Brown Fox

Description

  • Male Shistavenen
  • Age: 24
  • Height: 6'; lithe, short-cropped brown fur, orange eyes
  • Career: Spy, Colonist
  • Specializations: Infiltrator, Entrepreneur
  • Has a silver, ISB tattoo on his left ear, designating him as property of an Imperial Agent

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Personal Data Logs

Characteristics

3
3
3
3
2
2
3
13
0
12
0
8
0

Ranked Skills

Skill © Pool Rank
Melee (Br) 3
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 1
Perception (Cun) 1
Skulduggery (Cun) 2
Stealth (Ag) 1
Streetwise (Cun) 2
Survival (Cun) 0
Vigilance (Will) 1
Underworld (Int) 2

Warfare ©

Talents

  • Begin the game with one free rank in Vigilance
  • Treat Survival as being a career skill, regardless of their starting career
  • Night Vision: May remove one setback die imposed by concealment that is caused by darkness.
  • Defensive Stance (2): Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance
  • Dodge (2): When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
  • Frenzied Attack (1): When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack.
  • Jump Up: Once per round, may stand from seated or prone as an incidental.
  • Natural Rouge: Once per session, may reroll any 1 Skulduggery or Stealth check.
  • Sounds Investments (2): At the start of each session, gain 100 credits for each rank of Sound Investments.
  • Rapid Recovery: When recovering strain after an encounter, recover 1 additional strain per rank of Rapid Recovery.
  • Bought Info: Instead of making a Knowledge check, may take a Bought Info action; spend credits equal to 50 times the difficulty of the check to pass with one success.


4 xp leftover

Equipment/Etc.

Weapons & Armour

Larkins Molecular Stiletto (“Gee, that was a nice thief.”)

  • Skill: Melee
  • Damage: 0
  • Critical: 2
  • Range: Engaged
  • Encumbrance: 1
  • HP: 1
  • Price: 500
  • Rarity: 5
  • Special: Pierce 4, Vicious 1

Riot Gun (“This will do.”)

  • Skill: Ranged Heavy
  • Damage: 7
  • Critical: 3
  • Ranged: Medium
  • Encumberance: 0
  • HP: 0
  • Price: 0
  • Rarity: 0
  • Special: Auto-fire, Stun

Tangle Gun 7 (“SIT DOWN! I'll deal with you in a minute.”)

  • Skill: Ranged [Heavy]
  • Damage: 1
  • Critical: 4
  • Range: Short
  • Encumbrance: 2
  • HP: 1
  • Price: 500
  • Rarity: 5
  • Special: Ensnare 3

Shock Gloves (“You're coming with me!”)

  • Skill: Brawl
  • Damage: +0
  • Critical: 5
  • Range: Engaged
  • Encumbrance: 0
  • HP: 1
  • Price: 300
  • Rarity: 2
  • Special: Stun 3,
  • Category: Brawl

Vibroknife (“You should have cooperated.”)

  • Skill: Melee
  • Damage: +1
  • Critical: 2
  • Range: Engaged
  • Encumbrance: 1
  • HP: 2
  • Price: 250
  • Rarity: 3
  • Special: Pierce 2, Vicious 1,
  • Category: Melee

Combat Armor

  • Defence: 0
  • Soak: 2
  • Encumbrance: 4
  • HP: 2
  • Price: 1,250
  • Rarity: 4

Other Gear

  • Datapad
  • RDFU Handscanner (uplinks with Red Data files, sweeps area for correlations)
  • MC-!00 Magnacuffs (x3)
  • Restraining bolt
  • Comm Link (handheld)
  • Surveillance Tracker with 1 tagger (prototype, Rhinsome Tracking Corp.)
  • Larkins E-pick™ lockpick (opens easy locks, downgrades hard locks)
  • 340 credits on hand

Personality

ISFP https://www.personalitypage.com/ISFP.html

  • dual personality of Empire-Lap-Dog and Fierce-Freedom-Fighter
  • tries to remain innocuous to avoid unwanted attention

Fears

  • being discovered by the Imperials
  • for the safety of this immediate family
  • himself and the beast that lurks within

Hatred

  • his Grandfather and the Empire he supports
  • being under someone's command
  • bright lights

Ambitions

Aspire to create a safe haven for his friends and family. (Though he secretly fears he would continue his family's cycle of domineering suppression if he ever achieved it.)

Hobbies

  • meditation
  • rock climbing
  • reading about psychology

Duty

Counter Intelligence (10): Using his family connections to feed incorrect information to the Empire.

Motivation

Relationship: Extended Family - Brown Fox needs to find a way to extricate his family from his grandfather's control and find a safe haven where they can flourish.

Group Ties

Baron Swift - Brown Fox is surprised by the kinship that he feels towards the Baron. Having a poor history with male family figures, he did not expect to be won over by the caring nature of the charismatic former noble. Through patient perseverance, he has shown Fox that true altruism can exists and has won the spy's trust in the process.

Damaria Marsand - The world of teamwork has been a foreign one to Fox and the strength that comes from numbers is not something he has been trained to draw upon. Until Damaria. She has been an icon of support to her teammates and Fox has been watching her closely to understand that power. He has only know power as something to be taken. Not a commodity to be given.

Sprend Stormswift - Fox suspects there is much he shares in common with the taciturn Duro. Perhaps, if circumstances had been different, they would have been hunting partners in a wild setting, rather than the concrete jungle they currently find themselves in. He admires the hunter's focus and appreciates his reliability in battle. He hopes the Duro can find a replacement for the piece of his heart that was taken from him.

Tor-Nenko - The human mechanic is still much of a mystery to Brown Fox. He wishes he could get to know him better, but understands and respects a man's need for privacy. He knows that Tor is a reliable comrade with a good heart.

Dash Ryo - Fox hasn't had many opportunities to work with their youngest member. He feels that the impulsive youth could easily take the place of one of his younger, missing Brothers. Fox is deeply concerned about his well-being, but trusts the good instincts he has displayed so far.

Development Log

Double Agents

Acquired: 23 exp (21 natural + 2 for journalling)
Spent 15 exp (Frenzied Attack 5xp, Dodge 5xp, Defensive Stance 5xp)
Acquired: Surveillance Tracker (prototype, Rhinsome Tracking Corp.)
8 xp remain

Hunted, part 1

Acquired: 22 xp (20 natural + 2 for journalling)
Spent: 20 xp (Knowledge:Underworld 1st - 10xp, Streetwise 2nd - 10xp)
10 xp remain

Hunted, part 2

Acquired: 27 xp (25 natural + 2 for journalling)
37 xp remain

Later that Evening...

Acquired: 34 xp (24 natural + 2 for journalling + 3 for GMing + for 5 for opening the box)
71 xp remain
Spend 65 (Jump Up 10 xp, Dodge 15 xp, Defensive Stance 20 xp, Knowledge:Underworld 2nd 15 xp, Melee 2nd 10xp)
6 xp remain

The Secret Mine

Acquired: 26 xp (24 natural + 2 for journalling)
32 xp remain
Spend 30 (Natural Rouge 25 xp, Deception 1st 5xp)
2 xp remain

Explosions, Bombs, and Poisonous Gas

Acquired: 24 xp (22 natural + 2 for journalling)
26 xp remain
Spend 20 (Sound Investments 5xp, Rapid Recovery 5xp, Sound Investments 10xp)
6 xp remain

Imperial Assets

Acquired: 28 xp (26 natural + 2 for journalling)
34 xp remain
Spend 30 (Melee 3rd 15xp, Bought Info 15xp)
4 xp remain