Team Lead: Julie “Thorn” de la Rosa

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Kindreth
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Team Lead: Julie “Thorn” de la Rosa

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Character Sheet

Player Name: Timmy
Google Handle: MyDogIsAnEquestrian
Julieta “Julie” de la Rosa
Rank: Veteran Advances Left: 0
Race: Human
Psychic Type: ESP
Attributes: Agility d10 (2), Smarts d10 (2), Spirit d8 (2), Strength d6 (1), Vigor d6 (1)
Pace: 12; Parry: 10; Toughness: 11(6)
Skills:
  • Athletics (Agility) d6 (1)
  • Battle (Smarts) d10 (4)
  • Common Knowledge (Smarts) d6 +1 for law enforcement (1)
  • Fighting (Agility) d8 (2)
  • Notice (Smarts) d8 (2)
  • Persuasion (Spirit) d6 (2)
  • Shooting (Agility) d8 (2)
  • Stealth (Agility) d4 (0)
  • Tradecraft (Smarts) d6 (2)
Languages: English, Spanish, French, Russian, Mandarin

Hindrances
  • Code of Honor (Major): Honor is very important to Julie. She keeps her word, doesn’t abuse or kill prisoners, and generally tries to operate within SPEAR’s particular notion of proper officer behavior.
  • Loyal (Minor): No man (or woman) left behind!
  • Phobia (Minor): She gets creeped out by snakes and suffers -1 to Trait tests while in their presence. She had a bad experience, you guys.
  • Manchurian Candidate (Major): The operative has been brainwashed by an enemy faction (ARES, the Directorate, the Olympians, etc.) to become a sleeper agent. Each time she is "activated", the Game Master takes control of the character, and leaves the character with no memory of her actions once it’s over. She’s not aware of her condition, but the GM could leave some clues to make her realize something is off.

Edges
  • Arcane Background (Super Powers): She’s an ESP psychic. See “Powers,” below.
  • Command (Human): She learned a lot in officer training, including fundamentals on how to lead from the front and give orders properly when it all hits the fan. Subordinates in her Command Range add +1 to their Spirit rolls when attempting to recover from being Shaken.
  • Tactician (S1 Advance): A Tactician is dealt an extra Action Card each turn—kept separate from her own cards. At the start of the round, she may discard it or give it to any one allied Extra or Wild Card in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace his current Action Card, or discard it.
  • Free Runner (N2 Advance): Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles she can bound on, bounce off, or swing on, she ignores Difficult Ground penalties when on foot. She also adds +2 to her Athletics rolls when climbing and in foot Chases (see page 122). This is part of her being so sure-footed.
  • Command Presence: Julie's Command Range reaches Spirit # of folks within comms range.

Powers
Arcane Background: Super Powers
Total Power Points: 25
  • Sure-Footed [Speed] (4 PP (including +2 for Blinding Reflexes Modifier) [Rank: Special]
    • Effect: Julie doubles her base pace as she subconsciously predicts the safest places to step while running. Unless caught unaware, she is also able to attempt to avoid area of effect attacks by making an Agility roll vs the attack result. If successful, she moves just outside the closest edge of the explosion (as long as it is within her normal movement).
  • Sixth Sense [Parry] (4 PP) [Rank 4]
    • Effect: Julie adds +4 to Parry, because she can see your attacks coming.
  • Sixth Sense [Deflection] (4 PP) [Rank 4]
    • Effect: Enemies subtract 4 from Ranged attacks made against her as she moves to where the bullets are not going to be.
  • Sixth Sense [Danger Sense] (2 PP) [Rank: N/A]
    • Effect: She gets a Notice roll to detect hidden dangers, and on a raise starts the first round of an ambush or surprise attack on Hold. (This is a superior version of the Danger Sense Edge and doesn’t stack with it.)
  • Spacial Awareness [Awareness] (3 PP) [Rank 1]
    • Effect: She ignores any and all obscurement penalties (darkness, fog, invisibility, etc.). Cover penalties for solid objects still apply normally, though.
  • Think Fast [Super Attribute: Smarts] (2 PP) [Rank 1]
    • Effect: Her Smarts die and Trait maximum are raised by 1 die type.
  • Self-Made Luck [Jinx] (2 PP) [Rank N/A]
    • Effect: Every now and again the fates will align and Julie’s ESP will let her take exactly the right action to cause some dramatic mishap to a foe. Any enemy making a direct action against her—whether an attack, Test of Wills, or other action—suffers a mishap if his skill die is a natural 1, regardless of Wild Die. When this occurs, Julie somehow manages to break her foe’s weapon, or to make him trip and fall, or something similar. The exact effect is up to the Game Master, but should usually cause the foe to miss his turn at the very least.
  • Flashes [Precognition] (2 PP (including -1 for Uncontrollable Modifier)) [Rank N/A]
    • Effect: The psychic can perceive possible future events. With a successful Smarts roll, the character receives a vague vision of the future with regard to a specific situation, person, or question. With a raise, the vision is more precise. The Game Master chooses what information to disclose. If the circumstances change, a potential future event may not occur. Julia's visions are uncontrollable, so the GM chooses when she gets them.
  • Intuitive [Gifted] (2 PP) [Rank N/A]
    • Effect: Julie's ESP guides her to say, do, and even recall exactly the right thing at the right time. She ignores the normal -2 penalty when making unskilled rolls.

Background

Julie was a beat cop whose personality and ESP made her great at her job. She rose quickly in the ranks, and handled herself well in an encounter with the paranormal. Someone knew someone who knew someone at SPEAR, and her name was passed along to the right people. She was tagged by SPEAR for officer training, and she’s been a standout team-leader seemingly since day 1. She's been assigned a new team of seeming misfits, and she figures she's up for the challenge.


Gear (18 + 2 Equipment Points)
  • Encrypted Smartphone (free): Affectionately referred to as the "iSPEAR" by some agents, this smartphone appears and functions as a regular device. With an autonomy of 24 hours, the smartphone possesses, in addition to its usual features, the following applications: audio and video recording (when synced to a Bug), GPS navigation and tracking. It is equipped with a military-grade encryption software (–6 to hack or jam the signal) and can be turned into an emergency beacon with a free action. The smartphone allows satellite communications and a direct access to the SPEAR’s secured database: SpearNet. If anyone, besides its dedicated user tries to unlock it, without the right facial recognition and fingerprint, the smartphone fries.
  • Subvocal Commlink (free): Consists of a mini wireless earpiece (Notice rolls at –4 to spot it visually) and a throat microphone that can easily be concealed inside a shirt collar. This powerful communication device has a range of one mile and is protected by military-grade encryption software (–6 to hack or jam the signal). The microphone absorbs vibrations directly from the wearer’s throat and allows him to speak silently. The commlink can be combined with the encrypted smartphone for cellular and satellite communications.
  • P226 Pistol w/Laser Sight, Extended Mag (2 EP): 12/24/48 | 2d6 damage | AP 1 | ROF 1 | Weight 3 | Shots 20
    • Laser Sight: +1 shooting at short range, +1 to Notice rolls to spot the shooter’s position
    • Extended Magazines: +5 rounds per magazine
  • Expandable baton (¼ EP): Str + 1d4 | Weight 1 | Concealable
  • HE Grenades x4 (1 EP): 5/10/20 | 3d6 Heavy Weapon | MBT | Weight 1 each
  • Flash Bang Grenades x4 (1 EP): 5/10/20 | MBT | Weight 1 each | Targets must make an Agility roll at -2 (at -4 if the attack roll gets a raise) or becomes Shaken and gets -2 parry until next round
  • TAR-21 Bullpup Assault Rifle (5.56) w/Tactical Sling, Reflex Sight, Magnifier Upgrade, Foregrip, Extended Mags, and Extra Mags (7 ¼ EP): 24/48/96 | 2d8 damage | AP 2 | ROF 3 | Weight 8 (as modified) | Shots 45 | Min Str d6 | Semi-Auto/Auto | 4 spare magazines
    • Tactical Sling: Attached to a submachine-gun, a shotgun or a rifle, the sling allows its user to draw and fire his weapon as a free action. With a sling, a character can also switch weapons without losing his primary weapon.
    • Reflex Sight: An optical device that projects an aiming point or a red dot through a glass. It gives a +1 Shooting at Short range. Unlike a laser sight, the reflex sight doesn’t reveal the user’s position. Reflex sight can be fixed on any firearm.
    • Magnifier Upgrade: Swap bonus from short to medium range with free action.
    • Foregrip: Reduces recoil and muzzle rise when firing consecutive shots, The foregrip reduces the autofire penalty by 1. Does not stack with bipod and does not reduce the Minimum Strength.
    • Extended Magazines: +15 rounds per magazine
  • Tactical Body Armor (4 EP): +6 Armor | Weight 10 | The vest works like a tactical webbing and can accept various pouches (hard or soft-sided) to holsters, Magazines, grenades or any piece of equipment. The webbing balances the weight distribution, allowing +25% load limit and can hold 30 pounds of equipment.
  • Ballistic Helmet (1 EP): +4 Armor | Weight 3 | Head only
  • Restraints x10 (½ EP): Flex cuffs using polymer straps, used to restrain prisoners. A character needs to succeed a Strength roll at –4 to snap the restraints. They can be easily cut with a knife or any sharp object. Restraints come in sets of 10.
  • Advanced Survival Kit (1 EP): +1 to Survival | Weight 3 | A backpack that contains 10 days of military rations, flares, machete, compass, GPS system, and everything the character needs to survive in mountains, jungles or forests.


Contacts: None


Advances
  • Initial Advances: (From Hindrances): Raise Agility, Old Timer
  • Free Edge (Human): Command
  • Novice 1 Advance: Power Points
  • Novice 2 Advance: Free Runner
  • Novice 3 Advance: Raise Spirit
  • Seasoned 1 Advance: Tactician
  • Seasoned 2 Advance: Raise Smarts
  • Seasoned 3 Advance: Skill Points x2
  • Seasoned 4 Advance: Power Points
  • Veteran 1 Advance: Power Points
  • Veteran 2 Advance: Command Presence
  • Veteran 3 Advance: Raise Agility
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Bennies 4/3
Start with 3
+1 for Interlude in Haiti
Wounds 0/4, Fatigue 0/3
She's alright.
Ammo Tracker
35/45 shots in rifle mag
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