Wardens' Campaign Date:  1/26/2008   

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Characters - Security Staff

Alcatraz Foundation

Alcatraz Foundation Security Force - Hazardous Duty

Value

CHA

Cost

Total

Roll

  Notes

13

STR

3

13

12-

HTH Damage 2 1/2d6 END [1]

13

DEX

6

13

12-

13

CON

3

13

12-

13

INT

3

13

12-

PER Roll 12-/16-

11

EGO

1

11

11-

13

PRE

3

13

12-

PRE Attack: 2 1/2d6

4

OCV

5

4

4

DCV

5

4

4

OMCV

3

4

4

DMCV

3

4

3

SPD

10

3

Phases: 4, 8, 12

3/27

PD

1

3/27

3/27 PD (0/24 rPD)

3/27

ED

1

3/27

3/27 ED (0/24 rED)

6

REC

2

6

13

BODY

3

13

30

END

2

30

30

STUN

5

30

18m

RUN

6

18m

END [2]

6m

SWIM

1

6m

END [1]

6m

LEAP

1

6m

6m forward, 3m upward

CHA Cost:

67

Cost

MARTIAL ARTS

Hand-to-Hand Combat Training

3

1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6 1/2d6 Strike

5

2) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 4 1/2d6 Strike

4

3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

3

4) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 33 STR for holding on

2

5) Weapon Element: Clubs, Empty Hand, Hardened Striking Surfaces (Gauntlets and Boots)

8

6) Hardened Striking Surfaces (Gauntlets and Boots) and/or Tonfa: +2 HTH Damage Classes

25

MARTIAL ARTS Cost

Cost

SKILLS

8

Weapons Training: +1 with Ranged Combat

16

Various Other Skills: Skills

2

AK: Alcatraz Island 10-

0

AK: Home Country, Region, Area, City 8-

0

Acting 8-

0

Climbing 8-

0

Concealment 8-

0

Conversation 8-

0

Deduction 8-

2

KS: Alcatraz History 10-

1

KS: Basic Science 8-

1

KS: General Knowledge and World Events 8-

1

KS: Geography 8-

1

KS: History 8-

1

KS: Mathematics 8-

2

KS: Psychology: Groups/Crowds 10-

0

Language, Native (idiomatic; literate) (5 Active Points)

2

Oratory 10-

0

PS: Security Staff Member (Everyman Skill) 11-

0

Paramedics 8-

0

Persuasion 8-

2

Security Systems 10-

0

Shadowing 8-

0

Stealth 8-

2

Systems Operation (Wardens' Base Systems) 10-

0

TF: Small Motorized Ground Vehicles (Everyman Skill)

2

Tactics 10-

2

Teamwork 10-

5

WF: Beam Weapons, Small Arms, Grenade Launchers

50

SKILLS Cost

Cost

PERKS

24

AFSF Equipment: Equipment Points: 120

3

Alcatraz Foundation Security Staff Member: Fringe Benefit: Membership

3

Wardens' Base: Access

3

Wardens' Computer: Computer Link

33

PERKS Cost

Cost

EQUIPMENT

 

Hazardous Duty Uniform
[Notes: Armor Determination: Roll activation for Uniform, Gloves and Boots
1. Miss: Indicates a 'head' shot
- Without Combat Helmet: No armor applies
- With Combat Helmet: Combat Helmet armor applies
2. Success: Roll activation for Combat Vest
- Miss: Indicates a 'limb' shot, Uniform, Gloves and Boots armor applies
- Success: Indicates a 'torso' shot, both Combat Vest and Uniform, Gloves and Boots armor applies]

 

1) Armalar ArmorWeave, Type 2 - Uniform, Gloves and Boots: Resistant Protection (6 PD/6 ED) (18 Active Points); OIAID (Only when on Hazardous Duty; -1/4), Requires A Roll (14- roll; Does Not Protect Head; -1/4)

 

2) Armalar ArmorWeave, Type 3 - Combat Vest: Resistant Protection (6 PD/6 ED) (18 Active Points); Requires A Roll (11- roll; Torso Armor - Neck to Groin Coverage; -1/2), OIAID (Only when on Hazardous Duty; -1/4)

 

3) Insulated Uniform, Hood, Gloves and Boots: LS (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIAID (Only when on Duty; -1/4)

 

4) Advanced Ear Buds and Throat Mike: HRRP (Radio Group), +3 to PER Roll, Concealed (-5 with HRRP PER Rolls), Rapid: x100 (26 Active Points); Sense Affected As More Than One Sense: Hearing Group (-1/2), IAF (Small and Flesh Colored; -1/2), OIAID (Only when on Hazardous Duty; -1/4)

 

 

Combat Helmet

 

1) Armalar ArmorCast, Type 2 - Helmet and Faceplate: Resistant Protection (12 PD/12 ED) (36 Active Points); Requires A Roll (8- roll; Only Protects Head and Face; -1 1/4), OIAID (Only when on Hazardous Duty; -1/4)

 

2) Helmet Air Filitration System: LS (Self-Contained Breathing) (10 Active Points); Limited: Not Underwater or in Vaccum (-1/2), OIAID (Only when on Hazardous Duty; -1/4)

 

3) Tinted Visor: Sight Group Flash Defense (5 points) (5 Active Points); OIAID (Only when on Hazardous Duty; -1/4)

 

4) Shielded Hearing: Hearing Group Flash Defense (5 points) (5 Active Points); OIAID (Only when on Hazardous Duty; -1/4)

 

5) Thermal Sights: IR Perception (Sight Group) (5 Active Points); OIAID (Only when on Hazardous Duty; -1/4)

 

6) Nightvision Sights: Nightvision (5 Active Points); OIAID (Only when on Hazardous Duty; -1/4)

 

7) Computer-Aided Hearing: +4 PER with Normal Hearing (4 Active Points); OIAID (Only when on Hazardous Duty; -1/4)

 

 

Weapons
[Notes: Combat Load: 2 Pistols or 1 Rifle or 1 Grenade Launcher]

 

1) Pulse Blaster Pistol: Blast 6d6+1 (standard effect: 19 STUN, 7 BODY) (vs. PD), 2 clips of 10 Charges (-0), AP (+1/4) (40 Active Points); OAF (-1)

 

2) Pulse Blaster Rifle: Blast 9d6 (standard effect: 27 STUN, 9 BODY) (vs. PD), AP (+1/4), 4 clips of 30 Charges (+1/2) (79 Active Points); OAF (-1)

 

3) Sonic Stunner Pistol: Blast 4d6 (standard effect: 12 STUN), 2 clips of 10 Charges (-0), AVAD (Flash Defense (Hearing); NND; +1) (40 Active Points); OAF (-1)

 

4) Sonic Stunner Rifle: Blast 6d6+1 (standard effect: 19 STUN), 4 clips of 30 Charges (+1/2), AVAD (Flash Defense (Hearing); NND; +1) (80 Active Points); OAF (-1)

 

5) Tangleweb Grenade Launcher: Entangle 5d6, 4 PD/4 ED (standard effect: 5 BODY, 4 PD/4 ED), AOE (2m Radius; +1/4), 4 clips of 30 Charges (+1/2) (79 Active Points); OAF (-1)

COMPLICATIONS


Value

Social Complication: Subject to Orders (Frequently; Major)

15

Hunted: Wardens (Very Frequently; Mo Pow; Limited Geographical Area; Very Easy to Find; Watching)

15

COMPLICATIONS Points

30

Points: 175   Experience Spent: 0   Total Character Cost: 175

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