A New Cold War
Character Sheets
Username
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Portrait
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Character Sheet
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David J
United States Thornton Colorado
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Thomas Nielson Attributes
Agility d8
Smarts d4
Spirit d6
Strength d8
Vigor d6
Skills
Fighting d12
Shooting d8
Intimidation d6
Notice d6
Persuasion d6
Taunt d6
Tradecraft d4
Derived Statistics
Charisma: -3
Pace: 6
Parry: 8
Toughness: 5
Hindrances
Habit (Alcohol) (Major, -1 Charisma, Withdrawal symptoms when deprived)
Mean (Minor, -2 Charisma for ill-temper and surliness)
All Thumbs (Minor, -2 to repair, may cause equipment malfunction)
Obligation (Oblivion)
Edges
Berserk (if wounded (or shaken from physical damage), you must pass a Smarts test, or go Berserk, while Berserk, -2 to Parry, but +2 to Fighting, Strength, Melee Damage, and Toughness)
Unarmed Combat (Basic) (Str+d4 unarmed damage, never considered unarmed)
Languages
English (Native), Interlingua, Russian
Branch
Assault - Benefit: Typewriter (+2 to unarmed damage))
Defining Interests
2
Background
Thomas Nielson was accepted into the FBI at the age of 22, right out of college. While in the FBI, Nielson developed superior firearm skills and learned the secrets to successful interrogation tactics. By that time, Thomas had already begun drinking heavily and his performance in the field kept him from moving up in the FBI. His alcoholism eventually cost him his job at the FBI at the age of 25. At that time, Thomas sought help for his addiction through the Alcoholics Anonymous group. While attending the AA meetings, he met the love of his life, Sarah, and asked her to marry him a few months after they met. They worked on their addiction together and both were happily married for several years. Thomas felt his life was finally turning around and he was quite happy. After successfully kicking his alcoholism, he was accepted by a high-ranking political figure to serve as his personal bodyguard.
Unfortunately, Sarah developed pancreatic cancer and passed away two years after they had gotten married. Thomas once again felt lost. He once again resorted to the bottle, trying to find some answers. He left his job as a bodyguard and become a shut-in. He felt numb and knew he would eventually die alone in the very house him and Sarah had had so many great memories in.
And then, something peculiar happened. A letter had been slipped under his door in the middle of the night. It offered him a new position at an agency called "Oblivion". He didn't really care what the position entailed. He would take it. He had to get out of this house so he could escape the painful memories. But he wouldn't stop drinking. He probably never would.
Gear
G36C w/4 clips (medium caliber German automatic assault rifle) = 1pt
Laser sight = 1pt
Silencer = 1pt
4 additional clips = 1pt
1 clip of Modified Rounds (per 4th Resource Point)
MP443 w/4 clips (small calibur Grach semi-auto handgun) = 1pt
Silencer = 1pt
Laser sight = 1pt
Small duffle bag = 1pt
6 inch serrated knife = 1pt
20 foot of rope = 1pt
Lighter = 1pt
Flask filled with vodka = 1pt
Perk: Modified Rounds (refer to G36C)
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Andrew L.
United States Topeka Kansas
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Jack Hill Attributes
Agility d6
Smarts d10
Spirit d6
Strength d4
Vigor d6
Skills
Fighting d4
Notice d6
Repair d8
Shooting d4
Tech Ops d10
Tradecraft d8
Streetwise d6
Knowledge(Weapon Development) d6
Knowledge(Bureaucracy) d4
Derived Statistics
Charisma: +2
Pace: 6
Parry: 4
Toughness: 5
Hindrances
Cautious (Minor)
Womanizer (Minor)
Overconfident (Major, believes can do anything)
Obligations (Major, Oblivion)
Edges
Hacker (+2 to Tech Ops or Investigation when have access to computer)
Attractive (+2 to Charisma)
Languages
English(Native), Interlingua, Spanish, Italian, German, Arabic
Defining Interests
5
Branch
Operations (Benefit: Jack-of-All-Trades (unskilled Smarts based skills are at d4, rather than d4-2)
Background
Jack Hill tested military technology for one of the largest R&D firms in Washington, D.C. before a run in with a female coworker left him out on the street. Then he got the call from Oblivion.
Gear
1 Resource Point=4 Equipment Picks
-Laptop
-Keychain with extremely bright LED flashlight (Can temporarily blind someone)
-Wireless headset w/ mic
-Reinforced briefcase
1 Resource Point=4 Equipment Picks
-Tiny (size of a dime) GPS tracker
-Tiny (size of a dime) GPS tracker
-Tiny (size of a dime) audio listening device "bug"
-Tiny (size of a dime) audio listening device "bug"
1 Resource Point=4 equipment picks
-Tiny (size of a dime) Video capture device
-Tiny (size of a dime) Video capture device
-Small caliber pistol w/ 4 tranquilizer rounds (Tranq. Pistol only)
-Laser Sight
1 Resource Point=4 equipment picks
-1 dollar sized explodable distraction device
-1 dollar sized explodable distraction device
-1 dollar sized EMP disruption device
-1 dollar sized EMP disruption device
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Flying Arrow
United States
Pennsylvania
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Walter Conroy Attributes
Agility d4
Smarts d10
Spirit d8
Strength d4
Vigor d4
Skills
Fighting d4
Shooting d8
Notice d10
Streetwise d4
Tradecraft d8
Persuasion d10
TechOps d4
Knowledge(Tactics) d10
Knowledge(Bureaucracy) d4
Derived Statistics
Charisma: +2
Pace: 4
Parry: 4
Toughness: 5
Hindrances
Old Man Toughness (reskinned Obese) (Major): +1 Toughness, -1 Pace, d4 running die
Elderly (Major): Pace -1, -1 to Strength and Vigor die types; 5 extra skill points for any skill linked to Smarts
Obligations (Major): Oblivion
Edges
Charismatic (+2 to Charisma)
Smooth Talker (can speak any language you know with complete fluency, +2 to disguise when language can reinforce cover)
Languages
English (Native), Interlingua, Chinese, 3 others
Defining Interests
Electrical Repair, 4 others
Branch
Operations (Benefit: Command (+1 to troops recovering from being Shaken if you can speak/have line of sight with them))
Gear
Secure comlink
Body armor
ID and costume establishing himself as an Electrician (including an Electrician's toolbox)
Small-caliber semi-automatic handgun converted into an electrical tester (+3 clips)
Medium-caliber semi-automatic handgun hidden in a case that looks like a drill (+3 clips)
Small GPS tracker
Fake eyeglasses with secret internal video display
Clipboard with stun gas capsule
(Motorcycle waiting outside the building)
(Special forces-style inflatable boat with outboard motor)
(Is also carrying a small audio surveillance device and a small video surveillance device... crosslisted from Jack Hill)
Background
Lifelong spy. Recruited by Agency X (not yet decided) right out of college. Retired from Agency X at age 55. After two years of retirement, Agents of Oblivion recruited him out of retirement. Five years at Oblivion. Age: 62.
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Audere est Facere
United Kingdom Grays Essex
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Nakamura Sei Attributes
Agility d10
Smarts d4
Spirit d6
Strength d4
Vigor d6
Skills
Fighting d10
Lockpicking d6
Shooting d4
Stealth d8
Throwing d6
Notice d6
Tradecraft d6
Climbing d6
Derived Statistics
Charisma: 0
Pace: 6
Parry: 7 (8 if unencumbered)
Toughness: 5
Hindrances
Arrogant (major, must humiliate opponent, challenges the leader)
Overconfident (major, believes can do anything)
Obligations (Oblivion)
Edges
Acrobat (+2 to nimbleness based agility checks, +1 to parry if unencumbered)
Thief (+2 to Climb, Lockpick, Stealth, or to disarm traps)
Unarmed Combat (Basic) (Str+d4 unarmed damage, never unarmed)
Languages
Japanese (Native), Interlingua, English
Defining Interests
2
Branch
Assault (Benefit: Disarm Mastery (resolve an opposed fighting check, success - disarmed, raise - opponent shaken, weapon either flies 1d4 in random direction, or agent may take weapon if hands are free)
Background
Nakamura Sei has had a stable upbringing with two loving parents and two siblings, an older sister and younger brother. Her mother represented Japan as an Olympian. Nakamura tried to emulate her mother's legacy by training hard in the martial arts often to the detriment of her studies. Her successes as an athlete have played a part in her overconfidence and arrogant attitude – especially where fighting is concerned (coupled with her relatively young age). The agency's talent scouts spotted Nakamura's potential over many competitive events, and recruited her.
Gear
- Knife
- Flash-light
- One of Jack's 'special devices' (maybe some kind of tracer we could plant on the target?)
- Climbing apparatus: "Suction cups"
1 Resource Point for Special Training (GM's choice)
2 Resource Points to be used by the team for special situations
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Playing the Game
Wild Cards
All Player Characters (PCs) are known as Wild Cards (WCs) in Savage Worlds. There are also certain Non-Player Characters (NPCs) that are also WCs.
WCs are special in that they get to roll a Wild Die on skill and attribute tests and also get Bennies.
Skill and attribute test
When a WC needs to roll a skill or attribute test, they will roll the appropriate attribute/skill die, AND a d6 (the wild die). The highest die is the one that is counted.
If either die rolls the highest number (ie, a 6 on a d6) it is said to have 'aced'. It is rerolled until it no longer shows the highest number. All results are added together to get the final value. On the die roller, use 1dxrr[x], where x is the die type to take care of this automatically.
Most tests are against a Target Number (TN) of 4. Fighting tests are made against the target's parry.
Combat
Combat order, or Initiative, is tracked through the use of cards. Each round of combat, you will receive a new card. Cards are resolved Ace down to Deuce, with ties resolved in reverse suit order.
Jokers are special. The recipient of a Joker gets to act whenever they want in the round, and get +2 to all tests, and +2 to damage.
In combat, you can make a movement action and one standard action without penalty. You may make additional standard actions at a cumulative -2 (ie, if you want to Taunt, Attack, and another action, it would be -4 to all rolls). You cannot make the same action twice in a round (ie, you can only make one fighting or shooting attack per round).
Resource Management
Agents begin with 4 Resource Points at the start of each mission.
One resource point can be expended for 4 Equipment picks, 1 Perk, or 1 Single Use Device (SUD). Two resource points can be expended for 1 spytech or special training selection.
You may request items during a mission by spending your resource points. This can be done by either making a Field Requisition, or a declaration. If a declaration is made, the agent must spend double the requisition points. Both require a successful tradecraft roll.
Equipment picks - for each resource point spent, you get 4 equipment picks. For example, you can select a pistol (with 4 clips) for 1 equipment pick. 4 additional clips would cost 1 equipment pick.
Gear list
Alright, let's make this as easy as I can without breaking copyright.
Guns are defined as small, medium, large caliber. You can flavor them how you wish - I just need to identify the caliber to give you the statistics. If you want a special add-on (ie, scope, laser sight) that's another point.
Anything else you can think of also counts as an equipment pick.
I will provide all players with a secure comlink and basic body armor (stats to follow).
In looking at the spycraft/SUD stuff, I think most of it is a bit far-fetched for our setting. There are some special training things that can work though (these are basically temporary edges). So, if there's something you'd like, let me know and I can work that out.
Perks:
Cover Identity
Disguised Gear
Emergency Contact
Modified Rounds
Bennies
Each character starts play with 3 Bennies.
Bennies can be used to re-roll trait tests (including wild die), and you keep the 'better' roll.
Bennies can be spent to immediately eliminate a shaken condition.
Bennies can also be used to Soak damage. If you're hit and take damage, you can choose to spend a Benny to make a Vigor roll. For each Success (TN 4) and Raise (multiple of 4 above TN) you "Soak" that many wounds.
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