Funny Adrenaline Junky Thrill-Seeker American Hacker
Insightful Creative
Brilliant Athletic Symbol:
Inventive A Little Needy Solace:
Safety:
Athletics 8 English
Conceal 3 Chinese
Cover 10
Digital Intrusion 10
Disguise 2
Driving
Explosive Devices 2
Filch Accounting BS Detector Astronomy
Gambling Archaeology Bureaucracy Chemistry
Hand-to-Hand Architecture Cop Talk Cryptography
Infiltration 4 Art History Flattery Data Recovery
Mechanics 10 Criminology Flirting Electronic Surveillance
Medic Diagnosis High Society Forensic Pathology
Network 15 History Interrogation Forgery
Piloting Human Terrain Intimidation Notice
Preparedness 1 Languages Negotiation Outdoor Survival
Sense Trouble 2 Law Reassurance Pharmacy
Shooting 4 Military Science Streetwise Photography
Shrink Occult Studies Tradecraft Traffic Analysis
Surveillance 2 Research Urban Survival
Weapons 8 Vampirology
-12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Exposed: -1 4 Full Cover: +1 -12 -11 -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Risk-seeker and adrenaline junky. Funny, insightful, brilliant, inventive, creative, Jump In: (p75) Spend 4 Athletics or 3 Extra Weapon Attacks: (p74) Spend
athletic. A little too needy – for fame, for recognition, for praise, for excitement, Shooting, Weapons, or Hand-to-Hand 3 Weapons and 2 Health after a
for love and close friendship. points at the end of any other successful attack to make an additional
character’s action to take the next action. attack. (Against a different opponent,
(A combat spend requires an attack.) Hit Threshold increases by 2.)
Black hair, dark eyes, athletic build, medium height. Great smile. Contact Parkour: (p58) Once per foot chase, gain Martial Arts: (p75) Once per fight, gain
lenses. Looks more like an athlete than a hacker, with hands that show a 3-point Athletics refresh by uttering a 3-point Weapons refresh by uttering
signs of tool use. a brief, evocative narrative description a brief, evocative narrative description
of your athletic endeavours. of your combat actions.
You were recruited out of MIT as a Sophomore and you haven't looked back Support Move: (p76) Make an Athletics Feint: (p74) Spend up to 3 Hand-to-
once. You were CIA until it got boring. They pushed back when you asked for maneuver to grant a comrade a bonus Hand points to reduce an opponent’s
more hands-on work. The UN Task Force for International Terrorism (UNIT) on a combat roll. Hit Threshold by the same amount
proved to be a lot more amenable. You hacked their systems to put yourself Breakfall: (p80) -2 from falling damage. until the end of your action in the
at the top of their recruitment lists, and the rest is history. following round.
Cracker's Crypto: (p28) Your team's
You were born in San Diego to parents raised in Hong Kong. They think electronic communications are Point-Blank Range: (p67) All firearms
you're an accountant. It's tough not maintaining contact with old friends and encrypted. deal +2 damage at Point Blank Range.
family; you're in this line of work because there's nothing else more Swiss Army Prep: (p31) You can Called Shots: (p72) With a firearm
exhilarating, and you wish you could tell them the truth. That'll never happen, spend Mechanics pool points for (beyond point-blank range) or
though. You can't take a risk of getting burned and forced out of the trade. Preparedness tests with a jaunty weapon, attacking the head or throat
You're a little lonely, though. It's tough not being able to make close friends. explanation. Alternatively, add 1 point (+3 Hit Threshold) or chest (+2 if target
to another agent's Preparedness test is facing) adds +2 damage; attacking
You take great pride in your skill as a hacker and electronic craftsman. You
for each 2 Mechanics points you the heart (+3 Hit Threshold) adds +3
personally constructed most of the team's electronic equipment, and you
spend. damage. Unarmed, joint or throat (+3
know how to wield data like a sword. You also know how to wield a sword...
Quincy Morris' Bowie Knife: (p35) You Hit Threshold) adds +2 damage, eye
and a knife, and a club, and a garrote. That's half the fun.
can throw any balanced hand weapon (+4 Hit Threshold) adds +3 damage.
at a target within Near range at no
Persephone Cardiff, British Analyst. She's the untouchable ice queen, all- penalty to Difficulty or damage.
knowing and up on a pedestal. She sees patterns in data that even you miss.
You've never met anyone quite like her, and the fact that she wants nothing to
do with intimacy makes her all the more interesting. You trust her completely.
Mace Hunter, American Infiltrator and Con Man. You never heard about him
while you were in the CIA, but he's astonishing to watch work – both
professionally and on women. He can change appearances and personalities
in seconds. You trust him, but he's probably not so sure about you. You're not
sure why. Perhaps you need to prove yourself.
Oliver "Ashcan" Quinn, completely insane Irish Explosives/Wheelman.
Ollie's great. He's like your granddad, if your granddad liked to drink heavily,
drive cars at 110 MPH and blow things up on a lark. He's probably not the
sanest agent you've ever met – he has superstitions and prejudices -- but he's
a professional and a friend. You'll miss him when he finally retires next month.
Gabriella Castellanos, Colombian Black Bagger and Cleaner. She's
gorgeous, sure, but she's creepy. You'll never forget waking up to find her
hanging from the ceiling of your bedroom, staring at you. If she was trying to
psyche out the new member of the team, it worked. You have trouble trusting
a woman who can pick a lock in the time it takes you to get your keys out.
Dr. Felix duBois, French Assassin. He's a professional in every sense of the
word: a medical doctor who kills people in cold blood. He's just so... so blasé
about it. He treats it like a boring job task. You can't understand a man like that.