HarryRaines - Character Folio

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HARRY RAINES

NATURAL INVESTIGATOR

CHARACTER FOLIO
Character Name: Harry Raines
Archetype: Natural
Career: Investigator

1
CHARACTER SHEET
Your character sheet provides all the information you need
2 3 2
to play the game. It also provides a place to write down BRAWN Agility Intellect
your current status, weapons, armor, and equipment.

CHARACTERISTICS AND SKILLS: 3 3 2


1 Your characteristics are used to calculate many game val- Cunning Willpower Presence
ues but are rarely used directly. Whenever you attempt a
task that might fail, you make a skill check. The dice you 2
roll for the check are called your dice pool, and are based
on your rank in that skill and your characteristic. If you SKILLS
GENERAL SKILLS RANK DICE POOL
roll s more than f, you succeed.
Athletics (Br) kk
2 These skills are those that are available to your characters
for this game, and each one is tied to one of the character-
Charm (Pr) kk
Coercion (Will) 2 llk
istics listed above, as shown by the bracketed abbreviation Comp (Hacking) (Int) kk
at the end of the skills name. Comp (Sysops) (Int) kk
Cool (Pr) 1 lk
SYMBOLS & DICE: Coordination (Ag) kkk
Success s symbols are cancelled by Failure f symbols; Deception (Cun) 1 lkk
s if there are any Success s symbols left, the check is a Discipline (Will) 1 lkk
success. Driving (Ag) kkk
Leadership (Pr) kk
t Triumph t symbols count as Success s symbols and
may also be spent to trigger a powerful positive conse-
Mechanics (Int) kk
quence. Medicine (Int) kk
Operating (Int) kk
a Advantage a symbols indicate a positive side effect or Perception (Cun) 1 lkk
consequence, even on a failed check. They can cancel and
Piloting (Ag) kkk
are cancelled by Threat h symbols.
Negotiation (Pr) kk
Failure f symbols can cancel Success s symbols. If
f there are enough Failure f symbols to cancel out all the
Resilience (Br) kk
Skulduggery (Cun) kkk
Success s symbols, the check is a failure.
Stealth (Ag) 1 lkk
d Despair d symbols count as Failure f symbols (they Streetwise (Cun) 2 llk
cancel Success s symbols) and may also be spent to trig- Survival (Cun) kkk
ger a powerful negative consequence. 2
Vigilance (Will) llk
h Threat h symbols indicate a negative side effect or con- KNOWLEDGE SKILLS RANK DICE POOL

sequence, even on a successful check. They cancel and are Science (Int) kk
canceled by Advantage a symbols. Society (Int) 1 lk
The Net (Int) kk
COMBAT SKILLS RANK DICE POOL
Brawl (Br) kk
Melee (Br) kk
ABILITY PROFICIENCY DIFFICULTY CHALLENGE BOOST SETBACK
Ranged (Heavy) (Ag) kkk
k l k l j j Ranged (Light) (Ag) 3 lll
Gunnery (Ag) kkk
3 4
SOAK WOUND THRESHOLD

3 12 CHARACTER HEALTH STATS:


5 6 3 Your Soak score reduces incoming damage and can
prevent wounds. Your Soak score is equal to the sum
STRAIN THRESHOLD M/R DEFENSE of your Brawn and the Soak value of your armor.

13 1 1 4
Wounds represent physical damage to your body. If
your Wounds exceeds your Wound Threshold, you are
knocked out and suffer a Critical Injury. Wounds can
be recovered by the Medicine skill and Health Elixirs.
WEAPON SKILL RANGE DAMAGE DICE POOL
Strain represents exhaustion, mental trauma, and
Fletcher Pistol Ranged (Light) Medium 4 lk
being stunned. You may voluntarily suffer 2 strain
• You ignore the first two points of the targets soak. 5 to perform an extra maneuver on your turn. Strain
• When you inflict a Critical Injury, add +20 to the result. comes and goes more quickly than wounds. If your
• You may inflict a Critical Injury with aa. Strain ever exceeds your Strain Threshold, you pass
out.
GEAR, EQUIPMENT, & OTHER ITEMS
Concealed buckyweave jacket (defense 1, +1 soak), Comm, PAD, Your Melee/Ranged Defense Ratings represent the
added difficulty to hit your character be either a melee
Fedora, 2 slap-patches (painkillers), Flashlight, 89 credits 6 or ranged weapon in combat. Anytime an Adversary
targets your character with any attack, you get to add
ABILITIES
a number of Setback dice to their pool equal to your
Ready for Anything: Once per session as an out-of-turn incidental, rating based on whether it is either a Melee or Ranged
you may move one Story Point from the Game Master’s pool to the
attack.
players’ pool.
Years on the Force: Once per session, Harry may collect a small
favor from a current or former member of the NAPD or New An-
geles city government, even if they don’t owe Harry a favor. THE PLAYER’S TURN:
Toughened: Increase Harry’s wound threshold by 2. On each turn, you can perform 1 action and 1 Maneuver, in any
Quick Draw: Once per round on Harry’s turn, he may use this order.
talent to draw or holster an easily accessible weapon or item as an AN ACTION MAY INCLUDE: A MANEUVER MAY INCLUDE:
incidental.
• Perform an Attack • Move
Bad Cop: Harry may spend aa from a Deception or Coercion • Use a skill • Aim
check to upgrade the ability of a single ally’s subsequent social
• Exchange your 1 Action • Take Cover
skill check once. The check must target the same character as your
for an additional Ma- • Ready or Stow a weapon
character’s initial check, and it must take place during the same
neuver or item
encounter.
Probing Question: If Harry knows an opponent’s Flaw or Fear • Interact with your
motivation, when Harry inflicts strain on that opponent using a environment
social skill, the opponent suffers 3 additional strain. • Engage or Disengage
• Stand up

You can suffer 2 strain to perform a second maneuver.


You cannot perform more than 2 maneuvers on your turn.
You can also perform any number of incidentals.
AN INCIDENTAL MAY INCLUDE:
• Drop an item, or let go of
someone.
• Say something.
• Look around.
• Gesture.
• Make minor movement.
Character Name: Harry Raines
Archetype: Natural
Investigator
ADVANCEMENT! Career:

You have just gained 10 experience points (XP). You can


spend those 10 experience points to purchase any of the
following upgrades worth up to a total of 10 XP.
2 3 2
UPGRADE MENU: BRAWN Agility Intellect
XP Cost 5
1 LEADERSHIP SKILL
You train your Leadership skill. You gain one skill
rank in Leadership. Your dice pool changes from kk
3 3 2
to lk. Cunning Willpower Presence
Put a mark in the circle next to the XP cost to remind you that
you have taken it. Whether or not your choose this upgrade
circle the correct rank (0 or 1) and dice pool on the skill list
to the right. SKILLS
GENERAL SKILLS RANK DICE POOL

Athletics (Br) kk
kk
5
Charm (Pr)
XP Cost
2 SKULDUGGERY SKILL
Coercion (Will) 2 llk
Comp (Hacking) (Int) kk
You train your Skulduggery skill. You gain one skill
Comp (Sysops) (Int) kk
rank in Skulduggery. Your dice pool changes from
kkk to lkk.
Cool (Pr) 1 lk
Put a mark in the circle next to the XP cost to remind you that Coordination (Ag) kkk
you have taken it. Whether or not your choose this upgrade Deception (Cun) 1 lkk
circle the correct rank (1 or 2) and dice pool on the skill list Discipline (Will) 1 lkk
to the right. Driving (Ag) kkk

XP Cost 5 1 Leadership (Pr) 0/1 kk / lk


Mechanics (Int) kk
QUICK STRIKE TALENT
Medicine (Int) kk
You gain the Quick Strike talent. Put a mark in the
Operating (Int) kk
circle next to the XP cost to remind you that you have
Perception (Cun) 1 lkk
taken it.
Piloting (Ag) kkk
Quick Strike: Your character adds j to any combat Negotiation (Pr) kk
checks they make against any targets that have not yet Resilience (Br) kk
taken their turn in the current encounter. 2 Skulduggery (Cun) 0/1 kkk / lkk
Stealth (Ag) 1 lkk
Streetwise (Cun) 2 llk
Survival (Cun) kkk

3
XP Cost 5 Vigilance (Will) 2 llk
GRIT TALENT KNOWLEDGE SKILLS RANK DICE POOL

You gain the Grit talent. Put a mark in the circle next Science (Int) kk
to the XP cost to remind you that you have taken it. Society (Int) 1 lk
Whether or not you choose this upgrade, circle the The Net (Int) kk
correct value (13 or 14) on your strain threshold. COMBAT SKILLS RANK DICE POOL
Brawl (Br) kk
Grit: Increase your strain threshold by 1. Melee (Br) kk
Ranged (Heavy) (Ag) kkk
Ranged (Light) (Ag) 3 lll
Gunnery (Ag) kkk
SOAK WOUND THRESHOLD
SYMBOLS & DICE:
3 12 s Success s symbols are cancelled by Failure f symbols;
if there are any Success s symbols left, the check is a
3 STRAIN THRESHOLD M/R DEFENSE
success.
t Triumph t symbols count as Success s symbols and
13/14 1 1 may also be spent to trigger a powerful positive conse-
quence.
a Advantage a symbols indicate a positive side effect or
WEAPON SKILL RANGE DAMAGE DICE POOL consequence, even on a failed check. They can cancel and
Fletcher Pistol Ranged (Light) Medium 4 lk are cancelled by Threat h symbols.
• You ignore the first two points of the targets soak. Failure f symbols can cancel Success s symbols. If
• When you inflict a Critical Injury, add +20 to the result.
f there are enough Failure f symbols to cancel out all the
• You may inflict a Critical Injury with aa. Success s symbols, the check is a failure.

GEAR, EQUIPMENT, & OTHER ITEMS d Despair d symbols count as Failure f symbols (they
Concealed buckyweave jacket (defense 1, +1 soak), Comm, PAD,
cancel Success s symbols) and may also be spent to trig-
Fedora, 2 slap-patches (painkillers), Flashlight, 89 credits ger a powerful negative consequence.
h Threat h symbols indicate a negative side effect or con-
ABILITIES sequence, even on a successful check. They cancel and are
Ready for Anything: Once per session as an out-of-turn incidental, canceled by Advantage a symbols.
you may move one Story Point from the Game Master’s pool to the
players’ pool.
Years on the Force: Once per session, Harry may collect a small
favor from a current or former member of the NAPD or New An-
geles city government, even if they don’t owe Harry a favor. ABILITY PROFICIENCY DIFFICULTY CHALLENGE BOOST SETBACK
Toughened: Increase Harry’s wound threshold by 2.
k l k l j j
Quick Draw: Once per round on Harry’s turn, he may use this
talent to draw or holster an easily accessible weapon or item as an THE PLAYER’S TURN:
incidental. On each turn, you can perform 1 action and 1 Maneuver, in any
Bad Cop: Harry may spend aa from a Deception or Coercion order.
AN ACTION MAY INCLUDE: A MANEUVER MAY INCLUDE:
check to upgrade the ability of a single ally’s subsequent social
skill check once. The check must target the same character as your • Perform an Attack • Move
character’s initial check, and it must take place during the same • Use a skill • Aim
encounter.
• Exchange your 1 Action • Take Cover
Probing Question: If Harry knows an opponent’s Flaw or Fear for an additional Ma- • Ready or Stow a weapon
motivation, when Harry inflicts strain on that opponent using a neuver or item
social skill, the opponent suffers 3 additional strain.
• Interact with your
environment
• Engage or Disengage
• Stand up
You can suffer 2 strain to perform a second maneuver.
You cannot perform more than 2 maneuvers on your turn.
You can also perform any number of incidentals.
AN INCIDENTAL MAY INCLUDE:
• Drop an item, or let go of
someone.
• Say something.
• Look around.
• Gesture.
• Make minor movement.
HARRY’S STORY
Harry Raines is cursed with an acute sense
of right and wrong, and the drive to do something about it. He joined the
NAPD to make a difference, only to learn that much of the department
was riddled by corruption, and too many of his colleagues were bought
and paid for by powerful orgcrime and corporate interests. So he left, and
became a private eye. PI work doesn’t pay the bills as well as policing, but
it does let Harry take the jobs he likes and turn down the ones that won’t
let him sleep at night. Years of seeing the worst humans can do to one
another have left him with a sardonic, world-weary demeanor that hides
his fear that the people around him might get hurt, and his anger when it
happens.
Harry and Tam Kamaka have been friends who share the same office
space for their respective businesses for years. Harry also knows Vince, as
the con artist keeps him informed about news from the criminal under-
world; and through them has become friends with the rest of the group.
He has a particular respect for Aditi, and he’s pretty sure he’s the only one
of their friends who’s figured out she’s an escaped clone.

MOTIVATIONS
STRENGTH FLAW DESIRE FEAR
Adaptable: When things go wrong, Anger: Harry has a bit of temper, Justice: Despite his best efforts, Commitment: Harry hates knowing
Harry has an unerring ability to which tends to flare up when people Harry has a strong sense of right and that people are relying on him to
think his way out of trouble. around him get hurt. wrong, and he wants to see those perform some task, and that he might
who do wrong be brought to justice. let him down.

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