[d20 Modern] Quirks: The family that adventures together stays together.

Another Quirk brother...oldest brother Nate. Yale grad, CIA field agent, and self-perceived head of the family in the absence of Dad.


Nathaniel Quirk
Fast 2 / Charismatic 2 / Infiltrator 5 / Negotiator 5
S 12 +1 Hit Points: 82
D 16 +3 Defense: 24 [21 flatfooted, 25 v. melee]
C 13 +1 Fort: +7
I 14 +2 Ref: +12 Action Points: 5
W 15 +2 Wil: +7
C 17 +3 Reputation: +6 Wealth: 14
Occupation:
Bluff* +18 [15+3]
Diplomacy* +20 [15+3+2]
Disable Device +12 [9+3]
Drive +8 [5+3]
Gather Info* +14 [9+3+2]
Hide +18 [15+3]
Intimidate* +12 [9+3]
K: current events +7 [5+2]
K: streetwise +7 [5+2]
Move Silently +18 [15+3]
Search +11 [9+2]
Sense Motive +11 [9+2]
Slight of Hand +12 [9+3]
*+2 vs. women
Languages: English [native], Arabic, Russian, Spanish, Mandarin

Base Attack Bonus: +7/+2
Melee: +8/+3 Ranged: +10/+5

Attacks: Attack Damage Crit Range
Unarmed [CMA] +8 1d4+1 19-20 --
Colt automatic +12 2d6 20 30 feet

Full Attack: Attack Damage Crit Range
Unarmed [CMA] +8/+3 1d4+1 19-20 --
Colt automatic +12/+7 2d6 20 30 ft.
Twin Colts +10/+10/+5/+2 2d6 20 30 ft.

Equipment:
Two Colt M1911A1[.45 autoloader pistols]
Damage: 2d6 Magazine: 14 box
Critical: 20 Size: Small
Damage Type: Ballistic Weight: 4 lbs
Range Increment: 30 ft. Rate: Semi
Special: Masterwork items [+2 to attack]

Feats:
Simple Weapons Proficiency
Personal Firearms Proficiency
Defensive Martial Arts - +1 Defense v. unarmed attacks
Two Weapon Fighting - Extra attack with offhand weapon
Combat Martial Arts - 1d4 lethal/nonlethal damage, considered armed
Alertness - +2 to Listen, Spot
Improved Initiative - +4 to initiative
Advanced Firearms Proficiency - Can use autofire without -4 penalty.
Improved Combat Martial Arts - Unarmed crits on 19-20
Trustworthy - +2 to Diplomacy, Gather Information
Improved Two Weapon Fighting - Second attack with offhand weapon at -5.

Class Features:
Evasion: If exposed to effect allowing save for half damage, take no damage on a successful save
Charm: +2 to all Charisma-based checks v. women
Sweep: +4 on Spot checks to “get the lay of the land” within 30 feet at beginning of encounter [DC: 10]
Improvised Implements: No -4 for improvised weapons; no -4 for Climb or Disable Device checks performed without proper equipment
Improved Evasion: If exposed to effect allowing save for half damage, take no damage on a successful save and half damage on a failed save.
Skill Mastery: Can take 10 on the following, even if stress and distractions would normally prevent him from doing so: Disable Device, Hide, Move Silently, Search, Slight of Hand
Conceal Motive: +5 to oppose Sense Motive checks
React First: If talking prior to combat, gets a free readied action allowing him to move or attack if either party decides the time for talking is over
Talk Down: As a full-round action, can convince a single opponent to stop fighting. Opponent makes a Will save [DC 18] to avoid.
No Sweat: When he spends an action point, rolls an additional 1d6 and selects the highest to add to his d20 roll.
 

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Keeper of Secrets said:
Brilliant idea. Instant chemistry. Instant incentive to investigate!

Kudos!

Well, maybe not BRILLIANT. All I ask is that we can pump six hours of good gaming out of it. Then we eat gyros.

A fourth player just signed up...so tonight I need to come up with stats for yet another Quirk brother...

The adventure is from Alternity's Tangents...instead of visiting four worlds in search of four lost scientists, I'm just running one world.

[Edit] Here we go...

Theodore Quirk
Fast Hero 2 / Tough Hero 2 / Daredevil 10
S 16 +3 Hit Points: 142
D 17 +3 Defense: 26 [23 flatfooted, 27 v. melee]
C 15 +2 Fort: +11
I 14 +2 Ref: +8 Action Points: 5
W 14 +2 Wil: +5
C 14 +2 Reputation: +3 Wealth: 14
Occupation: Athlete [class skills: Balance, Jump, Tumble; bonus feat: Brawl]
Skills:
Balance +19 [15+3+1]
Climb +15 [10+3+2]
Concentration +9 [7+2]
Drive +22 [17+3+2]
Escape Artist +8 [5+3]
Jump +14 [10+2+2]
K: pop culture +7 [5+2]
Pilot +15 [10+3+2]
Slight of Hand +8 [5+3]
Tumble +21 [15+3+2+1]
Swim +15 [10+3+2]
Languages: English [native], Cantonese, Tibetan, Spanish

Base Attack Bonus: +7/+2
Melee: +10/+5 Ranged: +10/+5

Attacks: Attack Damage Crit Range
Unarmed [Brawl] +11 1d6+3* 20 --
Unarmed [CMA] +10 1d4+3 19-20 --
.44 Magnum +10 2d6 20 30 feet
*nonlethal damage

Full Attack: Attack Damage Crit Range
Unarmed [Brawl] +11/+6 1d6+3* 20 --
Unarmed [CMA] +10/+5 1d4+3 19-20 --
.44 Magnum +10/+5 2d6 20 30 ft
*nonlethal damage

Equipment:
Smith & Wesson Model 29 [.44 Magnum double-action revolver]
Damage: 2d8 Magazine: 6 cylinder
Critical: 20 Size: Medium
Damage Type: Ballistic Weight: 3 lbs
Range Increment: 50 ft. Rate: Semi
Special: Masterwork items [+2 to attack]




Feats:
Simple Weapons Proficiency
Brawl - +1 to hit unarmed, 1d6 + Str bonus nonlethal damage
Defensive Martial Arts - +1 Defense v. melee
Personal Firearms Proficiency
Athletic - +2 to Climb, Swim
Endurance - +4 on certain Swim, Con, and Fort checks
Acrobatic - +2 to Jump, Tumble
Combat Martial Arts - 1d4 lethal/nonlethal damage, considered armed
Vehicle Expert - +2 to Pilot, Drive
Improved Combat Martial Arts - Unarmed attack crits on 19-20
Dodge - +1 Defense v. one opponent
Improvised Weapons - no -4 penalty for improvised weapon
Mobility - +4 dodge bonus vs. attacks of opportuniity

Class Abilities:
Evasion: If exposed to effect allowing save for half damage, take no damage on a successful save
Remain Conscious: When between -1 and -9 hit points, can continue to perform as disabled [one move or attack action per round]
Fearless: +4 to resist fear / intimidation
Nip-Up: Can stand from a prone position as free action
Action Boost: Can spend two action points at once
Adrenaline Rush: Spend one action point to increase two physical ability scores [Str, Dex, or Con] by 1d4+1 points. Boost lasts 10 rounds. Afterwards, fatigued [-2 Str, -2 Dex] for 1d6+2 rounds.
Delay Damage: Once per day, can delay damage from a single attack for up to 10 rounds.
Damage Threshold: Massive damage threshold is increased to 18.
 
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Well, we played the Quirks on Saturday, and it was a rip-roarin' good time.

Highlights included Theo on a motorcycle, blowing people away with a .44 Magnum...Alexander using the quantum tunneler as a makeshift teleporter...the raid on the Central for Disease Control HQ, where the four brothers squared off against a heavily-armed group of religious extremists who believed that alternate realities were layers of hell...

...and after that, we got gyros.

Man, I love this hobby.
 

Sooooooooo...

ever consider moving to Massachusetts and running these games for us?

Please?

I'll give you $5.

Cash. :p

Seriously, tohugh. Awesome stuff. Again. Jealousy meter (for your players) off the scale!
 

Are you near Boston? I've always wanted to meet that wonderful Spenser: For Hire.

Now I need something for the followup...the Quirks walked away with the last remaining quantum tunneller, so I could literally throw anything at them...
 

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