Sunday, February 28, 2016

Mulder & Scully

In honor of their recent return to the small screen, here they are faithfully recreated during their prime in a RPG-style d20 spit and polish.

FBI Special Agent FOX WILLIAM “SPOOKY” MULDER 
(circa Season 6, early 1999)
Male Human Legendary Fast Hero 1/Smart Hero 3/Dedicated Hero 2/Investigator 10; CR 16; LA +1; Medium Humanoid (height 6', weight 170 lb.); Age 37

Init +1; Senses (core) Listen +8, Search +11, Spot +7; Senses (house) Listen/Spot +20, Search +25
Languages English

Defense (core) 22, touch 22, flat-footed 21; Defense (house) 22, touch 16, flat-footed 21; (+1 Dex, +11 class)
hp 75 (16 HD); Mas 12
Fort +7, Ref +8, Will +9
Action Points 15

Speed 30 ft.
Melee unarmed strike +10/+5 (1d4+1 lethal/nonlethal, 20) or
Melee by weapon +10/+5
Ranged SIG-Sauer autoloader +10/+5 (2d6 ballistic, 20, 30 ft., S, 15 box) or
Ranged by weapon +10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Point Blank Shot
Special Qualities legend traits (2)

Abilities Str 12 (11), Dex 12 (11), Con 12, Int 17 (15), Wis 10, Cha 13
'(-)' indicate original ability scores.
Allegiances Dana Scully, the “truth,” good, his family, law, the FBI; Rep +9; San 50
          Note: Due his FBI psychological training and the unique experience of working on the X-Files, Mulder gained a special +5 bonus on his Sanity as a membership perk, and he adds +1 to each die roll upon leveling up when regaining sanity.
Feats Armor Proficiency (light), Attentive, Cautious, Combat Martial Arts, Educated (arcane lore, behavioral sciences, civics, history), Heroic Surge*, Meticulous, Obscure Knowledge (see Past), Open-Minded (see Dark*Matter), Personal Firearms Proficiency, Point Blank Shot, Psionic Skills*, Renown, Simple Weapons Proficiency, Studious
* Bonus feats acquired from the Legend template.
Flaws Pyrophobia (Mulder’s fear of fire imposes a –2 penalty on all attack rolls, checks, and saves so long as any uncontrolled fire remains knowingly close to him. Every minute, he must succeed on a Will save DC 20 to remain near or move toward a wild fire that is within 30 feet of him. Failure means he must stay outside that range. If he is unable to stay outside the range, he suffers the cowering condition. Should he fail the Will save by 5+, he suffers the cowering condition. If he succeeds on the Will save by 10+, he may attempt to take direct action in any space where fire is present.)—Bonus feat: Cautious
Skills (core) Autohypnosis +6, Bluff +8 (+2 after 1 min. of study), Computer Use +8, Concentration +5, Decipher Script +11, Demolitions +5, Disable Device +12, Drive +3, Forgery +10, Gather Information +10, Hide +4, Intimidate +6 (+2 after 1 min. of study), Investigate +18, Knowledge (arcane lore) +14, Knowledge (behavioral sciences) +18, Knowledge (civics) +7, Knowledge (current events) +10, Knowledge (history) +13, Knowledge (popular culture) +7, Knowledge (streetwise) +11, Knowledge (theology and philosophy) +11, Listen +8, Move Silently +4, Psicraft +5, Read/Write English, Research +14, Search +11, Sense Motive +17 (+2 after 1 min. of study), Speak English, Spot +7, Treat Injury +2
Skills (house) Computer Use +9, Control +11, Deduce +25, Demolitions +5, Disable Device +13, Drive +4, Forgery +10, Gather Information +11, Knowledge (arcane lore) +15, Knowledge (behavioral sciences) +20, Knowledge (civics) +7, Knowledge (current events) +11, Knowledge (history) +14, Knowledge (popular culture) +7, Knowledge (streetwise) +12, Knowledge (theology and philosophy) +12, Perceive +20 (+2 on Sense Motive [+4 after 1 min. of study]), Persuade +14 (+2 on Bluff, Intimidate after 1 min. of study), Psicraft +5, Read/Write English, Research +16, Sneak +8, Speak English, Treat Injury +2
Talents (Fast Hero) Evasion
Talents (Smart Hero) Plan, Savant (Knowledge [behavioral sciences])
Talents (Dedicated Hero) Empathy
Talents (Investigator) Contact (low-level, mid-level, high-level), Discern Lie, Nonlethal Force, Profile, Sixth Sense
Starting Occupation Paranormalist (+1 on Knowledge [popular culture], Research; see Dark*Matter)
Possessions (total weight 8 lb.) business outfit (office suit w/overcoat; 6 lb.), SIG-Sauer P226 9mm (+2 on Sleight of Hand to conceal; 2 lb.), concealed carry holster (shoulder; 0.5 lb.), FBI badge, various personal items
Wealth Bonus +12

FBI Special Agent Dr. DANA KATHARINE SCULLY, MD
(circa Season 6, early 1999)
Female Human Legendary Fast Hero 1/Smart Hero 2/Dedicated Hero 2/Field Medic 5/Investigator 5; CR 15; LA +1; Medium Humanoid (height 5' 3", weight 115 lb.); Age 34

Init +1; Senses (core) Listen +10, Search +12, Spot +8; Senses (house) Listen/Spot +17, Search +20
Languages English

Defense 23, touch 23, flat-footed 22; Defensive Martial Arts (+1 Dex, +12 class)
hp 61 (15 HD); Mas 11
Fort +7, Ref +6, Will +12
Action Points 12

Speed 30 ft.
Melee unarmed strike +6/+1 (1d4–1 lethal/nonlethal, 20) or
Melee by weapon +6/+1
Ranged SIG-Sauer autoloader +8/+3 (2d6 ballistic, 20, 30 ft., S, 15 box) or
Ranged by weapon +8/+3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +7; Grp +6
Atk Options Point Blank Shot
Special Qualities legend traits (1)

Abilities Str 9, Dex 13, Con 11, Int 16 (15), Wis 14 (12), Cha 14
'(-)' indicate original ability scores.
Allegiances Fox Mulder, good, her family, law, the FBI, the “truth”; Rep +8; San 64
          Note: Due her FBI psychological training and the unique experience of working on the X-Files, Scully gained a special +5 bonus on her Sanity as a membership perk, and she adds +1 to each die roll upon leveling up when regaining sanity.
Feats Armor Proficiency (light), Attentive, Combat Martial Arts, Educated (civics, earth and life sciences, history, physical sciences), Defensive Martial Arts, Heroic Surge*, Medical Expert, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Surgery, Trustworthy
* Bonus feat acquired from the Legend template.
Skills (core) Bluff +8 (+2 after 1 min. of study), Computer Use +8, Concentrate +5, Craft (pharmaceutical) +13, Craft (writing) +6, Diplomacy +10 (+2 after 1 min. of study), Disable Device +5, Drive +2, Gather Information +10, Hide +4, Intimidate +7 (+2 after 1 min. of study), Investigate +13, Knowledge (behavioral sciences) +10, Knowledge (civics) +9, Knowledge (current events) +7, Knowledge (earth and life sciences) +19, Knowledge (history) +8, Knowledge (physical sciences) +10, Knowledge (streetwise) +6, Knowledge (technology) +7, Knowledge (theology and philosophy) +7, Listen +10, Move Silently +5, Read/Write English, Research +13, Search +12, Sense Motive +12 (+2 after 1 min. of study), Speak English, Spot +8, Treat Injury +18
Skills (house) Computer Use +8, Control +5, Craft (pharmaceutical) +13, Craft (writing) +6, Deduce +18 (+2 on Investigate, Search), Disable Device +7, Drive +2, Gather Information +12, Knowledge (behavioral sciences) +10, Knowledge (civics) +9, Knowledge (current events) +9, Knowledge (earth and life sciences) +20, Knowledge (history) +8, Knowledge (physical sciences) +11, Knowledge (streetwise) +6, Knowledge (technology) +7, Knowledge (theology and philosophy) +7, Perceive +17 (+2 on Sense Motive [+4 after 1 min. of study]), Persuade +17 (+2 on Bluff, Intimidate after 1 min. of study, +2 on Diplomacy [+4 after 1 min. of study]), Read/Write English, Research +13, Sneak +8, Speak English, Treat Injury +19
Talents (Fast Hero) Evasion
Talents (Smart Hero) Savant (Knowledge [earth and life sciences])
Talents (Dedicated Hero) Empathy
Talents (Field Medic) Expert Healer, Medical Mastery, Medical Specialist +2
Talents (Investigator) Contact (low-level, mid-level), Nonlethal Force, Profile
Starting Occupation (core) Doctor (+1 on Search, Treat Injury as permanent class skill)
Starting Occupation (house) Doctor (+1 on Deduce, Treat Injury as permanent class skill)
Possessions (total weight 8 lb.) business outfit (office suit w/overcoat; 6 lb.), SIG-Sauer P226 9mm (+2 on Sleight of Hand to conceal; 2 lb.), concealed carry holster (shoulder; 0.5 lb.), FBI badge, various personal items
Wealth Bonus +14

No comments:

Post a Comment