Spycraft d20

Hammerhead

Explorer
Kareem “Taxi” Amirr Action Dice: 3d4
Wheelman 1 Home Office d0

Strength: 14 +2
Dexterity: 17 +3
Constitution: 14 +2
Intelligence: 14 +2
Wisdom: 12 +1
Charisma: 13 +1

Inspiration: +2 (+1 Level, +1 Wis)
Education: +3 (+1 Level, +2 Int)

Languages: English, Arabic, and Spanish

Vitality (1d12+2): 14
Wounds: 14
Defense: 14 (+10 Base, +3 Dex, +1 Class)

Saves:
Fortitude: +2 (+2 Con)
Reflex: +5 (+2 Base, +3 Dex)
Will: +1 (+1 Wis)

Initiative: +4 (+3 Dex, +1 Class)

Attacks:
Unarmed +3 (+1 Base, +2 Str) Threat 20, Error1
D3+2 subdual

.45 ACP +4 (+3 Dex, +1 Base) Threat 19-20, Error 1
D10+2 MilitaryBall Range 20ft Increments
*Laser Sight: +2 Attack w/in 1st Range Increment

Skills:
Class Skills: Balance, Bluff, Boating, Craft, Demolitions, Driver, Escape Artist, Handle Animal, Intimidate, Jump, Mechanics, Open Locks, Perform, Pilot, Profession, Sense Motive, Sport, Spot, Surveillance, Survival, Swim

Bluff +5 (4 Ranks, +1 Cha)
Boating +7 (2 Ranks, +3 Dex, +2 Feat)
Driver +9 (4 Ranks, +3 Dex, +2 Feat)
Mechanics +6 (4 Ranks, +2 Int)
Open Locks +7 (4 Ranks, +3 Dex)
Pilot +7 (2 Ranks, +3 Dex, +2 Feat)
Sense Motive +5 (4 Ranks, +1 Wis)
Spot +5 (4 Ranks, +1 Wis)
Surveillance +5 (4 Ranks, +1 Wis)

Feats:
Speed Demon-+2 Boating, Driver, and Pilot. Threat Ranges for these Skills increase to 19-20

One Hand on the Wheel…-Maneuver check penalties for attempting another action while driving/boating/piloting decrease from –6 to –2

Gadgets: (4 for vehicle)
None

Personal Budget: 47 BP (45 Base+2 Class)

Average Clothing 1 BP
Trendy Clothing 5 BP
Mirrored Sunglasses 1 BP
Cell Phone
Headset Radio 2 BP
Lockpicking Tools 4 BP
Mechanical Tools 4 BP
Maglite 1 BP
Binoculars 1 BP
Duct Tape
Super Glue
MultiTool
Micro Audio Recorder 2 BP
Duffel Bag
Toiletry Kit
All Weather Lighter
Colt .45 ACP 22 BP
Shoulder Holster
10 Clips of MB 2 BP
Laser Sight 2 BP

Mission Budget:

Appearance:
Kareem Amirr is a man of about average height and build, a little under 6ft tall, and he weighs about 180 lbs. His curly black hair is strewn about his head as if hit by a tornado, and his dark brown eyes observe the locale with excitement. He has smooth dark skin and a winning smile, complemented by white teeth. Kareem typically wears light collared shirts and khaki pants, but can dress up for occassions.

Mannerisms:
Kareem always has to have something in his mouth. He snacks on nuts, chips, and pretzels, or sucks on lollipops, mints, and candies, or chews gum. Kareem also has a “need for speed” while driving which tends to frighten lesser mortals. Kareem typically eats cheeseburgers, fried chicken, or hot meatball and cheese sandwiches. When not working, Kareem likes to go see action movies, especially Bond movies or read his automotive magazines.

Personality:
Kareem tends to make friends easily with his pleasant manner. He is also fiercely loyal to all of his friends, but can enter mad rages when betrayed. What ultimately drives Kareem is excitement, which tends to be plentiful in espionage. He is thus courageous in battle, but not suicidal. Kareem daydreams about using his skills in a plethora of scenarios, like jumping from car to car, or driving an SUV through a building, using its popup machine gun to mow down enemy agents, and then flee the scene, being chased by cops and bad guys.

Background:
Kareem is the second son of an impoverished Pakistani immigrant who worked long hours to support his family, typically as a waiter. Thus, Kareem’s dad wasn’t able to spend much time with his family, nor did he want to with his wife dead. Kareem’s older brother spent much of his time reading and studying schoolwork, thus going through school with straight A’s. Rashad worked his way through college and graduated with a degree in Chemical Engineering. Kareem wasn’t like his brother. Abandoned by his family and bored by books, Kareem made friends with neighborhood kids, causing mischief througout the streets.

After graduating high school with poor marks, Kareem managed to get a job as a cab driver. He lived his life unfulfilled, driving customers back and forth, until fate intervened. One day, a man in a suit jumped in. He pointed to a black car speeding away and yelled “Follow Him!” Kareem did just that, following the car to an abandoned warehouse and the extra $20 ensured he waited while the agent investigated. Gunshots soon rang out, and his love of excitement took over. Kareem exited his cab, circled the warehouse, and came in the back. With a crowbar, he was able to disable an enemy KGB agent, saving the man in the suit’s life. Three days later, he was offered a job in the CIA.

However, the CIA was not the life Kareem envisioned; there were no chases, gunfights, or confrontations. It was mainly surveillance and paperwork. Due to budget cuts, Kareem was RIF’d after 3 years of service. A friend of his, Michael Fenix, alerted him to an organization known as the Foundation that he MIGHT be interested in…
 

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Test

François Balladur.

Born in 1944, in Nantes, France

Parents were farmers. The subject was described as a taciturn child. Grades were average.

Studied biology in Paris at the university René Descartes. Never graduated. He was involved in socialist circles.

It is unknown how he drifted from being am intellectuel de gauche to a radical terrorist. What is now known is that he was part of Carlos the ''Jackal'' organisation during his terror spree in France from 73 to 75 (Subject: Ilich Ramirez Sanchez, currently serving two consecutive life sentences in Paris for the murder of two agent)

Then Balladur simply disappeared.

Due to his low profile in the terrorist organisation and relatively short period of activity in the terror circuit, no in-depth profile was conducted in the case of this subject. In fact, he was finally successfully linked to Carlos two years after his disappearance.

It is believed, given circumstantial evidence, that he turned small time smuggler and was based in Odessa.

We are missing several pieces of the puzzle to really make sense of the actions of the subject during the past 30 years and can't offer any solid opinion on his current objectives.

Game notes: Stats will follow when they no longer need to be secret.
 

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Control (real name unknown, Alex Brown is what shows up on his current driver's license).

Control is typecasted as Tom Arnold

Class:

Pointman 4/Expert 7 (From DMG with modification; D4, weak BAB, no bonus to Ini or def)

D-1 Power Brokerage

Strenght: 9
Dexterity: 11
Constitution: 11
Intelligence: 17
Wisdom: 9
Charisma 21 (It doesn't show much when he's just being himself!)

Defense: 12
Initiative: +2
Atk +5 (melee)
+6 (ranged)

VP: 43
WP: 11

Skills : (126)

Bluff 17 ; Bureaucracy 14 ; Cultures 7 ; Diplomacy 16 ; Disguise 10 ; Driver 5 ; First Aid 1 ; Hide 5 ; Intimidate 19 ; Knowledge (Law) 15 ; Move silently 5 ; Profession (Lawyer) 11 ; Sense motive 13 ; Sport (Golf) 12

Feats

Charmer, Undermine, Persuasive, Handler, Flawless Identity

Class abilities

Versatility
Assistance 1/2 time
Lead 1/session
Tactics 1/session

You don't know much about control. You've read between the lines that he was a moderately successful field operative who lacked the concentration needed to truly excel. But the Foundation apparently found him qualified for the role of control.

As a matter of fact, he's much more competent than your first impression would indicate. What looks like nervousness is actually badly contained enthusiasm and energy. And while he does have a poor sense of humor, he really know his craft.

His current cover is that of a moderately successful lawyer based in Montreal. He really takes on a few case to maintain cover and he actually wins most of them. He's got to have studied law in a past life.

Game notes: As you can see he has good social stats but isn't much of a field operative. Age is catching up with him and he was never in that great a shape to start with. I mean, look at his defense! Still, he's level 11 and it may take you until level 3 before you are clearly better at field ops than your Control agent. Oh well, you are new at this superpsy schtick.
 

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Just to let you know Control, I'm working on my character. Having some trouble coming up with the specific role of the Fixer -but it should be up later today.
 

This is Captain Joseph N'gambe.

Details on him are sketchy as we had to rushed to the dossier and Zimbabwean records are neither accurate nor complete.

He is 47 years old, educated locally and enrolled in the army in 1982, not long after Zimbawe's independance. Nothing allows us to peg N'Gambe as an idealist or simply a nationalist.

As soon as he gained rank he became involved in various scheme to supplement his meager government wage.

Currently he runs a protection racket in Binga and is the man to see if you need something illicit. Be ready to pay a special travel tax in cash to his men upon arrival in Binga. When they inspect your papers, if they say there are pages missing, they'll be referring to a few american bills. They can be violent and are used to having their way, so be careful.

The Binga area isn't safe. Travelers and members of the international community are often victim of robberies and N'Gambe doesn't do anything to prevent it. Surely you can risk a few guess as to why.
 

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Luddite

Name : Claude Vandermar
Code Name : Luddite

Department : D-3 "NSA"
Class : Snoop
Age : 32

Str 10 0
Dex 13 1
Con 12 1
Int 19 4
Wis 14 2
Cha 14 2

Languages : English, German, Russian, Araibic, Japanesse

Feats:

Extra R&D Support (Department)
Mathematical Genius (Level 1)

Skills (ranks/Modifier)

Appraise 2/+6 ; Bureaucracy 2/+4 ; Computers 4/+11 (12) ;
Concentration 4/+6 ; Cryptography 4/+10 ; Diplomacy 2/+4 ;
Electronics 4/+9 ; Gather Information 4/+6 ;
Listen 2/+4 ; Mechanics 2/+6 ; Read Lips 4/+8 ;
Surveillence 4/+6 ; Sense Motive 2/+4 ; Spot 4/+6 ;
Hobby (Billards) 2/+4

Personal Items :

Pistol, Service .40 S&W (15)
+ 1 Box Military Ball (1)
+ 1 Box JHP (1)
+ Laser sight (2)

Trendy Clothes (5)
Electronics Kit (5)
Profesional Camera (8)
+ IR Filter Lens (3)
+ Super Telephoto Lens (5)
+ Tripod (2)
+ 1 Roll Professional grade film
Headset Radio (2)
+ Encryption (3)

Background : (Obligation 2 points)

Claude Vandermar was the thrid born Son of William and Esme Vandermar
of Oxfordshire England. Claude was the bright and observant one
in the family. He learned from his older siblings what was allowed
and what was best kept hidden from mother and father. Claude is
a Daul Citizen of both the UK and US since his father was a
bussinessman from the states.

Claude attended New York University and gained both his BS and
MS in Matematics. He was working on his PhD at the Courant
Institute when his life changed.

Claude was about to publish a paper on a new cyptographic system
which was a leap ahead what was already published. It was elegent
in the fact that it was just minor change some current algortithms
that increased its security 10 fold. However the paper never
showed up in the journal he submitted to. What did show up
were two gentlemen from the NSA who showed him similar papers
that were writen 15 years ago, but also never published.

At this point the NSA gave Claude and option. Work for them, or
get sent back to England. They said they had ways of showing that
his US Citizenship was "invalid."

While working for the NSA, Claude saw them rely heavily on computers
to do their thinking. Most codes were being broken by "Brute Force"
or less elegant forms of Cypto Analysis. He was called "The Luddite"
by his peers since he always would do most of his thinking with
paper and pencil, then only use the computer after he knew his plan.
He was good at computers, but depsises how many of his co-workers
could not think without one.

Claude is not sure how he came to the attention of the Foundation,
but saw the opportunity and took it. However, he still has ties
for the NSA and from time to time works for them. (Background :
Obligation) The NSA did not like the fact that he left and
they still torment Claude in to doing things for them. However
the tend to threaten Claude's family then Claude directly.
They are able to do subtle things like call down the INS on his
sister or hold of some of his father's shippments in Customs or
even confescate it on the grounds of protecting national security.


Personality:

Claude is no long the naive young math genius. His time with the
NSA has shown him that Information and Access to that Information
is were power lies in this day and age. He also learned to become
observent and take note of everything he sees. It maybe useful
one day.

He has also learned to be manipulate people to a small extent.
And to be able to know when others are trying to manipulate him
as well. Life in the NSA has shown him that the weakest element
in any cryptosystem is the people that use it. And it is sometimes
easier to "Social Engineer" your way to your goal.

Appearance :

Claude is well groomed geek. He does sport long hair and a gotee,
but keeps is all well trimed and dresses with some fasion sence.

Front/Cover Job:

Claude works as a Securties Consultant for various firms around
the US and the UK. Many of his job contacts come though his
fathers business ventures. As such he makes good money and
is able to keep small appartments in New York and London. (where
about 80% of his legitamit business is done) Otherwise he is
known to travel quiet extensivly between the US, Europe and
even Japan.
 


Hung Ji Kim "Tokiwong aka Rabbit-King"

Hung Ji Kim
Codename: Tokiwong “Toki” for short and it means Rabbit King or “Rabbit”
Faceman 1
Nationality: Korean
Age: 26
Height: 5’10”
Weight: 176 lbs.
CR: 1
Department: Power Brokerage (O-1)
STR 10
DEX 14
CON 12
INT 14
WIS 16
CHA 18
Action Dice: 3 (1d4)
Wounds: 12
Vitality: 11
Speed: 30 feet
Initiative: +3
Defense: +1
Total Defense: 13 (Tuxedo Liner +1, Dexterity +2; DR 2)
Base Attack Bonus: +0
Saving Throws: FORT +2; REF +2; WILL +4
Attack: +3 9x19mm Target Pistol (1d10; +5 within 50 feet)
Special Qualities: Adaptable, Linguist +2, Department bonus of +1 to Diplomacy and Intimidate checks, Starting Faceman Feats, +5 BP for Personal Budget, +2 BP for Mission Budget, +1 GP for Gadget Budget
Languages: English, Korean, Japanese, German, Latin, Arabic (Modern)
Skills: Bluff (4) +10, Diplomacy (4) +11, Intimidate (2) +9, Gather Information (4) +8, Cultures (4) +7, Innuendo (4) +8, Spot (4) +7, Sense Motive (4) +7
Feats: The Look, Persuasive,
Personal Budget Equipment: Bundle A, 9x19mm Target Pistol, 50 Military-Ball bullets, First-Aid Kit, Mirrored Sunglasses, 1 Designer Suit, Silencer, Laser-Sight, Headset Radio (Encrypted), Binoculars
Description: Bright lights, clean offices, dirty little secrets that is the meat and drink of Hung Ji Kim. A thorough student of the South Korean Political machine, he is canny, smart, and very persuasive. He is handsome and for a Korean relatively tall and suave. He never looks out of place and his disarming smile and gentle candor can get him just about anything… just about… He is smart not brilliant, but definitely smart, and witty and knowledgeable of the social climes of the world. He finds physical violence to be a necessity only if there is no other option… but in the end he is a team player, and always there for his friends, or at least those he can trust. He makes it a sport to seduce women, and finds that to be one of his favorite activities, when he isn’t working under his cover as a model.

Kim is slim for his build and muscular, lean and cut. He has a killer smile and dark hair with the tips highlighted blonde. He usually wears high fashion and tends to be clean-cut and very pricey. But being a sociable fellow he get casual with the best. His face is slim and lean and frames his almond colored eyes well. He stands at 5’ 10” and is rather tall for a Korean born male. Though his accent is invisible and he can speak a variety of languages with unnerving skill. His voice is silken and deep, to put it bluntly, the women love him. And Kim can’t get enough of them.

Despite his cosmopolitan attitude, Kim is pretty traditional in many regards, he is proud of his heritage and his country. He has a very distinct distaste for Communism and North Korea, and if there is anything he hates, he would hate the regime immensely. He has family in the North that he has never seen, outside of old pictures, and he pities the conditions they live under. In many ways the state of affairs in his country got him involved in the espionage lifestyle. He wants to remove Communism in all of its forms, remove threats to democracy, and hopefully reunite his country one day. At the moment he is satisfied with the work he has done and enjoys the lifestyle, he gets to travel and he loves to see the world… and the women that populate it…
 

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Alexander "God's Eye" Roman

Class: Pointman
Level: 1
Department: G-0 Home Office
Nationality: American
Age: 34
Gender: Male
Height: 6'0, Weight: 200 lb.
Eyes: Blue, Hair: Brown

Str: 13/1
Dex: 14/2
Con: 13/1
Int: 17/3
Wis: 14/2
Cha: 13/1

Vitality: 11
Wounds: 13
Defense 12/
Initiative: +2
Action Dice: 3 d4
Base Speed: 30

Inspiration: +3
Education: +4

Fortitude: +2
Reflex: +3
Will: +4

Unarmed: +1
Melee: +1
Ranged: +2

Skills (*=Non - Class Skills): Skill bonus

Balance*: 3
Bluff: 2
Bureaucracy: 2
Climb: 3
Craft (Painting): 4
Diplomacy: 3
Driver: 3
First Aid: 4
Gather Information: 3
Hide: 7 (19-20)
Knowledge: Forensics: 4
Listen: 5
Move Silently: 7 (19-20)
Profession: Freelance Photographer: 3
Search: 4
Sense Motives: 3
Sport (Basketball) 2
Spot: 4
Surveillance: 6

Versatility turned these cross-class to class skills: Climb
Gather information, Hide, Listen, Move-silently, Search

Home Office turned these cross-class skills to class skills: Spot,
Surveillance

Feats: Generous, Versatility, Armor (light), Armor (Medium),
Weapon Group (Melee), Weapon Group (Pistol), Weapon Group (Rifle),
Stealthy (+2 to all Hide and Move Silently skill checks. In addition,
your threat range with these skills increases to 19-20)

Home Office bonus feat: Traceless.

Personal Equipment: BP

Bundle B: 25
Large "Hockey Bag" ( to store bundle)
1 set average clothes
1 set trendy clotes
Assorted street and topographical maps
Cell Phone
Crowbar
Professional grade digital camera
+ 2 professional grade memory chips
Duct tape, super-glue and rubber bands
First aid kit
Lock picking kit
Multi-purpos tool/pocket knife (Leatherman?)
20 disposable plastic restraints
Pocket flashlight
Personal digital assistant
2 tactical radios
IR Lens for Camera: 3
Super-Telephoto Lense:5
Glock 17 (9mm Pistol) : 14 (13+1 for 15 round magazine)
50 Rounds of ammo, military ball: 1

Background: Trained by the US Army as a photo journalist, Alexander later went to work for the NSA interpreting aerial recon film. It was boring as heck. After several years there, he got fed up with just looking at pictures of the action and decided to get into the action. Now he works for the Foundation. His cover is a freelance photographer. It enables him to travel the world hand hang out in some God-awful places without looking completely out of place. He is just lucky enough to be good enough to have some of his photos published along with those taken by the Foundation while he's on official assignment.

Personality/Appearance: Roman's that average looking guy that you wouldn't look at twice and, even if you did, you wouldn't remember what he looked like 30 seconds later. However, he has a slightly charming personality once he gets to talking to you. He's energetic, polite, and happy-go-lucky for the most part.

Role on the team: Lookout. Not to be confused with a snoop who goes into the building to find the clues. Alexander's the guy on the roof three buildings over who's keeping an eye on everyone coming and going.

OOC Player's reasoning: I can use my core ability (generous) if I'm in voice contact with or I can see the other character. Being a lookout gives me the prime opportunity to use this ability. Plus, it's darn helpful if _someone_ hangs back to pull the bacon from the fire if need be.
 
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Name: Natalia Fiore
Codename: GHOSTFOX
Class/Level: FIXER 1
D-4: Urban Assault
Age: 25
Gender: Female
Height: 115 lbs
Weight: 5'6"
Eyes: Brown
Hair: Brown
Background:
Smoke and Mirrors. There are many instances when the pieces of the puzzle don't quite meld together into a neat, coherent whole. Foster parents raised Natalia. In her late teens, Natalia became a member of paramilitary group. (The exact details of this group have yet to be determined... something along the lines of Greenpeace: fulfilling noble goals but sometimes resorts to extra-legal means to achieve their aims). Some considered this group a radical, violent terrorist cell. Trained as a covert entry specialist and backup shooter.

Through analysis of surveillance documents, it is also assumed that she may have had some previous or present ties to organized crime. At one point, Miss Fiore was in the employ of a big-time crime boss. However, it is unclear how Natalia seems to have escaped the crackdown and convictions that followed her tour-of-duty with the crime group.

Later on, Miss Fiore was suspected of several art thefts, though official reports never mentioned her by name nor was she charged for any crimes.

Prior to her involvement with the Foundation, she was a black bag operative for the NSA(?) and occasionally contracted out to other black ops outfits such as the CIA's operations directorate, etc.

Somewhat troubled by her "tainted" past, she wants to put her skills and her life to doing good and helping others. GHOSTFOX accepted the invitation to join the Foundation - the agency's activities provide her with a perfect springboard for pursuing her noble, Robin-Hoodesque goals.

Role within the Team:
GHOSTFOX is the "hand" of the group. GHOSTFOX gets into the *hard-to-reach places* ...
(go ahead, laugh, pun FULLY intended)
... where the team needs a physical presence to accomplish the mission: breaking and entering for the purpose of planting bugs and false-evidence, circumventing anti-eavesdrop devices, altering and returning stolen items without being detected. Though not a computer specialist the team may need her skills to get into isolated computer systems. GHOSTFOX can also work in tandem with a technical or mechanical expert to carry out sabotage missions. Working with the team's pointman and faceman, GHOSTFOX can help with field logistics and procure travel documents, tickets, ammunition, and the necessities of life.

Ability Scores
Str: 13 (+1)
Dex: 17 (+3) Base 15-2(D-4 Dept Modifier)
Con: 12 (+1)
Int: 15 (+2) Base 17-2(D-4 Dept Modifier)
Wis: 12 (+1)
Cha: 14 (+2)

Action Dice: 3 (d4)

Inspiration check: +2
Education check: +3

Class Bonuses:
Base Attack Bonus: +0
Initiative Bonus: +0
Defense bonus +1

Combat Info
Initiative: 14
Melee Attack: +1

Ranged Attack: +3
*Feat: Point Blank Shot
Vitality Points (1d8+1): 9 VP
Wound Points: 12 WP

---
Saves
Fortitude +1 (+1) Total FORT Save: +2
Reflex +2 (+3) Total REF Save: +5
Willpower +0 (+1) Total Will Save: +1

Budget Points: 51
Mission Budget: (2*(2d4))+1
Gagdet Pt Bonus: +1

Special Talents:
+1 Dept bonus to Spot and Hide
+1 to attack rolls when attacking during Ready action

Special Abilities:
Dextrous. Procure.

SKILLS
Appraise (Int) 3=1+2
Balance (Dex) 6=3+3
Bluff (Cha) 4=2+2
Boating (Dex) 3=0+3
Climb (Str) 4=3+1
!Craft (Int) 2=0+2
!Demolitions (Int) 4=2+2
Driver (Dex) 3=0+3
Electronics (Int) 6=4+2
Escape Artist (Dex) 4=1+3
Forgery (Int) 2=0+2
Hide (Dex) 10=4+3+1:Dept Bonus +2:Stealthy Feat
Hobby (Wis) 1=0+1
Innuendo (Wis) 1=0+1
Jump (Str) 5=4+1
!Knowledge (Int)2=0+2
Languages (Wis) 3=2+1
Listen (Wis) 1=0+1
Move Silently (Dex) 9=4+3+2:Stealthy Feat
!Open Lock (Dex) 7=4+3
!Profession (Wis) 1=0+1
Search (Int) 3=1+2
!Sleight of Hand(Dex) 3=0+3
Spot (Wis) 3=1+1+1:Dept Bonus
! Tumble (Dex) 7=4+3

! Trained only

Languages: English, others to be determined soon


Feats:
Armor Proficiency (Light)
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
D-4 Dept Bonus Feat: Point Blank Shot
Stealthy: Bonus to Hide and Move Silent skills. Increased Threat range.

GEAR:
Budget Pts: 51
25 BP, +Bundle C+
1 set plainclothes
1 set camouflage fatigues
All-weather lighter
Cell-phone
10 chemical lightsticks
5-day supply of field rations
digging/entrenching tool
GPS receiver (hand-held)
9x19mm service pistol
+ silencer
+100 bullets
2 tactical radios

---- Holster
3 BP, Climbing kit
4 BP, Lockpicking kit
8 BP, Night Vision Goggles
5 BP, Electronics Kit
2 BP, Snoop Spray
3 BP, Knife
1 BP, Binoculars
 
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