If i only remembered how to make my chracters for besm i would so play but alas i lost my books and my memory fails me but if shades want to walk me thruhg it again then ill be happy, and ill join up =)
Life is a never ending struggle between self denial and self indulgence, But i ask you can one exsist without the other.
Post by quazalpene on Jan 17, 2004 17:39:54 GMT -5
Name: Lauraine Nonguerre Race: human (French Canadian) Occupation: CSIS agent (tactical weapons specialist and researcher) Age: 32 Sex: F Height & Weight: 5’11”, 155 pounds Description: A tall dark blonde woman, average looking with good muscle tone. Wears a suit or SWAT style gear. Typical has numerous weapons holsters, and equipment on her. Van is a converted SUV, used as a Paddy wagon and assault vehicle. Personality: A no-nonsense agent, she’d rather be in an office or a lab, but the CSIS policy forces her to be out in the field. She follows the rules as best she can, but realizes her job forces her to break normal police procedure, and as long as the proper paper work is filed, that’s just fine. She enjoys technical challenges, especially weapons. Her first mission was a bust, and resulted in her partner at the time (yet to be named) was busted and finally suspended because of Lauraine’s mess up. While she worked her way up in the organization, her partner left and disappeared, vowing revenge.
Health: 70 Tactical armour –10 damage, +2 pen to swim, acrobatics. Light Flack Jacket (always wears on all missions) –3 damage, can be worn under clothes
Character Points: 4 experience, 3 cookies; total approx 75 for character...$40,000 the van/equipment
Defects: Nemesis 1(old partner) Dislike Anglos 1 Bad memory 1 (often can’t remember minor things not related to a case, i.e. restaurant orders). Hates kids 1 (totally distrusts hooligin kids, especially want-a-bee gangsters or rappers) Obsession 1 (obsessed with paper work, everything needs to be accounted for). Red Tape 1 (sometimes organization conflicts (see ties below) make not only for lots of paper work and meetings, but also problems with jurisdiction and flow of information).
Special Abilities: listed as: ability: level (points per level)
Heighten Senses: 1 (1/Lv) (-1 to all sight related rolls)
Gunbunny: 4 (1/Lv) Deadeye (-2 aim shots) Steady hand (-1 aim shots) Weapons encyclopaedia Quick Draw (+1 initiative on first round of combat w/guns only)
The Van (Multi-purpose Utilitarian Vehicle) Armour: 5 Hit Points: 70 (51 current) Speed: 65-kph max. 4w-drive Alarm, Police radio, Cell phone (In car), Tow winch (5000 pounds), Loud speaker/siren, Bullet-proof glass (armour 3), Side storage chest (3000 pounds, see below), Internal Shackles and restraints (+6 strength penalty to break, 4 people), Small generator, road maps, log book.
Riot Foam Gun Mount (top): Effect: prevents movement (+4 penalty) for 1d6 melee rounds, Body check at +6 penalty breaks out totally before end of duration. Spreading (+1 penalty to defence rolls) (Covers a 5x5 foot area with foam). Range: 100 feet (low medium range). Shots: 20 shots, takes 1 minute per 5 shots to refill ($10 per shot to refill) Gun defect: +2 penalty to fire (body roll), +4 penalty while van is moving more than 10 kph. 1 litre of water reduces duration by one melee round, at zero the foam dissolves.
Smoke Screen (rear) Effect: blinds (+6 penalty) those behind the van for 1d6 melee rounds. Shots: 10 (refill of 10 shots in storage, $5 per refill)
Stored Equipment (Storage bins on van) Battering Ram (2-hand, +1 Body to break down doors), Ladder (30 foot extension), Rope (350 feet, 50 foot segments with extension tethers), Fire extinguishers 3 (disperses 15 points of fire damage), Pick axe (damage 8), Tool kit (basic), Shackles (2 pairs, binding+2), bleach + water (10 litres), Zap Straps (850 uses, binding +1), First Aid kit, Big Flash lights (3), Survival Knife (damage 5), Survival kit, Road spikes (+2 penalty drive, 5 damage), street clothes (5 sets), dress clothes.
Personal Equipment: Hand Cuffs (3), Zap Straps (150 uses), Gas mask (+3 bonus body to resist), lap top (CSIS, CRIS and police database), Fold up lab coat, 4 pairs rubber gloves, fanny pack, Gortex Jacket (multi-pocket), Gortex pants (cargo style), Gortex boots, Grenade Bandoleer (8 grenades), Rifle sling, concealed holster, CSIS ID, CRIS ID Cover IDs (FBI, CIA) passport (Can, US, England), Police ID (RCMP) pocket protector (ten pens/pencils),, Business Cards, Ticket book, Note book, cell phone (w/ call waiting, calculator and calendar), spare cell phone (25 minutes air time only). Cash: 2158
Specialized Weapons, Equipment: Foam Rifle: Effect: prevents movement (+4 penalty) for 1d6 melee rounds, Body check at +6 penalty breaks out totally before end of duration. Spreading (+1 penalty to defence rolls) (Covers a 5x5 foot area with foam). Range: 50 feet (short range). Shots: 10 shots, takes 1 minute per 5 shots to refill ($10 per shot to refill) Gun defect: 2-handed, +2 penalty to fire (body roll), 1 litre of water+ 250 ml of bleach reduces duration by one melee round, at zero the foam dissolves.
Shot Gun Damage: slug: 15, scatter: 10 (+1 defence penalty), rubber: 5 (stuns +1 penalty to all rolls for rest of melee). Range: medium (180 feet) Shots: 6 (slugs: 12, Scatter: 18, Rubber: 6)
Pistol Damage: 8 Range: medium (300 feet) Shots: 9 Special: Multi-calibre can use bullets from any other pistol or small rifle 0.22 to 0.45 calibre (damage does not change).
Grenade Rifle Range: 350 feet (medium), Load: 1 Ammo types: Concussion: damage: 15, Radius: 10 feet Amour Piercing: damage: 30 (direct) Smoke: Damage: 5 (direct). Effect: +2 attack penalty (vision). Area: 10 feet, spreads 5 feet per round. Duration: 1d6+2 rounds. Tear gas: Damage: 5 (direct hit). Effect: Resist w/body +1 penalty, if fail suffer penalty (all rolls) equal to the number you failed the roll by. Radius: 20 feet. Duration: 2d6 rounds. Note: may try to save each round to negate. Flash: Damage: 5 (direct). Effect: Resist w/body +1 each round, other wise blinded (+6 penalty). Radius: 20 (looking at it). Duration: until you make your resist roll. Electro Pulse: Damage: 5, penetrates amour (direct), Effect: +3 penalty to electronics (functions, use or repairs). Duration: 2d6 rounds.
Stun Baton Damage: 3, 8 charged up (must make body roll +1 penalty or suffer +1 penalty to all actions for rest of round, cumulative effect). Charges: 10 (takes 30 minutes to recharge)
Electro Restraints Damage: Make body roll at +3 penalty, if fail suffers damage equal to amount you failed your roll by if activated. Effect: +3 penalty to all rolls when restraints are activated. Duration: User determined, 1 round equals one charge. Charges: 10 (can be hooked up to a charger). Remote Range: 2 km. Special: Activated if removed w/out key (+3 penalty to pick) or if broken (+6 penalty to break). Defect: Cannot be used unless you have the remote (have 2), and must be placed right next to skin.