Nate Reynolds
From Stormravengaming
(→Early life: clarify) |
(→Early life: copyedit) |
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(31 intermediate revisions not shown) | |||
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+ | {{Hero4th}} | ||
+ | |||
{{Hero infobox| | {{Hero infobox| | ||
+ | Name=Nate Reynolds| | ||
Image=| | Image=| | ||
Author=[[User:Jeremy|Jeremy]]| | Author=[[User:Jeremy|Jeremy]]| | ||
- | Scale=Superheroic| | + | Scale=Low-Powered Superheroic| |
Class=Energy Projector| | Class=Energy Projector| | ||
Species=Human| | Species=Human| | ||
Line 8: | Line 11: | ||
Campaign=[[TV Superheroes]]| | Campaign=[[TV Superheroes]]| | ||
Role=Hero| | Role=Hero| | ||
- | Base=}} | + | Base=| |
+ | Status=Inactive}} | ||
- | {{Hero | + | ==Characteristics== |
+ | |||
+ | {{Hero stats| | ||
+ | StrPower= |Str=15 |StrCurr=15 |StrCost=5 | | ||
+ | DexPower= |Dex=17 |DexCurr=17 |DexCost=21 | | ||
+ | ConPower= |Con=15 |ConCurr=15 |ConCost=5 | | ||
+ | BodyPower=|Body=10|BodyCurr=10|BodyCost=0 | | ||
+ | IntPower= |Int=15 |IntCurr=15 |IntCost=5 | | ||
+ | EgoPower= |Ego=10 |EgoCurr=10 |EgoCost=0 | | ||
+ | PrePower= |Pre=15|PreCurr=15|PreCost=5| | ||
+ | ComPower= |Com=20 |ComCurr=20 |ComCost=5 | | ||
+ | PDPower=a |PD=3 |PDCurr=3 |PDCost=0 | | ||
+ | EDPower= |ED=3 |EDCurr=3 |EDCost=0 | | ||
+ | SpdPower= |Spd=4 |SpdCurr=4 |SpdCost=13 | | ||
+ | RecPower= |Rec=6 |RecCurr=6 |RecCost=0 | | ||
+ | EndPower= |End=30 |EndCurr=30 |EndCost=0 | | ||
+ | StunPower=|Stun=26|StunCurr=26|StunCost=0 | | ||
+ | TotalCost=62}} | ||
+ | |||
+ | {{Hero combat stats| | ||
+ | OCV=6|OCV levels=0|OCV total=6| | ||
+ | DCV=6|DCV levels=0|DCV total=6| | ||
+ | ECV=2|ECV levels=0|ECV total=2| | ||
+ | levels=+2 overall, +4 with one-handed firearms| | ||
+ | ||X|||X|||X|||X| | ||
+ | Body damage=0|Stun damage=0|End spent=0| | ||
+ | Other damage=None}} | ||
+ | |||
+ | ==Skills & Perks== | ||
+ | |||
+ | {{Hero skill block}} | ||
+ | {{Hero skill|Cost=3|Skill=Combat Piloting|Roll=12}} | ||
+ | {{Hero skill|Cost=3|Skill=Lockpicking|Roll=12}} | ||
+ | {{Hero skill|Cost=3|Skill=Security Systems|Roll=12}} | ||
+ | {{Hero skill|Cost=3|Skill=Stealth|Roll=12}} | ||
+ | {{Hero skill|Cost=3|Skill=Systems Operations|Roll=12}} | ||
+ | {{Hero skill|Cost=3|Skill=Survival|Roll=11}} | ||
+ | {{Hero skill|Cost=5|Skill=Tracking|Roll=13}} | ||
+ | {{Hero skill|Cost=|Skill= |Roll=}} | ||
+ | {{Hero skill general|Cost=2|Type=Lang|Skill=French (fluent)|Roll=}} | ||
+ | {{Hero skill general|Cost=1|Type=Lang|Skill=Spanish (basic)|Roll=}} | ||
+ | {{Hero skill|Cost=|Skill= |Roll=}} | ||
+ | {{Hero skill general|Cost=3|Type=KS|Skill=Intelligence agencies|Roll=13}} | ||
+ | {{Hero skill|Cost=|Skill= |Roll=}} | ||
+ | {{Hero skill general|Cost=2|Type=Science|Skill=Physics|Roll=12}} | ||
+ | {{Hero skill general|Cost=2|Type=Science|Skill=Psychology|Roll=12}} | ||
+ | {{Hero skill|Cost=|Skill= |Roll=}} | ||
+ | {{Hero skill|Cost=4|Skill=Contact: FBI|Roll=13}} | ||
+ | {{Hero skill|Cost=|Skill= |Roll=}} | ||
+ | {{Hero skill|Cost=12|Skill=+4 with one-handed firearms|Roll=}} | ||
+ | {{Hero skill|Cost=20|Skill=+2 Overall skill levels|Roll=}} | ||
+ | {{Hero skill total|Cost=68}} | ||
+ | |||
+ | ==Powers & Talents== | ||
+ | |||
+ | {{Hero power block}} | ||
+ | {{Hero power cluster|Name=Uncanny Tracking}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=12|BPts=40|APts=50|Code=|Power=Clairsentience, retrocognition|Modifier=(Uses Tracking rather than PER|Value=+¼)|End=0}} | ||
+ | {{Hero power|Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(Extra time, 1 turn|Value=-1)|End=}} | ||
+ | {{Hero power|Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(LP: Only events that could have left physical traces|Value=-1)|End=}} | ||
+ | {{Hero power|Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(No range|Value=-½)|End=}} | ||
+ | {{Hero power|Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(LP: -1 to roll for every level on time chart above 1 day|Value=-½)|End=}} | ||
+ | {{Hero power cluster bottom}} | ||
+ | {{Hero power cluster|Name=Orb powers}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=3|BPts=3|APts=3|Code=|Power=LS: Immunity to Aging|Modifier=|Value=|End=}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=3|BPts=3|APts=3|Code=|Power=LS: Immunity to Disease|Modifier=|Value=|End=}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=6|BPts=20|APts=25|Code=|Power=Density Increase|Modifier=(Trigger: Takes BODY|Value=+¼)|End=4}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=(+20 STR, +4 PD/ED)|Modifier=(No Conscious Control|Value=-2)|End=}} | ||
+ | {{Hero power|Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(Activation, 11-|Value=-1)|End=}} | ||
+ | {{Hero power|Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(IIF: Orb rod|Value=-¼)|End=}} | ||
+ | {{Hero power|Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(Visible: crackling energy|Value=-¼)|End=}} | ||
+ | {{Hero power cluster bottom}} | ||
+ | {{Hero power cluster|Name=Leather duster}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=7|BPts=10|APts=10|Code=|Power=Gliding, 10"|Modifier=(OIF: Leather duster|Value=-½)|End=0}} | ||
+ | {{Hero power| | ||
+ | Ref=a|Cost=4|BPts=9|APts=9|Code=|Power=Armor, 6 PD/6 ED|Modifier=(OIF: Leather duster|Value=-½)|End=0}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(Activation, 14-|Value=-½)|End=}} | ||
+ | {{Hero power cluster bottom}} | ||
+ | {{Hero power cluster|Name=Sunglasses}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=3|BPts=5|APts=5|Code=|Power=Flash Defense, 5|Modifier=(OIF: Sunglasses|Value=-½)|End=0}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=3|BPts=5|APts=5|Code=|Power=Mental Defense, 5|Modifier=(OIF: Sunglasses|Value=-½)|End=0}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=3|BPts=5|APts=5|Code=|Power=ES: IR Vision|Modifier=(OIF: Sunglasses|Value=-½)|End=0}} | ||
+ | {{Hero power cluster bottom}} | ||
+ | {{Hero power framework|Name=Bowler's shotgun}} | ||
+ | {{Hero power special|Ref=|Cost=24|Code=|Type=MP|BPts=61|APts=61|Power=Gun reserve|Modifier=|Value=|End=}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(OAF: Sawed-off .410 shotgun|Value=-1)|End=}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(LP: Need half-phase to change queue of 4 charges|Value=-½)|End=}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(LP: 12 total physical rounds regardless of charge limits on slots|Value=-¼)|End=}} | ||
+ | {{Hero power cluster|Name=High powered}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=2|BPts=6|APts=60|Code=u|Power=RKA, 4d6|Modifier=(MP Limitations|Value=-1½)|End=0}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(Reduced Penetration|Value=-¼)|End=}} | ||
+ | {{Hero power cluster bottom}} | ||
+ | {{Hero power cluster|Name=Explosive micropolymer}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=2|BPts=6|APts=61|Code=u|Power=Entangle, 3½d6|Modifier=(Explosion|Value=+½)|End=0}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(Entangle and character both take damage|Value=+¼)|End=}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(MP Limitations|Value=-1½)|End=}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(Charges: 4|Value=-1)|End=}} | ||
+ | {{Hero power cluster bottom}} | ||
+ | {{Hero power cluster|Name=Constricting micropolymer}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=2|BPts=6|APts=60|Code=u|Power=Suppress, 8d6 vs. DEX|Modifier=(Range|Value=+½)|End=0}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(MP Limitations|Value=-1½)|End=}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(Charges: 4 1-turn|Value=-½)|End=}} | ||
+ | {{Hero power cluster bottom}} | ||
+ | {{Hero power cluster|Name=KEM ("kinetic energy/microwave") charges}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=2|BPts=5|APts=52|Code=u|Power=EB: 6d6|Modifier=(NND, non-animal, metal around head|Value=+1)|End=0}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(MP Limitations|Value=-1½)|End=}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(Charges: 4|Value=-1)|End=}} | ||
+ | {{Hero power cluster bottom}} | ||
+ | {{Hero power cluster|Name=Monofilament grapplehead}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=1|BPts=3|APts=30|Code=u|Power=Swinging, 30"|Modifier=(MP Limitations|Value=-1½)|End=0}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(LP: One swing per use|Value=-1)|End=0}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(LP: Only with monofilament reel in duster|Value=-¼)|End=}} | ||
+ | {{Hero power| | ||
+ | Ref=|Cost=|BPts=|APts=|Code=|Power=|Modifier=(Charges: 4|Value=-1)|End=}} | ||
+ | {{Hero power cluster bottom}} | ||
+ | {{Hero power total|Power cost=73|Skill cost=68|Cha cost=59|Total cost=200}} | ||
+ | |||
+ | ==Disadvantages== | ||
+ | |||
+ | {{Hero disad block}} | ||
+ | {{Hero disad|Value=20|Disad=Normal Characteristic Maxima|Text=}} | ||
+ | {{Hero disad|Value=15|Disad=Psych Lim|Text=Distrusts women (very common, moderate)}} | ||
+ | {{Hero disad|Value=10|Disad=Watched|Text=[[The Agency]] (more powerful, NCI, 8-)}} | ||
+ | {{Hero disad|Value=5|Disad=Psych Lim|Text=Fear of mental powers (uncommon, moderate)}} | ||
+ | {{Hero disad total|Disad total=50|Base=150|Spent=0|Unspent=0|Total=200}} | ||
==Description== | ==Description== | ||
Line 28: | Line 184: | ||
===Early life=== | ===Early life=== | ||
- | By the time the turn of the century rolled around, it was already clear that the enemies Brisco County, Jr. had made during his career as a bounty hunter and government would endanger the life of his young son, Brisco County, III. | + | By the time the turn of the century rolled around, it was already clear that the enemies Brisco County, Jr. had made during his career as a bounty hunter and government agent would endanger the life of his young son, Brisco County, III. |
It was also already obvious by this point as well that Brisco and [[Lord Bowler]] were not aging, or were doing so very slowly. In Brisco's final confrontation with [[John Bly]], Bowler was killed. Brisco used the power of the [[Time Orb|Orb]] to remake events and prevent Bowler's death. Brisco himself, near death, was healed by an orb earlier that year while on Bly's trail. These events both apparently had the permanent effect of protecting each from the ravages of time. | It was also already obvious by this point as well that Brisco and [[Lord Bowler]] were not aging, or were doing so very slowly. In Brisco's final confrontation with [[John Bly]], Bowler was killed. Brisco used the power of the [[Time Orb|Orb]] to remake events and prevent Bowler's death. Brisco himself, near death, was healed by an orb earlier that year while on Bly's trail. These events both apparently had the permanent effect of protecting each from the ravages of time. | ||
Line 52: | Line 208: | ||
As the senior Agent, Reynolds became The Official. He ordered Agency HQ evacuated, everything destroyed. He created separate cells and sent them to different parts of the country. He ensured the ailing President Roosevelt would not tell his successor about The Agency. He made sure he did not know where his Agents were going and submerged the entire structure of The Agency. | As the senior Agent, Reynolds became The Official. He ordered Agency HQ evacuated, everything destroyed. He created separate cells and sent them to different parts of the country. He ensured the ailing President Roosevelt would not tell his successor about The Agency. He made sure he did not know where his Agents were going and submerged the entire structure of The Agency. | ||
- | Then he armed himself. Lord Bowler's sawed-off shotgun. His father's ivory-handled pistol, which belonged to his father before him, with grips carved into relief by | + | Then he armed himself. Lord Bowler's sawed-off shotgun. His father's ivory-handled pistol, which belonged to his father before him, with grips carved into relief by Chinese mystic [[Li Pao]]. A burned orb rod from the twenty-seventh century, of unknown abilities. |
Three years of following the trail of a woman who could make anyone she met believe anything she wanted. He finally caught up with her during the Berlin Airlift in 1948, on the verge of crossing to the Soviet quarter. Deeming her to be too much of a danger to imprison, he terminated her. | Three years of following the trail of a woman who could make anyone she met believe anything she wanted. He finally caught up with her during the Berlin Airlift in 1948, on the verge of crossing to the Soviet quarter. Deeming her to be too much of a danger to imprison, he terminated her. | ||
- | The experience of pursuing Rasputin and neutralizing her had consumed all of Reynolds' resources. He retreated to the wildlands of the American West, remaining a recluse for years. | + | The experience of pursuing Rasputin and neutralizing her had consumed all of Reynolds' resources. He retreated to the wildlands of the American West, remaining a recluse for years. He retired his father's ivory-handled pistol--its association with Rasputin's neutralization was too much to bear. |
+ | |||
+ | ==Notes on powers== | ||
+ | |||
+ | ===Uncanny Tracking=== | ||
+ | |||
+ | This power represents Nate's amazing ability to track someone in all kinds of environments. It's not dependent on physical evidence which was actually left--that would be a conventional use of the Tracking skill. The assumption is that there is always ''something'' that Nate can find--if it's not the scuff, it's the hair, the fingerprint, whatever. | ||
+ | |||
+ | ===Bowler's shotgun=== | ||
+ | |||
+ | This is a normal, if high-quality and higly-modified, .410 shotgun that once belonged to Lord Bowler. It chambers a "queue" of four rounds. In order for Nate to reload the gun once these four rounds are used, he must take a half-phase action. The same applies to rearranging the queue in any way (he unloads and reloads it). Thus, at any given time, Nate must choose four rounds, in order, that are loaded in the gun. By default, these are: | ||
+ | |||
+ | #Constricting micropolymer | ||
+ | #KEM | ||
+ | #High-powered | ||
+ | #Explosive micropolymer | ||
+ | |||
+ | Nate obtains these special rounds from contacts in a secret branch of the FBI. He carries twelve of them total at any one time. These are usually: | ||
+ | |||
+ | {| class="hero stats" | ||
+ | |High-powered | ||
+ | |4 | ||
+ | |- | ||
+ | |Constricting micropolymer | ||
+ | |2 | ||
+ | |- | ||
+ | |Explosive micropolymer | ||
+ | |2 | ||
+ | |- | ||
+ | |KEM | ||
+ | |2 | ||
+ | |- | ||
+ | |Monofilament grapplehead | ||
+ | |2 | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ===High-powered=== | ||
+ | |||
+ | These are just high-powered versions of normal shot-filled shotgun rounds. | ||
+ | |||
+ | ===Explosive micropolymer=== | ||
+ | |||
+ | These contain a small amount of high-explosive and a special compound that produces extremely thin, extremely strong strands. When it hits something, the strands spread out from the point of impact, entangling those caught in them. | ||
+ | |||
+ | ===Constricting micropolymer=== | ||
+ | |||
+ | Using a micropolymer similar to the exploding micropolymer rounds, these are slightly different. The concussion of the much smaller explosion serves to surround a single target with strands. These actively constrict the target, resisting its movement in a flexible and reactive manner for a few seconds (12) before the chemical reaction is spent and they fall away. | ||
+ | |||
+ | ===KEM=== | ||
+ | |||
+ | Short for "kinetic energy/microwave", these rounds transform the kinetic energy of a slug's impact with a target into a microwave burst that disrupts the coordination of the target. If the target's head is shielded, or their brain is not of the normal animal variety, they are unaffected. | ||
+ | |||
+ | ===Monofilament grapplehead=== | ||
+ | |||
+ | Designed to be attached to the end of a monofilament line and reel, this round contains a grapplehead which uses mechanical, chemical and magnetic attachment methods to affix to nearly any surface, pole, corner, limb or other attachment point. Nate can then hoist himself up to 30" in a single move using the reel of monofilament in his duster. | ||
+ | |||
+ | ===Density increase=== | ||
+ | |||
+ | The orb rob can confer a super-powered form on Nate in times of need; however, its damaged structure prevents it from doing so reliably. Nate cannot trigger any of the orb rod's powers on purpose (even if he does BODY damage to himself or purposely allows it to be taken). | ||
- | [[Category: | + | [[Category:Player-characters in TV Superheroes]] |
Current revision as of 18:51, 13 August 2007
Nate Reynolds | |
Author | Jeremy |
Power Scale | Low-Powered Superheroic |
Class | Energy Projector |
Species | Human |
| |
Player | Jeremy |
Campaign | TV Superheroes |
Role | Hero |
Base | |
Status | Inactive |
Contents |
Characteristics
POWER | VALUE | CURRENT | STAT | COST | POWER | VALUE | CURRENT | STAT | COST |
---|---|---|---|---|---|---|---|---|---|
15 | 15 | STR | 5 | a | 3 | 3 | PD | 0 | |
17 | 17 | DEX | 21 | 3 | 3 | ED | 0 | ||
15 | 15 | CON | 5 | 4 | 4 | SPD | 13 | ||
10 | 10 | BODY | 0 | 6 | 6 | REC | 0 | ||
15 | 15 | INT | 5 | 30 | 30 | END | 0 | ||
10 | 10 | EGO | 0 | 26 | 26 | STUN | 0 | ||
15 | 15 | PRE | 5 | ||||||
20 | 20 | COM | 5 | Characteristics Cost: | 62 |
| ||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||
|
Skills & Perks
COST | SKILL | ROLL | |||
---|---|---|---|---|---|
3 | Combat Piloting | 12 | |||
3 | Lockpicking | 12 | |||
3 | Security Systems | 12 | |||
3 | Stealth | 12 | |||
3 | Systems Operations | 12 | |||
3 | Survival | 11 | |||
5 | Tracking | 13 | |||
2 | Lang | French (fluent) | |||
1 | Lang | Spanish (basic) | |||
3 | KS | Intelligence agencies | 13 | ||
2 | Science | Physics | 12 | ||
2 | Science | Psychology | 12 | ||
4 | Contact: FBI | 13 | |||
12 | +4 with one-handed firearms | ||||
20 | +2 Overall skill levels | ||||
68 | Skills Cost |
Powers & Talents
COST | POWER | BASE POINTS | ACTIVE POINTS | MODIFIERS | END | ||||
---|---|---|---|---|---|---|---|---|---|
Uncanny Tracking | |||||||||
12 | Clairsentience, retrocognition | 40 | 50 | (Uses Tracking rather than PER | +¼) | 0 | |||
(Extra time, 1 turn | -1) | ||||||||
(LP: Only events that could have left physical traces | -1) | ||||||||
(No range | -½) | ||||||||
(LP: -1 to roll for every level on time chart above 1 day | -½) | ||||||||
Orb powers | |||||||||
3 | LS: Immunity to Aging | 3 | 3 | ||||||
3 | LS: Immunity to Disease | 3 | 3 | ||||||
6 | Density Increase | 20 | 25 | (Trigger: Takes BODY | +¼) | 4 | |||
(+20 STR, +4 PD/ED) | (No Conscious Control | -2) | |||||||
(Activation, 11- | -1) | ||||||||
(IIF: Orb rod | -¼) | ||||||||
(Visible: crackling energy | -¼) | ||||||||
Leather duster | |||||||||
7 | Gliding, 10" | 10 | 10 | (OIF: Leather duster | -½) | 0 | |||
a | 4 | Armor, 6 PD/6 ED | 9 | 9 | (OIF: Leather duster | -½) | 0 | ||
(Activation, 14- | -½) | ||||||||
Sunglasses | |||||||||
3 | Flash Defense, 5 | 5 | 5 | (OIF: Sunglasses | -½) | 0 | |||
3 | Mental Defense, 5 | 5 | 5 | (OIF: Sunglasses | -½) | 0 | |||
3 | ES: IR Vision | 5 | 5 | (OIF: Sunglasses | -½) | 0 | |||
Bowler's shotgun | |||||||||
24 | MP | Gun reserve | 61 | 61 | |||||
(OAF: Sawed-off .410 shotgun | -1) | ||||||||
(LP: Need half-phase to change queue of 4 charges | -½) | ||||||||
(LP: 12 total physical rounds regardless of charge limits on slots | -¼) | ||||||||
High powered | |||||||||
2 | u | RKA, 4d6 | 6 | 60 | (MP Limitations | -1½) | 0 | ||
(Reduced Penetration | -¼) | ||||||||
Explosive micropolymer | |||||||||
2 | u | Entangle, 3½d6 | 6 | 61 | (Explosion | +½) | 0 | ||
(Entangle and character both take damage | +¼) | ||||||||
(MP Limitations | -1½) | ||||||||
(Charges: 4 | -1) | ||||||||
Constricting micropolymer | |||||||||
2 | u | Suppress, 8d6 vs. DEX | 6 | 60 | (Range | +½) | 0 | ||
(MP Limitations | -1½) | ||||||||
(Charges: 4 1-turn | -½) | ||||||||
KEM ("kinetic energy/microwave") charges | |||||||||
2 | u | EB: 6d6 | 5 | 52 | (NND, non-animal, metal around head | +1) | 0 | ||
(MP Limitations | -1½) | ||||||||
(Charges: 4 | -1) | ||||||||
Monofilament grapplehead | |||||||||
1 | u | Swinging, 30" | 3 | 30 | (MP Limitations | -1½) | 0 | ||
(LP: One swing per use | -1) | 0 | |||||||
(LP: Only with monofilament reel in duster | -¼) | ||||||||
(Charges: 4 | -1) | ||||||||
73 | Powers Cost | ||||||||
68 | Skills Cost | ||||||||
59 | Characteristics Cost | ||||||||
200 | Total Cost |
Disadvantages
VALUE | DISADVANTAGE | DESCRIPTION | |
---|---|---|---|
20 | Normal Characteristic Maxima | ||
15 | Psych Lim | Distrusts women (very common, moderate) | |
10 | Watched | The Agency (more powerful, NCI, 8-) | |
5 | Psych Lim | Fear of mental powers (uncommon, moderate) | |
50 | Disadvantages Total | UNSPENT XP | |
150 | Base Points | 0 | |
0 | Experience Points Spent | ||
200 | Total Points |
Description
SEX | ETHNICITY | SKIN TONE | HEIGHT | WEIGHT | BUILD |
---|---|---|---|---|---|
Male | Caucasian | Pale | 188cm | 80kg | Athletic |
HAIR COLOR | HAIR STYLE | EYE COLOR | AGE | APPARENT AGE | HANDEDNESS |
Brown | Medium, styled | Green | 112 | 34 | Left |
ALIAS(ES) | ||
---|---|---|
Scout | ||
CURRENT RESIDENCE | ||
Western U.S., occasionally Jacksonville, OR | ||
MARITAL STATUS | SPOUSE | CHILDREN (AGE) |
Single | None | None known |
Nate is an extremely good-looking man apparently in his mid-thirties. He generally wears well-worn western boots and a leather duster over a neat pair of jeans and a solid-color T-shirt. When on the trail, he wears a western hat, bandana, and other appropriate gear.
Background
DATE OF BIRTH | PLACE OF BIRTH | PARENTS' NAMES |
---|---|---|
November 15, 1897 | Jacksonville, Oregon | Brisco County, Jr. and Dixie County |
Early life
By the time the turn of the century rolled around, it was already clear that the enemies Brisco County, Jr. had made during his career as a bounty hunter and government agent would endanger the life of his young son, Brisco County, III.
It was also already obvious by this point as well that Brisco and Lord Bowler were not aging, or were doing so very slowly. In Brisco's final confrontation with John Bly, Bowler was killed. Brisco used the power of the Orb to remake events and prevent Bowler's death. Brisco himself, near death, was healed by an orb earlier that year while on Bly's trail. These events both apparently had the permanent effect of protecting each from the ravages of time.
Although the orbs themselves had passed back to the far future, one orb rod from a damaged orb remained. With the assistance of Professor Wickwire, Brisco discovered how to use the rod to confer his agelessness to his son--deferring the transfer until the point of the boy's "maturity." Brisco understood that Dixie had no such protection, and preferred to grow old with her than live Lord Bowler's deathless life.
The pair dubbed the boy "Nathan Reynolds" and sent him to be fostered by Lord Bowler. Socrates Poole, Bowler's butler (and, eventually, his wife) all looked after the child while Bowler was away. When Nate grew of age, Bowler took the boy with him, training him in the traditional (and dying) arts of a western bounty hunter. Bowler was perhaps one of the greatest trackers of the American West, and this skill he imparted to young Nate, along with marksmanship and brawling.
The Agency
Following his father's notion that an academic education was as valuable as a practical one, Nate was accepted to Harvard (his father's alma mater) in 1915. Excited by the theories of Albert Einstein, just then being publicized, he majored in physics. His education was interrupted by the American entry into World War I, when he volunteered as a pilot. He served with distinction, returning to Harvard to complete his education. His wartime experience had given him a far different perspective on his fellow man, and he found himself far more interested in philosophy, psychology and sociology than in science.
He was also fired with a new zeal for his country. Having long had "unofficial knowledge" of the Agency (and it of him) it was a quick matter to enroll as one of its Agents. Already trained by the famous Lord Bowler, he received comprehensive training in spycraft, exotic technologies, and even magic and the supernatural. His codename within the Agency was "Scout," a reference to his astounding ability to track under any conditions, as well as a reference to his personal motto: "be prepared."
During the interwar years, Nate was most active, proving himself to be capable and able to achieve the balance between ruthlessness and mercy than any organization beyond the law must achieve, lest it become villainous. At around the age of 38, due to some trauma suffered in the Southwest, his "protection" kicked in and he became forever a vigorous, (very) handsome man of middle years.
Rasputin
The beautiful Priscilla Baxter was too good to be believed: a perfectly loyal American, born in Chicago; beautiful, smart and capable, with enough of a hard edge to make tough calls and take care of The Agency's business. In the event she was too good to be believed: her extensive background was fabricated, buoyed up against the Agency's best psychic investigators by an unbelievable psychic talent. Her childhood friends, "family" and the rest all brainwashed with false memories and mind control. She was recruited during the crisis years of 1939-40, and very popular among the Agency staff. Nate fell for her, hard.
The Agency was of course highly aware of the Manhattan Project and its details. As the U.S. neared its first test of a nuclear weapon, Rasputin was activated. She tortured and killed The Official, and escaped with some of the highest secrets of the U.S. government, including details that would put the Soviet Union years ahead of the United States in nuclear development. Rasputin must be apprehended, and there was only one tracker in the world who could possibly follow her trail: Brisco County, III. Nate Reynolds.
As the senior Agent, Reynolds became The Official. He ordered Agency HQ evacuated, everything destroyed. He created separate cells and sent them to different parts of the country. He ensured the ailing President Roosevelt would not tell his successor about The Agency. He made sure he did not know where his Agents were going and submerged the entire structure of The Agency.
Then he armed himself. Lord Bowler's sawed-off shotgun. His father's ivory-handled pistol, which belonged to his father before him, with grips carved into relief by Chinese mystic Li Pao. A burned orb rod from the twenty-seventh century, of unknown abilities.
Three years of following the trail of a woman who could make anyone she met believe anything she wanted. He finally caught up with her during the Berlin Airlift in 1948, on the verge of crossing to the Soviet quarter. Deeming her to be too much of a danger to imprison, he terminated her.
The experience of pursuing Rasputin and neutralizing her had consumed all of Reynolds' resources. He retreated to the wildlands of the American West, remaining a recluse for years. He retired his father's ivory-handled pistol--its association with Rasputin's neutralization was too much to bear.
Notes on powers
Uncanny Tracking
This power represents Nate's amazing ability to track someone in all kinds of environments. It's not dependent on physical evidence which was actually left--that would be a conventional use of the Tracking skill. The assumption is that there is always something that Nate can find--if it's not the scuff, it's the hair, the fingerprint, whatever.
Bowler's shotgun
This is a normal, if high-quality and higly-modified, .410 shotgun that once belonged to Lord Bowler. It chambers a "queue" of four rounds. In order for Nate to reload the gun once these four rounds are used, he must take a half-phase action. The same applies to rearranging the queue in any way (he unloads and reloads it). Thus, at any given time, Nate must choose four rounds, in order, that are loaded in the gun. By default, these are:
- Constricting micropolymer
- KEM
- High-powered
- Explosive micropolymer
Nate obtains these special rounds from contacts in a secret branch of the FBI. He carries twelve of them total at any one time. These are usually:
High-powered | 4 |
Constricting micropolymer | 2 |
Explosive micropolymer | 2 |
KEM | 2 |
Monofilament grapplehead | 2 |
High-powered
These are just high-powered versions of normal shot-filled shotgun rounds.
Explosive micropolymer
These contain a small amount of high-explosive and a special compound that produces extremely thin, extremely strong strands. When it hits something, the strands spread out from the point of impact, entangling those caught in them.
Constricting micropolymer
Using a micropolymer similar to the exploding micropolymer rounds, these are slightly different. The concussion of the much smaller explosion serves to surround a single target with strands. These actively constrict the target, resisting its movement in a flexible and reactive manner for a few seconds (12) before the chemical reaction is spent and they fall away.
KEM
Short for "kinetic energy/microwave", these rounds transform the kinetic energy of a slug's impact with a target into a microwave burst that disrupts the coordination of the target. If the target's head is shielded, or their brain is not of the normal animal variety, they are unaffected.
Monofilament grapplehead
Designed to be attached to the end of a monofilament line and reel, this round contains a grapplehead which uses mechanical, chemical and magnetic attachment methods to affix to nearly any surface, pole, corner, limb or other attachment point. Nate can then hoist himself up to 30" in a single move using the reel of monofilament in his duster.
Density increase
The orb rob can confer a super-powered form on Nate in times of need; however, its damaged structure prevents it from doing so reliably. Nate cannot trigger any of the orb rod's powers on purpose (even if he does BODY damage to himself or purposely allows it to be taken).