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House

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House

 

Intel Department Op

 

Neurogenesis -- JonCon08!

and

What Dreams May Come -- David

 


 

Character Name: House

Recruitment:

Recruited from inside the Hennepin County jail at age 19, you were then put through five years of the most intensive training on earth, which yielded an outstanding combat agent. Intel Department chose you high in the draft, because of your skills as a thief and robber. Intel department is responsible for gathering information on the enemy. You are the eyes and ears of the Company You have been with the team since its formation in 2002. The team has only lost one agent in the field, an intel op named Drexel, who was replaced by Bill.

As an intel op for the team, you are out and about the most. You work alone the most, and you have the largest network of spies compared to your team mates. This is both a blessing and a curse, you get all the credit and glory for discovering the newest enemy plan or activity, but you also take the blame any time one is missed. You are the teams expert on gathering intel, if the plan doesn’t involve gathering intel, just roll with it. If it has to do with gathering intel, get ready to go off on your own, speak up, they’ll listen to you.

Always remember that Snell is the team leader, when he’s laying out a plan, its probably the best plan unless direct combat or intel gathering work are required. He’ll ask you for advice on the intel gathering, otherwise, stick to the plan.

When asked about an intel gathering mission, any plan should have the following:

-Eyes on the prize. If someone hasn’t seen it, keep looking.

-Second hand information. Look for the other guy’s leaks, they’re a starting point.

-Electronic intel. Nothing is on paper anymore.

-A way in.

-A way out. Don’t go in, if you don’t know how to get out.

-A distraction.

Intel is a dirty game. Pretend you’re the other guy, what would you do? If you were the other guy, pretending he were you, what would you do? Think about people would do and exploit it.

 

Personality:

House has problems just like the rest of the team. Long hours, high stress, and a risk level crazier than being on the LAPD SWAT team, have bred intresting flaws into your team.

 

 

Team:

In general remember that your team is tougher than any other 8 soldiers in the world. Each member of your team is a professional Con man, Shooter, and Technician. You all speak a dialect of Maori (pacific islanders) you use for secure communication.

 

Snell – He’s the leader of the team, and has kept everyone but Drexel alive for 5 years of hell. This is the best job on earth, you live like kings, and are gods among men, but you’re also fighting the most dangerous foes humanity has, sometimes including itself. He looks out for people, and only insists that the safest route be taken among a list of options that aren’t really all that safe. Snell almost never sleeps, and it wears him down.

 

Abby – The team’s science op. She can figure damn near anything out given a long enough time line. Brilliant only begins to describe her. She’s also prone to wandering off to explore and discover new things. If something looks intresting she’ll be on it the first second Snell isn’t holding her back. More than a couple times you have had to save her from trouble. Her flaw is alcoholism, this much killing and death are a steep depressant, which she soaks in alcohol. She’s almost always pissed, hung over, or working on another buzz.

 

Minni – The number one combat op. Can kill anything, anytime, anywhere with enough preparation. She is an assassin and a single target wet worker. She is the teams premiere marksman. She is also heavily addicted to the amphetamines that are the combat drugs.

 

Shaw – The number two combat op. Can kill anything, anytime, anywhere with enough preparation. He is an expert of mass descruction. He is the teams premiere expert on high and nuclear explosives. He is also heavily addicted to the amphetamines that are the combat drugs.

 

You – The team’s number one intel op. You chain smoke, and are a playboy, but when the team needs something from inside somewhere, run be people that think it can’t be gotten, you’re at your best. Getting in anywhere inside of 24 hours is your motto. Your methods include elaborate ruses, traditional sneak and peeks, scam jobs, shuffles, body swapping, and piggybacking. You are the cool super spy that gets in anywhere. You are also fanatic in your devotion to the company and its stance on protecting humanity and the earth from aliens and monsters. Several assistant department heads in intelligence depart are keen on this and keep in close touch with you. Snell knows about some, and not about others.

 

Bill – The number two intel op. She’s a pretty face and a fast talker like no other, probably better than the guy she replaced. She was the first op to graduate from the academy that was from Minneosta after his death, so team 612 got her. She’s slept with everyone on the team, and just about everyone from ages 16-25 in St. Paul as near as you can tell. The academy was not kind to her.

 

Ukre – The number one tech op. This Ukranian blond is the teams driver and pilot, and is by far the best wheel (wo)man you’ve ever come across. She is a chain smoker and doesn’t wake up well in the morning.

 

Pot – The number two tech op. Geek. Geek. Geek. He’s an electronic wizard, whose biggest problem is related to an electrical accident while tracking down a werewolf through a sub station. He’s now sensitive to the ambient psionic energy from people around him. If there is more than one he gets pissed off, over 20 and he goes unconscious. He needs to be left alone, and he gets really really angry when people are around him. On the plus side, he’s like an alarm beacon that can’t be snuck up on.

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