Be An INTERPLANETARY SPY!

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First Post
These are the pre-generated character for the game "Courts Martial" game at the ENWorld Chicago Gameday on June 26th. Scroll to the bottom of the page for equipment descriptions.

Agent 1, 1st-level Faceman, Dept D-1 Power Brokerage.

SZ M; V/WP: 1d10 (10)/11; Init +2 (+1 class, +1 Dex); Spd 30 ft.; Def 12 (+1 class, +1 Dex); Atk +0, melee +0 (knife 1d4), ranged +1 (laser pistol 2d6); SA None; SQ Adaptable, linguist; SV Fort +1, Ref +1, Will +2; AD 3d4;

Str 10, Dex 13, Con 11, Int 12, Wis 13, Cha 18;

Languages: Polyglot, Chinese, English, Russian, Spanish.

Skills: Bluff +8/4, Cultures +5/4, Diplomacy +9/4, Disguise +8/4, Forgery +5/4, Gather Information +8/4, Intimidate +5/0, Read Lips +5/4.

Feats: The Look, Mark.

Gear: Knife, Laser Pistol, Capacitors (5), PHEP suit, Satellite Phone, Interplanetary Spy Badge, $500. (60 bp)

Gadgets/Vehicles: None. (3 gp)

Adaptable: When you spend an action dice to add to a Charisma- or Wisdom-based skill check, two dice are added instead of one.

Linguist: You know two extra foreign languages. You are always considered a native speaker in any language you speak.

The Look: You gain a +1 bonus to all Charisma checks when dealing with the opposite sex.

Mark: With this feat, you may target an NPC to 'size up' as a free action. Name three skills. Without revealing the actual bonuses, the GC must tell you which skill has the highest bonus and which has the lowest.

Agent 2, 1st-level Fixer, Dept D-2 Military Ops.

SZ M; V/WP: 1d8 (8)/10; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; Def 15 (+1 class, +4 Dex); Atk +0, melee +1 (knife 1d4+1), ranged +4 (laser pistol 2d6); SA None; SQ Dextrous, procure; SV Fort +2, Ref +4, Will +0; AD 3d4;

Str 12, Dex 18, Con 10, Int 12, Wis 11, Cha 13;

Languages: Polyglot, English.

Skills: Demolitions +5/4, Electronics +5/4, Hide +8/4, Listen +4/4, Move Silently +8/4, Open Lock +8/+4, Search +6/4, Sleight of Hand +8/4, Spot +4/4.

Feats: Extra R&D Support, Improved Initiative.

Gear: Knife, Laser Pistol, Capacitors (5), PHEP suit, Satellite Phone, Interplanetary Spy Badge, $400. (36 bp)

Gadgets/Vehicles: None. (5 gp)

Dextrous: When you spend an action dice to add to a Dextreity-based skill check, two dice are added instead of one.

Procure: You may requisition gear in the field at normal cost.

Extra R&D Support: +2 gadget points.

Improved Initiative: +4 initiative.

Agent 3, 1st-level Pointman, Dept D-5 Black Ops.

SZ M; V/WP: 1d10+4 (14)/11; Init +3 (+3 Dex); Spd 30 ft.; Def 13 (+3 Dex); Atk +0, melee +1 (knife 1d4+1), ranged +3 (laser pistol 2d6); SA None; SQ Generous, versatility; SV Fort +1, Ref +4, Will +3; AD 3d4;

Str 12, Dex 16, Con 10, Int 14, Wis 13, Cha 12;

Languages: Polyglot, English, French.

Skills: Bluff +5/4, Computers +6/4, Diplomacy +5/4, Driver +6/4, First Aid +5/4, Hide +6/4, Listen +3/2, Move Silently +6/4, Spot +3/2.

Feats: Improvised Weapon, Point Blank Shot.

Gear: Knife, Laser Pistol, Capacitors (5), PHEP suit, Satellite Phone, Interplanetary Spy Badge, $800. (38 bp)

Gadgets/Vehicles: None. (2 gp)

Generous: You may spend action dice to add to the roll fo your allies just as if adding to your own roll, so long as you are within line of sight or can speak directly to them throughout their action.

Versatility: A pointman may select 6 non-class skills to become class skills.

Improvised Weapon: As a half action, find an object nearby that you can use as an improvised weapon. The weapon adds a +2 modifier to both damage and Defense for a number of rounds equal to your Wisdom modifier. You can only use one improvised weapon at a time. You may use this ability each session a number of times equal to your initiative bonus.

Point Blank Shot: +1 bonus on attack and damage against opponents within one range increment.

Agent 4, 1st-level Snoop, Dept D-3 Computer Espionage.

SZ M; V/WP: 1d8+2 (10)/14; Init +1 (+1 class); Spd 30 ft.; Def 11 (+1 class); Atk +0, melee -1 (knife 1d4-1), ranged +0 (laser pistol 2d6); SA None; SQ Astute, flawless search; SV Fort +2, Ref +1, Will +4; AD 3d4;

Str 8, Dex 10, Con 14, Int 14, Wis 16, Cha 13;

Languages: Polyglot, English, Japanese.

Skills: Bureaucracy +5/4, Computers +9/4, Cryptography +8/4, Electronics +7/4, Gather Information +5/4, Listen +7/4, Search +6/4, Sense Motive +7/4, Spot +7/4, Surveillance +7/4.

Feats: Extra Budget, Mathematical Genius.

Gear: Knife, Laser Pistol, Capacitors (5), PHEP suit, Satellite Phone, Interplanetary Spy Badge, Laptop computer (+1 power rating), $800. (42 bp)

Gadgets/Vehicles: None. (3 gp)

Astute: When you spend an action dice to add to an Intelligence-based skill check, two dice are added instead of one.

Flawless Search: When rolling a Search or Spot check to find clues or other important information, the snoop may never completely fail unless he rolls an error. Even when an error is rolled, the GC must spend 2 action dice to activate a critical failure.

Extra Budget: +5 budget points.

Mathematical Genius: +2 bonus to Computers and Cryptography checks. In addition, your threat range with these skills increases to 19-20.

Agent 5, 1st-level Soldier, Dept D-6 Wetworks.

SZ M; V/WP: 1d12+2 (14)/14; Init +3 (+1 class, +1 Dex, +1 Department); Spd 30 ft.; Def 11 (+1 Dex); Atk +1, melee +4 (unarmed 1d6+3), melee +4 (knife 1d4+3), ranged +2 (laser pistol 2d6); SA None; SQ Accurate; SV Fort +4, Ref +2, Will +1; AD 3d4;

Str 16, Dex 13, Con 14, Int 12, Wis 12, Cha 8;

Languages: Polyglot, English.

Skills: Balance +5/4, Climb +7/4, Jump +7/4, Survival +5/4, Tumble +5/4.

Feats: Far Shot, Martial Arts, Sidestep.

Gear: Knife, Laser Pistol, Capacitors (5), PHEP suit, Satellite Phone, Interplanetary Spy Badge, $600. (27 bp)

Gadgets/Vehicles: None. (2 gp)

Accurate: When you spend an action dice to add to an attack roll, or a Strength- or Constitution-based skill check, two dice are added instead of one.

Far Shot: When using a ranged weapon, its range increment rises by one half (multiply by 1.5). When you use a hurled wepon, its range increment is doubled (multiply by 2).

Martial Arts: Your unarmed attacks deal 1d6 damage and threaten a critical hit on a 20.

Sidestep: During your action, you may gain a +2 dodge bonus to Defense against attacks made by a single opponent, or a +1 dodge bonus to Defense against attacks made by all opponents. The effect lasts until your next action.

Agent 6, 1st-level Wheelman, Dept D-4 Urban Assault.

SZ M; V/WP: 1d12+1 (13)/13; Init +4 (+1 class, +3 Dex); Spd 30 ft.; Def 14 (+1 class, +4 Dex); Atk +1, melee +1 (knife 1d4), ranged +4 (laser pistol 2d6); SA None; SQ Lucky, custom ride, daredevil; SV Fort +1, Ref +5, Will +0; AD 3d4;

Str 10, Dex 16, Con 13, Int 14, Wis 10, Cha 12;

Languages: Polyglot, English, German.

Skills: Boating +7/4, Driver +7/4, Handle Animal +5/4, Hide +4/0, Mechanics +6/4, Open Lock +7/4, Pilot +7/4, Spot +5/4, Surveillance +4/4.

Feats: One Hand on the Wheel, Speed Trigger.

Gear: Knife, Laser Pistol, Capacitors (5), PHEP suit, Satellite Phone, Interplanetary Spy Badge, $600. (37 bp)

Gadgets/Vehicles: Custom Ride (4 gp). (2 gp)

Lucky: When you spend an action dice to add to a vehicle-related skill check, two dice are added instead of one. In addition, the Game Control must spend 2 action dice to cause the wheelman to suffer a critical failure.

Custom Ride: At the start of the mission, you recieve 4 gadget points with which you can purchase a team vehicle, vehicle or vehicular gadgets.

Daredevil: During chases, you may use daredevil-only maneuvers and augment other maneuvers.

One Hand on the Wheel: If you are the driver of a vehicle this round, you only suffer a -2 penalty to maneuver checks if you take a half action. You still may not take any full actions as the driver of a vehicle.

Speed Trigger: You may make burst attacks even with firearms that do not normally allow burst fire (so long as the weapon has at least three shots remaining).

Interplanetary Spy Package (25 bp):

Knife - (1d4 damage, 1/20, range 5 ft.) This is a standard issue utility knife made of high tensile composite materials. Guaranteed to never need sharpening.

AdTech Pulsed Laser Pistol - (2d6 dam, 1/20, range 20 ft., 10 shots) This is similar in look and feel to your average 9mm automatic pistol. It fires a high-powered beam of ultraviolet laser light. Unlike normal firearms, it can be fired in vacuum and hostile environments without fail. Includes holster.

AdTech P-Type Capacitors - Standard capacitor pack used as ammunition for pulsed laser pistols. Each cartridge provides 10 charges.

DuPont PHEP (personal hostile environment protection) Suit - This provide nominal protection against most hostile environments... Insulated against temperature extremes, fire retardant, electrically non-conductive, sealed against vacuum and poisonous atmospheres. Suit includes body suit, cowl, gloves, boots, utility belt with pouches and pockets, goggles and mask. A self-contained rebreather module can provide fresh air for up to 12 hours. This suit provides a +2 bonus to all skill checks, ability checks and saving throws due to any type of weather or environmental factor.

Infosat Satellite Phone - A standard issue telecommunications device. It relays its signals off of the Interplanetary Comsat Network, and can reach nearly any location within the solar system.

Interplanetary Spy Badge - An unforgable indetification badge issued to every Interpol Agent.
 
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