Frederick Shepherd: Difference between revisions
Line 66: | Line 66: | ||
=Backgrounds= | =Backgrounds= | ||
8+ | 8+10 | ||
: Followers 5 | : Followers 5 | ||
:: His former squad will follow him into hell. | :: His former squad will follow him into hell. | ||
: Backing 3 | : Backing 3 | ||
:: (<s>Cerberus</s>) No you aren't cleared for that. | :: (<s>Cerberus</s>) No you aren't cleared for that. | ||
: Cipher | : Cipher 3 | ||
:: You're not cleared for that information either. | :: You're not cleared for that information either. | ||
: Resources 3 | : Resources 4 | ||
: Influence 3 | |||
:: He's a bit of a legend, for those who actually know who he was and what he did. | |||
=Bonus Points= | =Bonus Points= |
Revision as of 16:06, 4 March 2010
Frederick Shepherd
I've had enough of your disingenuous assertions. [Right Hook]
Over sixty years old, Shepherd has seen it all and done it all as a member of an elite special forces group. After his eruption restored him to the prime of youth (in fact, better than new!) he has a new purpose, and it might put him at odds with the party. Although charismatic as all hell, he has an undercurrent of vengefulness that is barely kept suppressed by a will that's honed to an edge finer than any blade. Now he works as a freelance mercenary or troubleshooter, although there are rumors that he's hooked up with... less savory types.
Nature: Bravo
Attributes
7/5/3+12 Attributes
23+40 (63) Ability Points, 16 Specialties
Physical
Physical 7+4
Strength 5 ([Right Hook])
- Mega Strength 2 (Pack Mule)
- Might 3
- Kicking Down Doors + 1
- Might 3
Dexterity 5 (Ninja)
- Mega Dexterity 2 (Enhanced Movement)
- Athletics 5
- Grenade Throwing + 1
- Dodging + 1
- Drive 2
- Humvees + 1
- Firearms 5
- Heavy Weapons +3
- Martial Arts 5
- Face Punching + 2
- Melee 5
- Stealth 5
- Athletics 5
Stamina 4 (Hurting Me Only Pisses Me Off)
- Mega Stamina 2 (Resiliency x 2, Hardbody, Robust, Regeneration)
- Endurance 3
- Resistance 3
Mental
Mental 5+3
- Perception 5 (Steely-Eyed Veteran)
- Mega-Perception 2 (Quantum Attunement)
- Awareness 4
- Detecting Ambushes +1
- Awareness 4
Intelligence 4 (Well-Read)
- Mega-Intelligence 1 (Tactical Prodigy)
- Academics 3
- Military History + 1
- Linguistics 4 (Arabic, English, Chinese, German, Pashtun)
- Intrusion 2
- Medicine 2
- Field Medicine + 1
- Survival 2
- Academics 3
Wits 5 (Combat Reflex)
- Mega-Wits 1 (Enhanced Initiative, Quickness)
- Rapport 5
- Detecting Lies + 1
- Tactics 3
- Small-Unit + 1
- Rapport 5
Social
Social 3+5
- Charisma 5 (Commanding)
- Mega-Charisma 1 (Commanding Presence)
- Command 3
- Military + 2
- Command 3
- Manipulation 3
- Interrogation 3
- Appearance 4 (Grizzled Veteran)
- Intimidation 2
Backgrounds
8+10
- Followers 5
- His former squad will follow him into hell.
- Backing 3
- (
Cerberus) No you aren't cleared for that.
- (
- Cipher 3
- You're not cleared for that information either.
- Resources 4
- Influence 3
- He's a bit of a legend, for those who actually know who he was and what he did.
Bonus Points
40 BP (is a badass)
- 13 BP for merits (Iron Will, High Pain Tolerance, Combat Veteran, Acute Sight, Natural Leader)
- 14 BP for +7 Willpower
- 15 BP for +3 Attributes
- 1 BP for +1 Background
- +2 BP for Vengeful
- +1 BP for "Costume Fetish" (must always be armed at all times)
Merits
- Acute Sight: +1d to all sight awareness rolls.
- Combat Veteran: Rolls 2 dice for Initiative, always takes higher of 2 results.
- High Pain Tolerance: -1 to all wound penalties.
- Iron Will: Pay only 1 wp to shrug off any mental influence.
- Natural Leader: +1d for leadership rolls, +2d if leading from the fornt.
Flaws
- Vengeful: Is a dick whenever slighted.
- Costume Fetish: Always must be armed.
Nova Points
65
- -2 for 10 Backgrounds
- -2 for Psychic Shield 2
- -33 for 11 Mega-Attributes (Mega-Int 1, Mega-Wits 1, Mega-Strength 2, Mega-Stamina 2, Mega-Dexterity 2, Mega-Perception 2, Mega-Charisma 1)
- -15 for 5 Enhancements
- -5 for 12 Attribute Dots
- -8 for 40 Ability Dots, 16 Specialties
Quantum Stuff
Quantum 1
- Quantum Pool 22
Taint 0
- Temporary Taint 0/10
Powers
- Psychic Shield 2 (+4 successes against mental powers)
Equipment
- Advanced Body Armor
- Knives x Many
- Grenades x Many
- Multishot Grenade Launcher
- Assault Rifle or Small Railgun
- Ultra Machine Gun or Portable Laser in serious situations
Combat
Initiative 18 + 2d10 (choose higher)
Soak 10B/4L/4A + 4B/2L/2A (M-Sta) + 6B/6L (Advanced Body Armor) = 20B/12L/6A
- -2 dice penalty to dodging and other athletics actions
Dodge is (8d + 2)
Willpower 10
- Temporary Willpower 10
Health Levels:
- [ ] -0 x 4
- [ ] -0 x 3
- [ ] -0 x 3
- [ ] -0 x 3
- [ ] -0 x 3
- [ ] -1 x 3
- [ ] Incapacitated
Attacks
- Strike: 10d + 2, Damage 7B + [10]
- Kick: 10d + 1, Damage 9B + [10]
- Knife: 10d + 2, Damage 7L
- Throwing Knives: 10d + 2, Damage 7L + [10], Range 400m
- Thrown Grenades: 10d + 2, Damage [Grenade], Range 400m
- Grenade Launcher: 11d + 2, Damage [Grenade], RoF 2, Magazine 6, Range 400m
- HEAP: Damage 10L + [8]
- Frag: Accuracy +2 (13d + 2) Damage 10L, blast radius 3m (full)/6m (half)
- Flash: Damage 2B, blinds targets as Strobe 2
- WP: Damage 8L, Continuous (halved every turn after first)
- Assault Rifle: Accuracy 10d + 2, Damage 7L, RoF 45, Magazine 50, Range 50m
- Small Railgun: Accuracy 12d/16d + 2, Damage 11L/9L, RoF 6, Magazine 20, Range 750m
- Portable Laser: Accuracy 15d + 2, Damage 15L + [12], RoF 1, Magazine 10, Range 1000m, mass 100 kg
- Ultra Machine Gun: Accuracy 13d + 2, Damage 15L + [12], RoF 450, Magazine 500, Range 200m, mass 500 kg + 500 kg for 500 rds
- Damage is given per 25-rd burst, a 25-rd burst is the equivalent of a single "shot"
Tactics
Take enemies out quietly whenever possible. Dodge and take cover if forced into direct combat, wait for a good shot, and then go loud. Always bring buddies to provide sniper support with rifles or small railguns.
Experience
0 XP