Things to Do in Dyfedd characters

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Gareth Hanrahan's scenario Things to do in Dyfedd When You're Genlifted is a great crime caper, but the files don't include the statistics for the pregenerated characters. Here are my versions of them.

Note that:

  1. These are slightly underpowered Exceptional characters: they have the skill packages of Exceptional characters, but the attributes of Everyday characters;
  2. Superscripts on skill ratings show the number of dice to roll for that skill (I can't keep track of aptitudes when I'm running the game).

Serge Klazimakoff

  • Packages: Origin: Freezone—Wasteland; Backgrounds: Colonial, Street; Professional: Expert Crime (Gangster), Novice Technical, Novice Commerce.
  • Primary Attributes: Build +2, Fitness +2, Agility -1, Dexterity 0, Awareness -1 (Chemical -2, Hearing -1, Intuition -1, Touch -1, Vision 0), Intellect +1, Presence -1, Will 0.
  • Secondary Attributes: Endurance +2, Reflexes -1, Strength +2, Toughness +1.
  • Skills: Bureaucracy 4, Law 6; Aquatics 4; Armed Combat 42, Unarmed Combat 52; Leadership 2; Negotiation 52, Persuasion 52; Culture (Cetacean) 1, Culture (Colonial) 3, Culture (Earth) 3, Culture (GEO) 1, Culture (Incorporate) 2, Culture (Native) 1, Culture (Street) 6; Handguns 5, Longarms 5; First Aid 1, Forensic Medicine 1, Psychology 1; Physics 1; Hiding 42, Shadowing 42, Sneaking 42; Bribery 53, Fast Talk 63, Lockpicking 43, Sleight of Hand 13; Foraging 1, Orienteering 1, Tracking 1; Computers 22, Damage Control 22, Electronics 22, Mechanics 22, Remote Operations 32; Driving 43, Piloting 43.
  • Modifications: Improved blood oxygenation, immunological symbiote, salt tolerance, pain inhibitor.
  • Equipment: Bodycomp, utility jumpcraft, large calibre handgun, sub-machine gun, light armour vest, reinforced armour vest.

Larry Scjelli

  • Species: Transhuman.
  • Packages: Origin: Incorporate; Backgrounds: Incorporate, Wealthy; Professional: Specialist Administration, Specialist Crime, Novice Diplomacy.
  • Primary Attributes: Build 0, Fitness +1, Agility -1, Dexterity -1, Awareness +1 (Chemical +1, Hearing 0, Intuition +2, Touch +1, Vision +1), Intellect +2, Presence +4, Will +2.
  • Secondary Attributes: Endurance +2, Reflexes 0, Strength 0, Toughness 0.
  • Skills: Bureaucracy 63, Economics 53, Law 43, Management 33; Armed Combat 2, Unarmed Combat 2; Leadership 42, Logistics 22, Strategy 32; Language (English, Native), Language (Arabic) 53, Language (German) 33, Negotiation 63, Oration 33, Persuasion 63, Writing 33; Culture (Colonial) 32, Culture (Earth) 22, Culture (GEO) 32, Culture (Incorporate) 82, Culture (Native) 32, Culture (Street) 32; Painting 1; Handguns 2; History 22, Politics 42; Psychology 1; Hiding 3, Shadowing 3, Sneaking 3; Bribery 32, Fast Talk 62, Lockpicking 22, Sleight of Hand 12; Computers 3; Driving 1, Piloting 3.
  • Modifications: Bodysculpting, immunological symbiote, multiglands, neural jack.
  • Equipment: Minisub, concealable handgun.

Li Fan Tsu

  • Packages: Origin: Urban; Backgrounds: GEO, Independent; Professional: Expert Law Enforcement (Undercover), Novice Crime, Novice Athletics.
  • Primary Attributes: Build 0, Fitness +3, Agility +2, Dexterity +2, Awareness +2 (Chemical +1, Hearing +5, Intuition +2, Touch +1, Vision +3), Intellect 0, Presence 0, Will -1.
  • Secondary Attributes: Endurance 3, Reflexes 3, Strength +1, Toughness +1.
  • Skills: Bureaucracy 52, Economics 22, Law 52; Aquatics 32, Sports 32, Throwing 32; Armed Combat 32, Unarmed Combat 52; Language: Interspec 1, Negotiation 3, Persuasion 6; Culture (Colonial) 2, Culture (Earth) 5, Culture (GEO) 4, Culture (Incorporate) 2, Culture (Native) 3, Culture (Street) 6; Acting 3, Photography 3; Handguns 53, Longarms 23; History 1, Politics 1; First Aid 5, Forensic Medicine 3, General Medicine 1, Pharmacology 1; Hiding 33, Shadowing 53, Sneaking 33; Bribery 12, Fast Talk 42, Lockpicking 32; Computers 3; Driving 6.
  • Modifications: Amplified hearing, improved blood oxygenation, immunological symbiote, salt tolerance, accelerated neurons, neural jack, programmed reflexes (autoload, quick draw, defender).
  • Equipment: Bodycomp + recorders, medical kit, diving mask + artificial gill, powerboat, diamond knife, concealable handgun, large calibre handgun, light armour vest.

Abdullah Al-Maluk

  • Packages: Origin: Urban; Backgrounds: Incorporate, University; Professional: Expert Espionage (Operative), Novice Crime, Novice Diplomacy.
  • Primary Attributes: Build 0, Fitness 0, Agility 0, Dexterity +1, Awareness 0 (Chemical 0, Hearing 0, Intuition +1, Touch -1, Vision 0), Intellect +1, Presence +1, Will 0.
  • Secondary Attributes: Endurance 0, Reflexes +1, Strength 0, Toughness 0.
  • Skills: Bureaucracy 7, Economics 1, Law 1, Management 1; Armed Combat 42, Unarmed Combat 42; Strategy 1; Language (Arabic, Native), English 83, Spanish 33, Negotiation 43, Oration 13, Persuasion 63, Writing 33; Culture (Colonial) 43, Culture (Earth) 73, Culture (Incorporate) 53, Culture (Street) 53; Handguns 4, Longarms 2; History 2, Politics 3, Theology 1; Psychology 1; Hiding 5, Shadowing 5, Sneaking 5; Bribery 12, Disguise 22, Fast Talk 62, Lockpicking 42; Computers 62, Demolitions 32, Electronics 32, Remote Operations 32; Driving 2.
  • Modifications: Implanted sensory recorder, immunological symbiote, accelerated neurons, uplink neural jack.
  • Equipment: Superior bodycomp, pain inhibitor drug ×2, reflex serum ×2, ultrasonic hypo, light armour vest, diamond knife, concealable handgun, small calibre handgun.

Genevive Sian

  • Species: Native Aquaform (Diver).
  • Packages: Origin: Native; Backgrounds: Native, Colonial; Professional: Specialist Survival, Specialist Military, Novice Crime.
  • Primary Attributes: Build -2, Fitness +1, Agility +1, Dexterity 0, Awareness +1 (Chemical +1, Hearing +2, Intuition +1, Touch +1, Vision 0), Intellect -1, Presence 0, Will +1.
  • Secondary Attributes: Endurance +2, Reflexes +1, Strength 0, Toughness 0.
  • Skills: Aquaculture 2; Aquatics 102, Throwing 42; Armed Combat 42, Unarmed Combat 42; Leadership 2, Strategy 2, Tactics 2; Interspec 4, Negotiation 1, Persuasion 1; Culture (Cetacean) 3, Culture (Colonial) 6, Culture (GEO) 1, Culture (Military) 1, Culture (Native) 6, Culture (Street) 1; Handguns 32, Longarms 52; Botany 2, Zoology 2; First Aid 4; Heavy Weapons 2; Meterology 2; Hiding 43, Shadowing 23, Sneaking 43; Bribery 3, Fast Talk 1, Lockpicking 1; Fishing 53, Foraging 33, Mountaineering 33, Navigation 43, Orienteering 43, Tracking 33; Demolitions 1, Remote Operations 2; Driving 12, Piloting 12, Sailing 52.
  • Modifications: None.
  • Equipment: Portable navigation suite, native catamaran, diamond knife, small calibre handgun, hunting rifle + optical scope.

Marlon Clark

  • Packages: Origin: Mars Colony; Backgrounds: Criminal, Street; Professional: Expert Crime (Thug), Novice Law Enforcement, Novice Espionage.
  • Primary Attributes: Build 0, Fitness +2, Agility +2, Dexterity +2, Awareness -1 (Chemical -1, Hearing -1, Intuition -2, Touch -1, Vision 0), Intellect 0, Presence -2, Will 0.
  • Secondary Attributes: Endurance +1, Reflexes +1, Strength +1, Toughness +1.
  • Skills: Bureaucracy 1, Law 6; Armed Combat 42, Unarmed Combat 62; Strategy 22, Tactics 32; Negotiation 42, Persuasion 62; Culture (Colonial) 2, Culture (Spacer) 3, Culture (Street) 6; Handguns 62, Longarms 52; Politics 1; Forensic Medicine 1; Hiding 63, Shadowing 63, Sneaking 63; Bribery 63, Disguise 23, Fast Talk 63, Lockpicking 53 Sleight of Hand 23; Computers 2, Damage Control 1, Electronics 2, Mechanics 1, Remote Operations 2; Driving 3, Piloting 1.
  • Modifications: Anti-poison, accelerated neurons, neural jack, implanted computer.
  • Equipment: Concealable handgun, large calibre handgun, stun baton.

NPCs

Gorchoff Thug

  • Reflexes +1, Agility +1, Dexterity 0, Awareness 0, Toughness 0, Fitness +1, Will +1, Armour 2.
  • Handgun 52, DR 6.

Dyfedd Security

  • Reflexes +1, Agility +1, Dexterity 0, Awareness 0, Toughness 0, Fitness +1, Will +1, Armour 3.
  • SMG 62, DR 6/9.
  • Stun Gun 62, DR Special.

Free Poseidon Ecoterrorists

  • Reflexes 0, Agility +2, Dexterity 0, Toughness +1, Fitness +2, Will 0, Armour 2.
  • Hunting Rifle 3, DR 9.
  • Knife 33, DR 2.

Grimm

  • Reflexes +3, Agility +2, Dexterity 0, Toughness +2, Fitness +2, Will +2, Armour 3.
  • Custom Handgun 83, DR 7.

Vermier

  • Reflexes +2, Agility +1 Dexterity +1, Toughness +1, Fitness 0, Will +1, Armour 0.
  • Shotgun 52, DR 7/10.