech assignments until the death of him mother last year from cancer. With no other blood relatives alive, he saw he had nothing to lose by journeying to other worlds, and asked for assignment to a SG team.

Socially, John never really had many relationships, always believing the brotherhood of the Air Force was all the family and friends he needed. Knowing that many fellow Air Force personnel have lost their lives in the SG program, he has developed a xenophobic attitude toward almost all non-humans. At the least, he believes being a member of a SG team will give him warning of any new threat to mankind and extra time to prepare a counter-strategy.

Rank: O-6

Stats:
Class: Scientist 4/Tactician 2

Origin: Adaptable Authority

Attributes:
STR: 12
DEX: 16
CON: 10
INT: 14
WIS: 14
CHA: 12

Speed: 30 feet

Vitality: 28
Wounds: 10
Subdual Threshold: 10
Stress Threshold: 14

Knowledge Check: 8
Request Check: 7
Gear Check: 8

Fort Save: 1
Ref Save: 6
Will Save: 8

Initiative: 7
Def: 18

Action Dice: 4d6+2

Attacks:
Unarmed: 5
Melee: 5
Ranged: 7


Skills:
Acrobatics (Str/Dex)   1 / 3  (attribute only)
Analysis   (Int/Wis)   6 / 6  (4 ranks, 2 attribute)
Athletics (Str/Con)   1 / 0  (attribute only)
Blend (Dex/Cha)   4 / 2  (1 rank, 3/1 attribute)
Bluff (Cha)   5  (4 ranks, 1 attribute)
Bureaucracy (Cha)   8  (4 ranks, 1 attribute, 3 feats)
Computers (Int)   7  (5 ranks, 2 attribute)
Cultures* (Int)   7  (4 ranks, 2 attribute, 1 appearance mod)
Drive* (Dex)   11 (8 ranks, 3 attribute)
Electronics (Int/Wis)   8 / 8  (6 ranks, 2 attribute)
Falsify (Int/Wis)   3 / 3  (1 rank, 2 attribute)
Impress (Cha)   2  (1 attribute, 1 appearance mod)
Intimidate (Str/Wis)   4 / 5  (1/2 attribute, 3 feats)
Investigation (Wis/Cha)   2 / 1 (attribute only)
Manipulate (Wis/Cha)   2 / 1  (attribute only)
Mechanics (Int/Wis)   6 / 6  (4 ranks, 2 attribute)
Medicine (Int/Wis)   4 / 4  (2 ranks, 2 attribute)
Networking (Wis/Cha)   3 / 2  (2/1 attribute, 1 appearance mod)
Notice (Wis)   8  (6 ranks, 2 attribute)
Profession* (Cha)   9  (4 ranks, 1 attribute, 3 feats, 1 appearance mod)
Resolve (Con/Wis)   7 / 9  (4 ranks, 0/2 attribute, 3 feats)
Science* (Int)   11  (6 ranks, 2 attribute, 3 feats)
Search (Int)   7  (5 ranks, 2 attribute)
Security (Int)   3  (1 rank, 2 attribute)
Sense Motive (Wis/Cha)   6 / 5  (4 ranks, 2/1 attributes)
Sleight of Hand (Dex)   5  (2 ranks, 3 attribute mod)
Sneak (Dex/Cha)   6 / 4  (3 ranks*, 3/1 attribute)
Streetwise (Wis/Cha)   2 / 1  (attribute only)
Survival (Wis/Cha)   2 / 1  (3 ranks*, 2/1 attribute)
Tactics (Wis/Cha)   15 / 14  (10 ranks, 2/1 attribute, 3 feats)

*SKILL TRAINING


Focuses:
Cultures: North America, Goa'uld
Drive: Standard Ground Vehicles, Performance Aircraft, Service Aircraft, Space Vessel (Performance)
Profession: Aircraft Pilot, Bomber Crew, Military Strategist + Forte (Space)
Science: Economy, Mathematics (Forte)

Interests: War Movies, Chess, English Novels, Classical Music, Aircraft Design


Proficiencies: Guided, Handgun, Rifle, Shotgun, Submachine Gun, Tactical, Vehicle Weapon


Class Abilities:
Professor (Core)
Intense Study
Ph.D (Tactics)
Bright Idea,
Wily (Core)
Tempo
Stratagem

Feats:
Advisor
Officer
Surge of Speed
Ambush Basics
Scholar
Unfair Advantage

Contacts:
Anthony Guiseppe
Acquaintance - Consultant(Investigate)

Wealth:
Spending Cash: 5
Lifestyle: 6
Possessions: 7

Possessions:
Laptop PR3* Battery Life Boost Gadget(x3)
*Software: Security PR 5, Code Crack, Anti-Virus PR 4
Goggles (Thermal and Nightvision)
FN P90*(Tactical Sling Upgrade)
Beretta 93R* (Tactical Holster)

Common Items:
Sunglasses, Books to Read, PDA, Jump Drive, Pocket Knife, Digital Camera, Backpack, Military Jacket, Pens, Notebook, Imported Coffee, Magnetic Chessboard, iPod/w headphones, Roll of duct tape

Gear Picks: 2G, 1E, 1S, 1R, 1 faction/ 5 Mission Common Items
1G: Tracer Pin (Miniature Gear Pick: Tracer Bug PR 6, Air Force Pin Housing)
1G: Healing Chewing Gum (Healing Gadget PR3)
1E: Portable RADAR unit
1S: Tactical Jacket*(Trauma Plates, Weight Reduction, Personal Tailoring Upgrades)
1R: Skill training(Sneak and Survival)
1 faction (RESERVED)

5 Common Items: Air Force Pin, Backpack, Pens, Notebook, (Reserved)
« Last Edit: July 13, 2007, 07:11:23 PM by Skynet » Logged
ThunderMonkey
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« Reply #11 on: July 09, 2007, 12:27:17 PM »

edited: adjusted Wealth as per instructions and made alterations to possessions.

ANDREY MALKO

Former airman of the Air Force's Security Forces and was part of Phoenix Raven program. Later joined the DOE as a materials transport specialist, often scouting out an area weeks in advance of a DOE convoy or team. She spends her free time at her Colorado home in the Rockies and volunteers for the local sheriff department.

Excerpt from Psychological Profile
FOR YOUR EYES ONLY
   [Malko] is mentally sound as any other member of the Air Force. She is unencumbered by social relationships that may hinder her judgement. She does show some concern for her paternal uncle, who is in a home for elder care [...blacked out...]. However, she recognizes that his progressive disease is beyond her capabilities and has resigned to the fact that he will not get better.
   To borrow a phrase, she "does not play well with others." She will appear to be bossy, egotistical and give directions that will often go against a commanding officer. However, this is her means of displaying concern about a particular course of action. While this has caused much tension early on in her career, other members of her unit has come to respect her decisions and opinions.
   She will follow orders, but as illustrated elsewhere, she will not sacrifice another person for sake of carrying out those orders, if it can be helped.

Disciplinary Report
CLASSIFIED
(excerpt)
   She was then pulled off Lt. Brown who was transported to the medical unit for suffering multiple abrasions, a broken nose, and a fractured arm.
   Members of the unit gave conflicting reports in regards to how the matter started. Lt. Boze claimed that "accidently" brushed against her, which is consistent to three other witnesses. However, SSgt. Malko stated that Lt. Brown purposefully placed his hand upon her arse, and that the harassment was the cumulation of incidents over the past several months. (See attached reports).
   While SSgt. Malko has filed complaints, it is my investigation that found nothing to substantiate that such events had occurred. Further, I believe that SSgt. Malko was making false allegations against Lt. Brown for passing over her for a promotion.
   It is my recommendation that she is demoted one pay grade and placed on a probationary status.

After-Action Report
CLASSIFIED
   After the squad leader was killed, Sgt. Malko took command despite protests and opposition (See Review pg. 34). Sgt. Malko then took the remaining members of the squad to the [...blacked out...] and located the American pilot, [...blacked out...].
   The squad penetrated the target facility that night at the fence perimeter. As the squad made its way to [...blacked out...], Sgt. Malko and [...blacked out...] disposed of three guards and hid the bodies. Once [...blacked out...] was recovered,  he was deemed unfit for the return back to the drop point.
   Sgt. Malko disobeyed orders to [...blacked out...] [...blacked out...] and carried him herself to the drop point.
   One of the other squad members said that they had a hard time keeping up with her.
DESTROY UPON REVIEW

Andrey Malko
Scout 4/Explorer 1/Guide 1
Fit Rescuer
Concept: Career military
 
Str 14 (+2)  Dex 14 (+2)  Con 14 (+2)   Int 10 (0)  Wis 16 (+3)  Cha 12 (+1)

BAB: +3   Init: +8   Def: 15   WP/VP: 14/67   Thresholds: Subdual/Stress: 14/16
Speed: 40  Fort: +8     Ref: +6   Will: +1

Wealth:
12: Lifestyle 3, Possessions 5, Spending Cash 4

Gear: 1 W, 1 S, 1 T

Weapon proficiencies: unarmed (forte), edged, exotic (ranged), explosives, handgun (forte), rifle, submachine gun

Focuses: cultures (north American, western Asia); profession (military); drive (standard ground vehicles); science (engineering).

Interests: Camping, hiking, landscaping, skiing

Class abilities: Stalker, Trailblazer, Rough Living (+2), Sneak Attack (+1d6), Cultured, Friends In Low Places I, All Over the World.

Skills: Athletics 6 (+9/+9), Cultures 5 (+5), Medicine 1 (+2), Notice 5 (+8), Resolve 2 (+5/+4), Search 4 (+4), Security 1 (+1), Sneak 5 (+7/+6), Streetwise 4 (+7/+5), Survival 9 (+12/+10) Tactics 2 (+5/+3).

Feats: Combat Mobility, Dash, Desert Training, Forest Training, Guts, Night Training, Safe House.

Personal Gear:
Jeep (Rugged), Lodging (3-star hotel), Weatherby Mk. V (bolt-action rifle) with advance combat sight upgrade, Broad Reconnaissance, Glock 28.

Common Items: Binoculars, canteen, cell phone, compass, backpack, duct tape, flare, flashlight, glow stick, clear goggles, MP3 player, MRE, signal mirror, sleeping bag, sunglasses, Swiss Army Knife.

« Last Edit: July 11, 2007, 10:50:57 PM by ThunderMonkey » Logged

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Ezram
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« Reply #12 on: January 10, 2008, 09:17:47 AM »



Name:   Vincent Clark
Rank:    Lieutenant Junior Grade (LTJG)
Grade:   O-2

Gender: Male
Nationality: American
Age: 27
Hair: Brown (cut short)
Eyes: Grey
Height: 6'
Weight: 181 lb


Origin:   Navy Special Ops (+2 to Strength, -2 to Charisma / Profession (Military) skill focus / At the start of each mission, you gain 1 Caliber IV skill training resource at no cost. The skill ranks from this resource may only be used to improve your Athletics, Bureaucracy, Mechanics, or Survival skills. / 4 extra skill points at level 1 and 1 extra skill point for each level thereafter) (Bonus Covert Feat - Ghost Basics / Explosive weapons proficiency / Once per session, you may decrease the overland travel time of any 1 trip to 3/4 standard, rounded down / You gain a +1 insight bonus with Sneak and Tactics checks. This bonuses increases by an additional +1 at Career Levels 4, 8, 12, 16 and 20)

Class/Level:   Scout 3 / Soldier 3


Strength: 15 [+2]
Dexterity: 15 [+2]
Constitution: 14 [+2]
Intelligence: 12 [+1]
Wisdom: 14 [+2]
Charisma: 8 [-1]

Vitality/Wounds: 59/14
Stress:   17
Subdual: 17

Saving Throws ->

Fortitude: 7 (+5 Class, +2 Con)
Reflex: 6 (+4 Class, +2 Dex)
Will: 9 (+4 Class, +2 Wis, +3 Iron Will)

Defense:   17 (+3 Class, +2 Dex, +2 Rough Living)
Initiative:   10 (+8 Class, +2 Dex)

Unarmed +7 (+5 BAB)
Melee +7 (+5 BAB)
Ranged +7 (+5 BAB, +2 Dex)
Knowledge +7 (+6 Career, +1 Int)
Request +6 (+6 Career)
Gear +8 (+6 Career, +2 Wis)


Weapon Proficiences (9: 4 from Scout + 5 from Fast Proficiencies):

Edged, Explosives, Handgun, Hurled, Rifle (forte), Shotgun, Submachinegun, Unarmed, Tactical


Feats:

Aquatic Training
Autofire Basics
CQB Basics
Ghost Basics
Iron Will
Knife Basics
Marksmanship Basics
Marksmanship Mastery


Abilities:

Scout ->

Trailblazer (At the start of each session, you may choose a number of your Terrain feats up to your starting actions dice. Each of your teammates gains the chosen feats as temporary feats until the end of the current session)

Stalker (Each time you fail a Survival or Tactics 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 several grades of success are possible, you achieve only the lowest possible positive result. If you gain the stalker ability from two or more classes, add together your levels in all classes granting you this ability before you add 20 to determine the DC against which you automatically succeed)

Rough Living (You gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst,
underwater dangers, and the effects of nature’s fury. At Levels 11 and 19, these bonuses increase by an additional +2.)

Soldier ->

Fortunes of War (I) (You gain Damage Reduction 1/-. Further, as a free action, you
may double the DR granted by this ability for 1 full round. You may boost your DR in this
fashion a number of times per session equal to your starting action dice.)

Fight On (Autofire Basics, CQB Basics)


Skills:

Acrobatics +5
-Balance Check +7
-Falling Check +7
-Jump Check +7
-Maneuver Check +7
-Skydiving Check +7
-Tumble Check +7

Athletics +9
-Bind +11
-Climb +11
-Escape +11
-Forced March +11
-Maneuver Check +11
-Power Lifting Check +11
-Smash +11
-Speed Push +11
-Sports Check +11 or +11
-Swim +11

Notice +8
-Awareness +10

Search +8
-Perception +9

Sneak +8
-Hide Check +10 or +7
-Stash Item +10

Survival +9
-Animal Training +8
-Foraging +11
-Forcast Weather +11
-Maneuver/Animal +8
-Tracking +11

Tactics +6
-Ambush +8
-Maneuver Check +5
-Rally Check +5


Focus ->
Cultures: North America
Drive: Personal Air Vehicles, Standard Ground Vehicles
Medicine: Human
Profession: Military
Science: Chemistry

Interests: Science fiction cinema, rock'n'roll, American muscle cars, the Olympics.


Wealth: 7
Lifestyle: 3
Spending Cash: 1
Possessions: 4

----------------------------------------------------------------------
Mission Gear:  [1W, 1S (-1S from Charisma penalty)]

Colt M4A1 with threaded barrel, removable rifle suppressor and red dot sight and five magazines (30 rounds each) 5.56mm.

Tactical vest (Desert Camouflage) with tactical glasses.

[Common items - 5]
Bundle of white chalk and red chalk.
Zip ties (20).
Leatherman multitool.
Binoculars (green and black).
Signal mirror.
----------------------------------------------------------------------
Personal Gear: [Gear Picks - 1x cal III, 2x call II, 3x cal I]

Sig-Sauer P226 in .40 S&W with custom grip and four magazines (12 rounds each) .40 S&W

3x Flashbang grenades.
3x Fragmentation grenades.

3x Throwing knives.

[Standard mission gear]

    * 1x Ammunition load-out for the Colt M4
    * 7x SMRE (survival meal ready-to-eat. 3 bars per pack)
    * 2x Canteens of water.
    * 1x Bottle of water purification tablets.
    * 1x Encrypted tactical radio w/headset.
    * 1x Multi-mode flashlight + spare batteries.
    * 1x Survival knife.
    * 1x Garage Door Opener.
    * 3x Emergency smoke flares.
    * 1x Synchronised multimode wristwatch.
    * 1x Desert camo fatigues (boots, pants, tunic and cap).

---

[Common Items - 15 (on base)]
US Navy cap.
Dark blue water bottle with NAVY logo.
RayBan sunglasses.
Leather jacket.
1/48 scale cherry rod Dodge Charger.
Swimming fins.
Waterproof watch.
MP3 player with 60's and 70's rock.
Black cover journal with pencil
Slimcase collection of the Alien movies.
Dark green Motorola RAZR cellhpone.
Sharpening stone for knives.
Ornamental 19th century cavalry saber.
Photo frame with picture of grandparent's ranch.
Stash of beef jerky.
----------------------------------------------------------------------
Weight carried:
----------------------------------------------------------------------

Contacts:
Captain Robert Litostansky, Navy Base [San Diego] (Acquaintance)

Subplot:
Liason

Background:

Vincent J. Clark was born on May 16th, 1983 in a small hospital in Jacksonville, Florida.

His parents raised him in the fashion of a typical military family,  travelling around the Caribbean sea from Florida for the entire year, barring summer. During his vacation, he would spend time in the southern and midwestern states where his grandparents resided. These visits, all over the country, instilled within him a national pride few others tied to one state ever knew: and with that, he was well on his way to joining the Navy.

He picked up other things as well. A drive to compete, coupled with participation in his physical excercise classes created an interest with the Olympics - both watching and comparing figures to his own results.

When stationed back in Florida, his friends would take him to race in all manner of sports cars, from Chevys, to Dodge to Shelby and beyond. Though he wasn't anything exceptional in terms of driving, he still enjoyed the feel of the open road.

---

As soon as he was eligible, Vincent moved over to San Diego to train and join the Navy SEALs by preparing for BUD/S (having heard great things about their branch). The next few months would be a trying time, filled with regimented daily physical/mental training and strict dieting, but in the end, he perservered and passed his tests with flying colors. In particular, his instructors and leaders noted his affinity for melee combat. He completed the hand-to-hand course well enough, but his skills with a knife were far more impressive.

Rounding out his abilities, he's earned a Rifle Marksmanship Medal, which quickly moved him up to his squad's designated marksman role.

Finally, while he is capable of parachuting, he strives to improve his ability to pull of a HALO jump with consistent success.

---

Due to pressure within the SGC to increase their naval presence on other worlds, a deal was brokered, and a batch of new SEALs were brought into the fold.

Vincent was among their numbers.

Despite his excellent service record, it was more than simply his qualifications that got him in. A superior officer and friend of his, Captain Robert Litostansky, was looking for a way to move up the heirarchy and so recommended the SEAL as a way to have a negotiator of sorts among their ranks. He's aware of Vincent's slightly withdrawn nature, but holds out hope that he'll manage to establish a more permanent presence for the Navy at Cheyenne Mountain.

---

On some level, Vincent is aware of all this. But, the realization of his new missions and their importance, along with the opportunity to travel abroad, really abroad, has kept him fairly complacement with the personnel at the SGC.

For now...
Logged

Take comfort in knowing you never had a choice.
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