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Snell

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Snell

 

Security Department Op

 

Neurogenesis -- JonCon08!

and

What Dreams May Come -- Claus

 

 


 

Character Name: Snell

Recruitment:

Recruited shortly after leaving college and working for as a para-legal, you were then put through five years of the most intensive training on earth, which yielded an outstanding security agent. Security Department chose you high in the draft. Security is responsible for the safety of other agents on the most dangerous missions on earth. You have been leading the team since its formation in 2002. You have only lost one agent in the field, an intel op named Drexel, who was replaced by Bill.

As leader of the team, it is up to you to come up with the plan when necessary. The rest of the team will look to you. They shouldn’t give you too much back talk, unless the mission is in their area of expertise. In that case, listen to them.

Always remember that things have to get done, and they’re going to be dangerous. Just minimize the risks you and the team are taking, cuz things have to get done.

 

Personality:

Snell 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. If you split the team, working in pairs is preferred, if people have to go solo things better be pretty bad. You all speak a dialect of Maori (pacific islanders) you use for secure communication.

 

You – You’re the leader of the team, you can do most other jobs well, but not great. Your specialities are in lying to powerful people and threatening them into getting what your team needs, and press control on cleanups. Your flaws are lack of sleep, currently you’ve got 42 hours without sleep. You’re at a -4 to all skill rolls til you get some sleep, which you try to do every hour evenly divisible by 4. Until then, you do combat drugs to stay alert.

 

Abby – Your science op. The thing to remember about Abby is that she’ll start investigating anything interesting, anything at all, instead of doing what she’s supposed to be doing. If you’re somewhere interesting, and you don’t see her, she’s wandered off to somewhere more interesting. Her flaws are alcoholism, which she drowns her cares away in about every night. Before noon she’s hung over, and as soon as the sun sets she’s on the prowl.

 

Minni – Your 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 – Your 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.

 

House – Your number one intel op. When things need breaking into, House in the man. He’s also a playboy and a lady’s man, but so are most intel ops. He’s very gung ho for the company, and a tad heavy on the fanatic side. Even after a grey almost cut him in half, which is the source of the scar on his back, he retains this fanaticism. Also chain smokes.

 

Bill – Your 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, so you 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 – Your 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 – Your 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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