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[Spycraft/Delta Green] Rebirth
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<blockquote data-quote="Synchronicity" data-source="post: 1962139" data-attributes="member: 10070"><p>Benjamin Pike has spent over 20 years of his life working at the CIA as an analyst and case officer. And ever since he turned 30, he's been a member of Delta Green. In nearly 20 years of Delta Green membership, he's seen some freaky stuff. He's swept stuff under the rug that most people don't even have nightmares about. Now 48, he's slowing down a little, but he can't bring himself to give up the fight. After all, he's been doing this for 18 years. He knows he's got the stuff. Pity he can't be so certain about his inevitable replacement. Having seen more than a few friend and colleagues die around him, Pike's taken to weaving a professional shell around him, so it doesn't hurt so much when the next one falls. He knows this is an unwinnable war, but doesn't think that's a reason to give up. Sure, we're fighting a rearguard action about forces totally outside our comprehension. Sure, there's more of them than there are of us. Sure, some of them can take shotgun blasts to the head and not care. But hey, nobody ever said this was going to be a fair fight. In a team, Pike's a good investigator and front man, possessing skills in examining scenes and talking to people. He's also a good leader, his years of experience and training serving him (and his colleagues) well.</p><p></p><p> I'm looking at the Cleaner prestige class from the Fixer/Pointman class guide. However, I'm not sure yet..continuing straight Pointman might be more his style. Pike'll be middle-aged, with the bonuses and penalties included therein. All his classes, equipment etcetera are straight out of the main rules, with the exception of the Swiss Army Knife and his handgun, which are from the Modern Arms Guide. I've included their statistics, so let me know if that's ok or if I need to excange them with something from the main rules.</p><p></p><p><span style="color: silver"><span style="font-size: 12px">Benjamin Pike</span></span></p><p><strong>Class and Level:</strong> Pointman 5</p><p><strong>Age:</strong> 48</p><p><strong>Hair:</strong> Grey</p><p><strong>Eyes:</strong> Blue</p><p><strong>Dept:</strong> CIA (Home Office)</p><p></p><p><strong>Str</strong> 10 [11bse, -1age]</p><p><strong>Dex</strong> 12 [13bse, -1age]</p><p><strong>Con</strong> 11 [12bse, -1age]</p><p><strong>Int</strong> 18 [17bse, +1age]</p><p><strong>Wis</strong> 20 [18bse, +1age, +1lvl]</p><p><strong>Cha</strong> 18 [17bse, +1age]</p><p><strong>VP</strong> 37 (5d10)</p><p><strong>WP</strong> 11</p><p><strong>BAB</strong> +3</p><p><strong>Def</strong> 14 (10bse+2class+1dex+1tuxedo liner)</p><p><strong>DR</strong> 2/- (tuxedo liner)</p><p><strong>Init</strong> +3</p><p><strong>AP</strong> 3d4</p><p><strong>BP</strong> 15</p><p><strong>GP</strong> 3</p><p></p><p><em><u>Saves</u></em></p><p>Fort +3 (3bse, 0con)</p><p>Ref +4 (3bse, 1dex)</p><p>Will +9 (4bse, 5wis)</p><p></p><p><em><u>Skills</u></em></p><p>Bluff +14 (8rks, 4cha, 2fea)</p><p>Diplomacy +18 (8rks, 4cha, 2fea, 4syn)</p><p>Gather Information +8 (4rks, 4cha)</p><p>Intimidate +17 (8rks, 4 cha, 2fea, 2syn, 1gear)</p><p>Languages +9 (4rks, 5wis)</p><p>Listen +15 (8rks, 5wis, 2fea)</p><p>Open Lock +9 (8rks, 1dex)</p><p>Search +14 (8rks, 4int, 2fea)</p><p>Sense Motive +13 (8rks, 5wis)</p><p>Spot +15 (8rks, 5wis, 2fea)</p><p>Surveillance +13 (8rks, 5wis)</p><p></p><p><em><u>Feats</u></em></p><p>Alertness</p><p>Persuasive</p><p>Traceless</p><p></p><p><em><u>Languages</u></em></p><p>Cantonese</p><p>English</p><p>French</p><p>German</p><p>Italian</p><p>Japanese</p><p>Mandarin Chinese</p><p>Russian</p><p>Spanish</p><p></p><p><em><u>Class abilities</u></em></p><p>Assistance (1/2 time)</p><p>Generous</p><p>Lead 2/session</p><p>Starting feats [Armour Proficiency (Light, Medium); Weapon Proficiency (Melee, Handgun, Rifle)]</p><p>Tactics 1/session</p><p>Versatility [Gather Information, Innuendo, Intimidate, Languages, Open Lock, Search, Surveillance]</p><p></p><p><em><u>Dept bonuses</u></em></p><p>+2 to action die rolls; counts when using generous class ability</p><p>Diplomacy, Listen, Spot are always class skills</p><p></p><p><em><u>Attacks</u></em></p><p>Melee +3, 1d3 (Swiss Army Knife)</p><p>Ranged +4, 1d10+1 (SIG-Sauer P226)</p><p></p><p><em><u>Stuff</u></em> (75BP personal budget)</p><p>100 rounds military ball (2BP)</p><p>Bundle A (25BP; Spycraft Main Rules, pg 106)</p><p>Binoculars (1BP)</p><p>Cigarette lighter and cigarettes (-)</p><p>Crowbar (1BP)</p><p>Digital Camera, Standard (6BP)</p><p>Duct tape, superglue, string, rubber bands (-)</p><p>Flashlight (1BP)</p><p>Holster (-)</p><p>IR Filter lens (3BP)</p><p>Lockpicking Kit (4BP)</p><p>Magnetic Compass (1BP)</p><p>Professional Grade Memory Chips, 3 (6BP)</p><p>SIG-Sauer P226 9mm (16BP; Capacity 15/1d10+1dmg/Error 1/Crit 20/Rng 25/Two AD required to activate crit failure/+2 hardness. Modern Arms Guide pgs 63, 91)</p><p>Silencer (2BP)</p><p>Sunglasses* (1BP. 1GP also spent; see gadgets)</p><p>Swiss Army Knife (2BP; 1d3dmg/Error 1-2/Threat 20/Can be used as improvised tool for many skills. Modern Arms Guide pgs 33, 35)</p><p>Sweeper Kit (4BP)</p><p></p><p>Gadgets (3GP)</p><p>Cigarettes, Spray [2 cigarettes filled with pepper spray] (1GP)</p><p>Explosive Pen (1GP)</p><p>*Other-Directional Sunglasses (1GP)</p></blockquote><p></p>
[QUOTE="Synchronicity, post: 1962139, member: 10070"] Benjamin Pike has spent over 20 years of his life working at the CIA as an analyst and case officer. And ever since he turned 30, he's been a member of Delta Green. In nearly 20 years of Delta Green membership, he's seen some freaky stuff. He's swept stuff under the rug that most people don't even have nightmares about. Now 48, he's slowing down a little, but he can't bring himself to give up the fight. After all, he's been doing this for 18 years. He knows he's got the stuff. Pity he can't be so certain about his inevitable replacement. Having seen more than a few friend and colleagues die around him, Pike's taken to weaving a professional shell around him, so it doesn't hurt so much when the next one falls. He knows this is an unwinnable war, but doesn't think that's a reason to give up. Sure, we're fighting a rearguard action about forces totally outside our comprehension. Sure, there's more of them than there are of us. Sure, some of them can take shotgun blasts to the head and not care. But hey, nobody ever said this was going to be a fair fight. In a team, Pike's a good investigator and front man, possessing skills in examining scenes and talking to people. He's also a good leader, his years of experience and training serving him (and his colleagues) well. I'm looking at the Cleaner prestige class from the Fixer/Pointman class guide. However, I'm not sure yet..continuing straight Pointman might be more his style. Pike'll be middle-aged, with the bonuses and penalties included therein. All his classes, equipment etcetera are straight out of the main rules, with the exception of the Swiss Army Knife and his handgun, which are from the Modern Arms Guide. I've included their statistics, so let me know if that's ok or if I need to excange them with something from the main rules. [COLOR=silver][SIZE=3]Benjamin Pike[/SIZE][/COLOR][SIZE=3][/SIZE] [b]Class and Level:[/b] Pointman 5 [b]Age:[/b] 48 [b]Hair:[/b] Grey [b]Eyes:[/b] Blue [b]Dept:[/b] CIA (Home Office) [b]Str[/b] 10 [11bse, -1age] [b]Dex[/b] 12 [13bse, -1age] [b]Con[/b] 11 [12bse, -1age] [b]Int[/b] 18 [17bse, +1age] [b]Wis[/b] 20 [18bse, +1age, +1lvl] [b]Cha[/b] 18 [17bse, +1age] [b]VP[/b] 37 (5d10) [b]WP[/b] 11 [b]BAB[/b] +3 [b]Def[/b] 14 (10bse+2class+1dex+1tuxedo liner) [b]DR[/b] 2/- (tuxedo liner) [b]Init[/b] +3 [b]AP[/b] 3d4 [b]BP[/b] 15 [b]GP[/b] 3 [i][u]Saves[/u][/i][u][/u] Fort +3 (3bse, 0con) Ref +4 (3bse, 1dex) Will +9 (4bse, 5wis) [i][u]Skills[/u][/i][u][/u] Bluff +14 (8rks, 4cha, 2fea) Diplomacy +18 (8rks, 4cha, 2fea, 4syn) Gather Information +8 (4rks, 4cha) Intimidate +17 (8rks, 4 cha, 2fea, 2syn, 1gear) Languages +9 (4rks, 5wis) Listen +15 (8rks, 5wis, 2fea) Open Lock +9 (8rks, 1dex) Search +14 (8rks, 4int, 2fea) Sense Motive +13 (8rks, 5wis) Spot +15 (8rks, 5wis, 2fea) Surveillance +13 (8rks, 5wis) [i][u]Feats[/u][/i][u][/u] Alertness Persuasive Traceless [i][u]Languages[/u][/i] Cantonese English French German Italian Japanese Mandarin Chinese Russian Spanish [i][u]Class abilities[/u][/i] Assistance (1/2 time) Generous Lead 2/session Starting feats [Armour Proficiency (Light, Medium); Weapon Proficiency (Melee, Handgun, Rifle)] Tactics 1/session Versatility [Gather Information, Innuendo, Intimidate, Languages, Open Lock, Search, Surveillance] [i][u]Dept bonuses[/u][/i] +2 to action die rolls; counts when using generous class ability Diplomacy, Listen, Spot are always class skills [i][u]Attacks[/u][/i][u][/u] Melee +3, 1d3 (Swiss Army Knife) Ranged +4, 1d10+1 (SIG-Sauer P226) [i][u]Stuff[/u][/i] (75BP personal budget) 100 rounds military ball (2BP) Bundle A (25BP; Spycraft Main Rules, pg 106) Binoculars (1BP) Cigarette lighter and cigarettes (-) Crowbar (1BP) Digital Camera, Standard (6BP) Duct tape, superglue, string, rubber bands (-) Flashlight (1BP) Holster (-) IR Filter lens (3BP) Lockpicking Kit (4BP) Magnetic Compass (1BP) Professional Grade Memory Chips, 3 (6BP) SIG-Sauer P226 9mm (16BP; Capacity 15/1d10+1dmg/Error 1/Crit 20/Rng 25/Two AD required to activate crit failure/+2 hardness. Modern Arms Guide pgs 63, 91) Silencer (2BP) Sunglasses* (1BP. 1GP also spent; see gadgets) Swiss Army Knife (2BP; 1d3dmg/Error 1-2/Threat 20/Can be used as improvised tool for many skills. Modern Arms Guide pgs 33, 35) Sweeper Kit (4BP) Gadgets (3GP) Cigarettes, Spray [2 cigarettes filled with pepper spray] (1GP) Explosive Pen (1GP) *Other-Directional Sunglasses (1GP) [/QUOTE]
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