From the Annals of the Paragon Society
America's First Line of Defense
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d8+2, Fighting d10, Intimidation d10, Investigation d8, Lockpicking d8+2, Notice d8, Persuasion d8, Shooting d10, Stealth d10+2, Streetwise d8, Survival d6, Tracking d6
Charisma: +2; Pace: 6; Parry: 7; Toughness: 7; Armor: 3 (torso only)
Rank: Seasoned; XP: 30; Description: Male; Age: 35; Height: 5’9”; Weight: 175 lbs; Hair: Blonde; Eyes: Blue
Languages: Czech, German, Japanese, plus 1 more.
Enemy (Major) Agent Alpha has acquired more than his fair share of enemies from his mission
Obligation (Minor) Agent Alpha has a duty to the United States government that he must obey
Quirk (Minor) Agent Alpha always carries his pistol and is very superstitious about it
Terminally Ill (Major) Agent Alpha suffers from a deadly illness and must take medications to prevent it from killing him. If he does not take medications, he suffers from symptoms of the disease during combat (if he draws a 2 he suffers -1 to trait rolls for the game, if he draws a joker he dies at the end of the encounter).
Arcane Background (Superpowers) Agent Alpha has powers from super-training
Power Points (2x) Agent Alpha has + 10 power points (25 total).
Improved Level-Headed Agent Alpha gains 2 extra initiative cards and acts on the best.
Jack of All Trades Agent Alpha does not take the -2 for unskilled die rolls.
Charismatic Agent Alpha is fairly charismatic and knows how to work with others. He gains a +2 to charisma.
Thief Agent Alpha gains a +2 to climbing, lockpicking, and stealth rolls in urban areas due to his experience as a spy.
Trademark Weapon Agent Alpha gains +1 to shooting rolls with his golden gun.
Pugilist Agent Alpha is a talented martial artist and his melee attacks deal strength + d6 damage.
Armor – Special alloy weave in waistcoat of suit provides 3 pts of Armor to torso only (suit) 1
Broadcast – Can receive radio messages from 1,000 miles away; device (ring) 1
Chameleon – Flaw: humanoids only, can imitate voices; device (disguise kit) 1
Fearless – Immune to fear 2
Ranged Attack (Bullets for Golden Gun)– +1d6 damage, Heavy Weapon, AP +2, device (gun) 2
Super-Attributes: Agility 2, Smarts 1, Spirit 1, Strength 1, Vigor 1 6
Super-Skills: Climbing 1, Fighting 1.5, Intimidation 1, Investigation 1, Lockpicking 1, Notice 1, Persuasion 1, Shooting 1, Stealth 1.5, Streetwise 1, Survival 0.5, Tracking 0.5 12
Golden Gun: 3d6+1, AP 3, Shots: 7, Heavy Weapon
Martial Arts: 1d8+1d6
Ring, Disguise Kit, Golden Gun with 3 clips, and Suit (See below).
HISTORY & BACKGROUND: Agent Alpha’s past is shrouded in mystery. He is actually not a native-born American but a Czech immigrant. However, there is no record of his identity anywhere. His English is flawless and without accent. As Agent Alpha he has spent a lot of time in Europe, especially Germany and Austria, but has also spent time in Japan. In fact, there is a warrant out for his arrest in Prussia. A more thorough description of his history is available in his detailed background description, which follows below.
PERSONALITY: Alpha acts many parts and many personalities. His real personality, which few see, is that of a man totally devoted to his work.
APPEARANCE: Varies from circumstance to circumstance. Alpha is so used to disguising himself, that he rarely wears his own face.