Jump to content

[Char] patriot


JmOz

Recommended Posts

From SAT summary Report

 

Agent Patriot

AKA Rattlesnake

 

Prime Spec. Long range eliminations

Secondary Spec. Close range firesupport

 

Special Mission(s): PR, Super group Liason

 

Agent Patriot is on special detail to assist a supergroup, using SAT equipment in the field, to creat e a better public opinion, as per agreement with group he is not to spy on the team, this of course does not prevent detailed reports of things he observes. Patriot (Formly Rattlesnake) was an expert on VIPER, and met the superteam while working undercover.

 

Personality notes: Butt-head, overbearing, jerk, and these are the nicer things you can say about him (Think USAgent)

 

Patriot

 

Player:

 

Val Char Cost

15 STR 5

23 DEX 39

20 CON 20

11 BODY 2

18 INT 8

11 EGO 2

15 PRE 5

14 COM 2

 

5/10 PD 2

5/10 ED 1

5 SPD 17

7 REC 0

40 END 0

30 STUN 1

 

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 104

 

Cost Power

Body Armor, all slots OIF (-1/2)

10 1) Armor (5 PD/5 ED) (15 Active Points)

3 2) LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat) (5 Active Points)

3 3) Nightvision (5 Active Points)

3 4) Sight Group Flash Defense (5 points) (5 Active Points)

6 5) HRRP (Radio Group) (12 Active Points); Sense Affected As More Than One Sense Sight, Hearing, Radio (-1/2)

20 SAT Assualt Riffle: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1), Real Weapon/Beam (-1/4)

1u 1) Riffle But: HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); HA (-1/2)

2u 2) Flechette Rounds: RKA 1d6+1 (vs. PD), 4 clips of 12 Charges (+0), Autofire (3 shots; +1/4), +1 Increased STUN Multiplier (+1/4), AP (+1/2) (40 Active Points)

2u 3) Pacifier Rounds: EB 9d6 (vs. PD), 4 clips of 12 Charges (+0) (45 Active Points)

1u 4) Anti-Personel Grenades: RKA 2d6 (vs. ED), Explosion (+1/2) (45 Active Points); 6 Charges (-3/4)

1u 5) Flash Bangs: Sight and Hearing Groups Flash 5d6, Explosion (+1/2) (45 Active Points); 6 Charges (-3/4)

1u 6) Smoke Rounds: CE 4" radius, -5 to Sight Group PER Rolls (27 Active Points); 6 Continuing Charges lasting 1 Turn each (-1/4)

1u 7) Capture Foam Rounds: Entangle 3d6, 6 DEF (45 Active Points); 6 Charges (-3/4)

1u 8) Gyrojet Rounds: RKA 3d6 (vs. ED) (45 Active Points); 2 clips of 3 Charges (-1)

Powers Cost: 55

 

Cost Martial Arts Maneuver

3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike

5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike

3 Trip: 1/2 Phase, +0 OCV, -1 DCV, Range +2, Strike, Throw

4 Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +3 DC to Disarm

0 Weapon Element: Assault Rifles/LMGs

Martial Arts Cost: 15

 

Cost Skill

9 +3 with SAT Assualt Riffle

1 AK: Homeland 8-

1 Acting 8-

3 Breakfall 14-

3 Bugging 13-

3 Climbing 14-

1 Combat Driving 8-

1 Combat Piloting 8-

1 Computer Programming 8-

3 Concealment 13-

1 Conversation 8-

1 Cryptography 8-

1 Deduction 8-

1 Demolitions 8-

3 Fast Draw 14-

3 KS: Common Knowledge (INT-based) 13-

3 KS: Espionage World (INT-based) 13-

3 KS: Viper (INT-based) 13-

3 KS: Military/Mercenay/Terrorist World (INT-based) 13-

3 Linguist

1 1) Language: Arabic (fluent conversation) (2 Active Points)

3 2) Language: English (idiomatic) (4 Active Points)

1 3) Language: Russian (fluent conversation) (2 Active Points)

3 Lockpicking 14-

1 Mechanics 8-

3 Navigation 13-

3 PS: Agent of SAT (INT-based) 13-

3 PS: Tradecraft (INT-based) 13-

1 Paramedics 8-

1 Persuasion 8-

3 Security Systems 13-

3 Shadowing 13-

3 Stealth 14-

3 Streetwise 12-

3 Survival 13-

1 Systems Operation 8-

2 TF: Air Vehicles, Common Motorized Ground Vehicles

3 Tactics 13-

3 Teamwork 14-

3 WF: Small Arms, Blades

Skills Cost: 95

 

Cost Perk

3 Fringe Benefit: Membership: SAT

3 Fringe Benefit: Federal/National Police Powers

Perks Cost: 6

 

 

Total Character Cost: 275

 

Pts. Disadvantage

15 Hunted: SAT 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

20 Hunted: Viper 8- (Mo Pow, NCI, Harshly Punish)

15 Psych. Lim.: Loyal (Common, Strong)

15 Psych. Lim.: Overconfident (Very Common, Moderate)

15 Psych. Lim.: Super Patriot (Common, Strong)

10 Soc. Lim.: Secret ID (Occasionally, Major)

10 Soc. Lim.: Subject to Orders (Occasionally, Major)

Disadvantage Points: 100

Base Points: 175

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

Link to comment
Share on other sites

Re: [Char] Patriot

 

That's Patriot with a capital "P" thank you. Very difficult to roleplay such a character in a group. S.A.T. would have to have something the Superheroes want to tolerate his presence. There should be the inevitable "Grudge Match" and "Misunderstanding Supers Battle".

 

 

A nice NPC, but a difficult PC.

 

 

QM

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...