Alpha Squad

For those without the time or inclination to create new characters, or who just want to dive in straight away, this page presents a group of pre-generated iconic characters, the Alpha Squad - a team of mercenaries who hire themselves out, although mainly to underdogs.

Each of these characters is designed as a starting Grade 5 character.  You may use these characters as-is, or tweak them to suit you. They differ from the versions found in the Starter Kit because they use the full character creation rules.

BEN MADJOS
A suave Human spy who likes to drink
Medium sentient humanoid (grade 5; max dice pool 5d6)

STR 5 (2d6) AGI 7 (3d6) END 5 (2d6)
INT 6 (3d6) LOG 4 (2d6) WIL 5 (2d6) CHA 7 (3d6) LUC 7 (3d6) REP 1 (1d6)

HEALTH 16
MELEE DEFENSE 18; RANGED DEFENSE 14; MENTAL DEFENSE 11
SOAK 4 (bulletproof suit); VULN -

INITIATIVE 5d6
PERCEPTION 4d6
SPEED 6; CLIMB 3; JUMP 14'/5'
CARRY 100lb

ACTIONS 2
NATURAL DAMAGE 1d6+2
Brawling 4d6 (1d6+2 blunt damage)
Walther PPK 4d6 (1d6+1 ballistic damage; range 6)

Skills gambling 1 (1d6), pistols 2 (1d6), survival 1 (1d6), rifles 1 (1d6), rifles 1 (1d6), perception 1 (1d6), stealth 1 (1d6), running 1 (1d6), thievery 1 (1d6), driving 1 (1d6),  tactics 1 (1d6), dodging 1 (1d6), brawling 1 (1d6),
Gear bulletproof suit, Walther PPK, thieves tools, $100

Human

Explorer.  Ben recharges his LUCK pool every time he goes to a new country.

Trait

Suave. Ben's words are your weapon; he can distract, charm, and captivate people with ease. A CHA vs. MENTAL DEFENSE attack can be used to daze a target

Universal

Aim. By spending one action aiming, Ben gains +1d6 to hit with a subsequent ranged attack made in the same turn.

Predictive reflexes. Ben is good at reading the situation. He gains a permanent +1d6 bonus to INITIATIVE checks (factored, above).

Career

Urchin. Growing up as an orphan, Ben is very familiar with urban backgrounds, and is able to blend in easily. With a one-hour period in a new city, he is able to name local crime figures.

Basic training. Ben soon joined the army. He gained all of the following skills at 1 rank (1d6) (noted, above): tactics; rifles; law; survival.

Get on with it. Ben was soon deployed overseas. His platoon didn't have much patience for whining about minor injuries. Once per day he can pause for two actions and recover 2d6 HEALTH.

Quick-hide. Ben quickly entered the special forces. He is able to disappear while in plain sight. He can make a stealth check even while under observation to move his speed and become effectively invisible for a round. He may then make regular stealth checks as normal, but cannot repeat this feat against the same observer.

Miraculous escape.  Spotted by a secret spy organization, Ben was recruited.  Once per day he may automatically succeed in one attempt to escape handcuffs or other restraints.


ALEJANDRA VANISTOS
A nimble augmented burglar who loves automobiles
Medium sentient humanoid (grade 5; max dice pool 5d6)

STR 6 (3d6) AGI 7 (3d6) END 5 (2d6)
INT 7 (3d6) LOG 6 (3d6) WIL 3 (2d6) CHA 3 (2d6) LUC 7 (3d6) REP 3 (2d6)

HEALTH 16
MELEE DEFENSE 19; RANGED DEFENSE 14; MENTAL DEFENSE 12
SOAK 5 (kevlar vest); VULN -

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 7; CLIMB 7; JUMP 14'/6'
CARRY 110lb

ACTIONS 2
NATURAL DAMAGE 1d6+3
Shoe dagger 4d6 (1d6+2 damage)
Pistol 3d6 (1d6+2 damage; range 10)

Skills engineering 3 (2d6), computers 2 (1d6), stealth 2 (1d6), thievery 2 (1d6), running 1 (1d6), climbing 1 (1d6), dodging 1 (1d6), knives 1 (1d6),
Gear kevlar vest, thieves tools, shoe dagger, pistol, integrated input jacks, $1100

Augmented

Alteration. Alejandra's cybernetic hand contains input jacks which grant a +1d6 equipment bonus to computer operations and cracking attempts.

Adaptive. When incorporating new cybernetic alterations, Augmented do not need to make a check for the process to take hold successfully. Additionally, they can incorporate an additional two alterations beyond the normal limit of their END attribute.

Trait

Nimble. Alejandra's climbing speed is equal to your regular SPEED (factored, above).

Universal

Feint. Alejandra gets a +1d6 bonus to a melee attack roll taken in the same turn. The attack action must come immediately after the feinting action.

Analytics. Studying her target's behaviour, Alejandra notices a pattern to its actions. She grant all allies within 30' a +1d6 bonus to attack the target until the start of her next turn.

Career

Unorthodox. A child prodigy and computer-whiz in LA, Alejandra has an unorthodox approach to things. Once per day she may substitute one of your mental attributes for another one for the purposes of making a single attribute check.

Engine-tuner. A horrible accident stripped Alejandra of her right arm.  It was replaced with a cybernetic replacement with computer jacks built in. Alejandra naturally gravitated into a job as a mechanic. A vehicle in which Alejandra is an engineer increases its maximum SPEED by 2. This does not stack with other engineers should others be present.

Sixth sense. Supplementing her income, Alejandra found that her engineering and computer skills were useful aids to thievery. Alejandra has a sixth sense when it comes to traps, and gains a +2d6 bonus to spot them and a +1d6 bonus to avoid or disarm them.

Grand heist. Alejandra pulled off a robbery that gained her a bonus $1,000.

Prison tough. Eventually, she was caught. Alejandra was mentally and physically toughened in prison, gaining a +1 bonus to her DEFENSE and MENTAL DEFENSE (factored, above).


DUKE ROOSEVELT
An aging rugged designed bounty hunter who loves 50s music
Medium sentient humanoid (grade 5; max dice pool 5d6)

STR 5 (2d6) AGI 6 (3d6) END 9 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 5 (2d6) CHA 4 (2d6) LUC 4 (2d6) REP 2 (1d6)

HEALTH 20
MELEE DEFENSE 18; RANGED DEFENSE 14; MENTAL DEFENSE 11
SOAK 5 (kevlar vest); VULN -

INITIATIVE 7d6
PERCEPTION 3d6
SPEED 6; CLIMB 3; JUMP 12'/5'
CARRY 140lb

ACTIONS 2
NATURAL DAMAGE 1d6+2
Boxing 4d6 (1d6+2 bludgeoning damage)
M4 Carbine (5.56mm assault rifle) 5d6 (2d6 ballistic damage; range 12)

Skills negotiating 1 (1d6), poker 1 (1d6), rifles 3 (2d6), leadership 1 (1d6), law 1 (1d6), tracking 2 (1d6), running 1 (1d6), tactics 3 (2d6), dodging 1 (1d6), boxing 1 (1d6),
Gear kevlar vest, rifle, smartphone, $100

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Designed

Fast healing. Designed characters heal faster than normal.  The amount of HEALTH they gain from an hour's rest is doubled.

Indefatigable. You do not tire.  You are immune to tiredness-based conditions.

Programming. Choose two universal exploits. You gain these exploits even if you do not qualify for them (indicated with an asterisk, below).

Trait

Old. Once per day, when rolling a dice pool, Duke may declare it to be a careful dice pool. Any 1s that you roll may be rerolled, with the new roll replacing the 1. If he rolls a 1 a second time, however, he must keep the 1. Additionally, the bonus gained from his hook increases to +2d6. Old characters can no longer improve physical attributes (STR, AGI, END) through career advances or experience expenditure, although they may do so via other means (magic, cybernetics, etc.)

Rugged. Duke is tough and shrugs off hardships. Once per day he can spend two actions (a full turn) to recover to half his normal maximum HEALTH.

Universal

Aim. By spending one action aiming, Duke gains +1d6 to hit with a subsequent ranged attack made in the same turn.

Feint. Duke gets a +1d6 bonus to a melee attack roll taken in the same turn. The attack action must come immediately after the feinting action.

Always prepared*. Duke has a brilliant tactical mind, and is always prepared. He may declare a single action which you took prior to the encounter (even if he didn't know the encounter was going to take place) which helps him in this exact scenario. This must be an action he was capable of.

Pep talk*. Duke can spend his ambush turn (if you has access to it) giving his allies a pep talk. They all gain a +1d6 bonus to initiative in the ensuing combat.

Career

Programming. Duke was created as an army experiment shortly after WWII using DNA from Teddy Roosevelt and Amelia Erhardt. He was specifically bred and engineered for a purpose. At the start of a fight his 'programming' kicks in, granting him a +2d6 INITIATIVE bonus (included, above).

Basic training. Given a solid army training, Duke gained all of the following skills at 1 rank (1d6) (noted, above): tactics; rifles; law; survival.

Ambusher. Duke was thawed and refrozen several times over the coming decades. He served in the Korean war as a scout. He gains a +1d6 bonus to access the ambush turn.

Ambush expert. In the Vietnam war, Duke's ambush expertise increased as he operated as a guerilla fighter in a special unit. During an ambush turn he can take a second action.

Datamining. After the Cold war, Duke got out and became a bounty hunter. He is able to locate a target's current location down to a specific city by accessing credit, criminal, customs, and other records if he has access to a computer link.