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Jae-Sun Bak

FBI Special Agent


Strength: 3
Dexterity: 3
Constitution: 3
Intelligence: 4
Perception: 4
Willpower: 3

Life Points: 34
Endurance Points: 32
Speed: 12
Essence Pool: 20

Qualities
Attractiveness 2: [Physical] +/- 2 to any Task or Test that involves making an impression.
Fast Reaction Time: [Mental] +5 to initiative; +1 on Willpower Tests to resist fear.
Influence (Law Enforcement) 1: [Social] Connections within law enforcement due to position; +1 to Tasks
when using Pulling Strings (plus some Intimidation and Smooth Talking Tasks).
Nerves of Steel: [Mental] Almost impossible to scare; must make Fear Tests (at +4) only when confronted with
the strangest supernatural manifestations.
Resources 2: [Social] Middle Class.
Situational Awareness: [Mental] Observant; uncanny quickness reacting to the unexpected; +2 to Perception
based rolls to sense trouble or danger, or to resist Stealth tasks when being snuck up on.
Status 1: [Social] Standing in community due to occupation.
Drawbacks
Emotional Problem (Humorless): [Mental] Lacks the ability to laugh at life; annoyed by other peoples
attempts at humor.
Honorable: [Mental] Mild; Does not lie to or betray friends, loved ones, or those he respects.
Minority: [Social] South Korean ancestry.
Obligation: [Social] Extreme; duty to FBI; always on call and not much time for personal life; severe penalties
for disobedience or selfishness.
Sleep Disorder (Recurring Nightmares): [Mental] Plagued on some nights by terrifying dreams, reliving death
of his grandparents (which he witnessed as a child); loses D4 Endurance as a result of inability to get restful
sleep.
Talentless: [Mental] -3 penalty when trying to do anything artistic, as well as skills like Intimidation, Seduction,
and Smooth Talking; poor at lying, charm, and socializing.
Skills
Bureaucracy 2
Dodge 3
Driving (Car) 1
First Aid 1
Guns (Handgun) 3
Language (English) 5
Language (Korean) 2
Martial Arts 5
Notice 3
Questioning 2
Research/Investigation 2
Stealth 3
Surveillance 3

Pulling Strings
Arrest Powers: May detain almost anyone; can hold a person for [D6x4] hours (more with evidence);
Willpower and Bureaucracy Task to hold for more than 1 hour (-1 per targets Influence Quality).
Criminal Tracking: Willpower and Bureaucracy Task to access criminal activity databases, licenses, permits,
records, fingerprints, background information; -2 if no legitimate reason, -3 to leave no evidence of search.
FBI Forensic Laboratory Analysis: Comprehensive scientific analysis of normal priority sample provided in 7
days; Willpower and Bureaucracy Task for priority treatment (within 24 hours).
Fingerprinting: Intelligence and Research/Investigation Task provides fingerprints and ID of US citizen (if
criminal record or law enforcement background) via IAFIS; penalties to find others.
Law Enforcement Personnel: Willpower and Bureaucracy Task grants interview (with law enforcement, court
employee, or prisoner) or unrestricted access to any federal facility; no roll for reliable info on same.
Quantico Training Facility: Willpower and Bureaucracy Task provides 1 week of instruction (up to Level 5 at
various Skills) at superior training facilities used by many agencies.
Search and Seizure: Willpower and Bureaucracy Task secures a warrant for a private home or small business;
penalties for larger buildings or other conditions.
Vehicle Check: Willpower and Bureaucracy Task reveals vehicle and owner information, and might show
outstanding warrants and traffic tickets.
Martial Arts
Break Free 3: To break free of a hold (Arm Lock, Choke, Grab, etc.) requires a Resisted Task between the
attackers and defenders Difficult Strength Tests (a Strength and Break Free Task may be used in place of
either roll); damage: none.
Counterpunch 4: Quick follow-up punch to a successful parry; each level of success in the defense Task adds
+1 to the immediately following Counterpunch attack roll; damage: (D4 x 3) + 5.
Disarm 4: Dexterity and Disarm Task resisted by targets Dexterity and weapon skill; if the attacker wins, the
weapon is dropped or tossed away; damage: none.
Eye Gouge 4: Successful attack (with -4 penalty) strikes targets eye; victim suffers -3 penalty to any Task or
Test that requires vision for as many Turns as triple the damage suffered; damage: (D4 x 2) + 5.
Jump Kick 5*: On failed Dexterity and Jump Kick Task, must succeed at second Dexterity and Martial Arts Task
or become off-balance (-2 to all combat actions for next Turn); on a roll of 1, must pass Dexterity and Martial
Arts Task or fall prone; damage: (D6 x 5) + 5.
Punch 5*: Closed fist, extended arm; damage: (D4 x 3) + 5.
Roll with Blow 5*: Tested immediately after a blow lands but before damage is calculated with HTH or melee
combat; not an action; each Success Level in a Dexterity and Roll with Blow Task reduces the damage
multiplier of the attack by 1 (if reduced to 0, no damage inflicted); successive Roll with Blow moves in one
Turn suffer cumulative -2 penalties; damage: none.
* = Core Combat Moves

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