As befitting your status as a Temporary Unpaid Intern, you arrive on the island in a packing crate. Not to imply that Project EVIL would have spent the money to ship you to the island. Oh no. Instead you used the packing crate as a boat, paddling furiously towards the island. As the crate touches down on the beach it collapses into a pile of wood pulp. Using your highly trained and expert eyes, you notice that you are standing near the base of a giant lighthouse.
Name: John Evly
Health: 10/10
Armour: 0
Energy: 2/2
Innovation Points: 2/2
Money: $100
Majors: Being Evil 1 (+3 to all evil actions and deeds. -2 to acting suspisous.)
Minors: Mercenary 1 (+3 to bartering and persuasion.)
Filing Paperwork 1 (+2 to mathematics and law. Able to gain the effect Ballistic Rampage once per day.)
Skills: None
Weapon Proficiencies: Handguns (ACC: +10, DMG: +1)
Effects: None
Weapons:
Dual Pistols: DMG: 2 RoF: 4 ACC: 55% CAP: 24 (9mm)
Special: None
Description: Two USLE-55 pistols, so finely crafted and adjusted that they firing them akimbo is more effective than using them properly. Or at least that's what you think, otherwise you could simply pair two USLE-55 pistols together to get a better weapon.
Inventory: Green Tote-bag
Ragged Clothes (-1 to not looking suspicious)
9mm x 24
A midnight parachute drop might have daunted lesser men, but not you. After all, look at the size of your pecs. Could a coward have pecs like these? I think not. Of course a coward would have double-checked the straps on his parachute. Luckily, you manage to hold onto the parachute long enough to only bruise your ego. Your landing leaves you on the very edge of the city, with the industrial district to the east, the harbours to the south, and wilderness in the other directions.
Name: Sargent Rick
Health: 10/10
Armour: 0
Energy: 2/2
Innovation Points: 2/2
Money: $100
Majors: Covert Ops 1001 (+3 to sneaking, disguise and sabotage. No pentalty for moving through wildnerness. No penalty for Tired.)
Minors: General Badassery 1001 (50% chance not to comsume Innovation Points in combat.)
Explosive Improvization 1001 (Can construct crude explosives.)
Skills: None
Weapon Proficiencies: Sniper Rifles (ACC: +10%, DMG: +1)
Explosives (ACC: +10%, DMG: +1)
Weapons:
UM-45: DMG: 2 RoF: 1-10 ACC: 45% CAP: 30 (9mm)
Special: Ra-tat-tat: May attack twice a combat round.
Bullet Impediment: RoF is based on the roll of a d10. The RoF changes before each attack.
Description: The UM-45 is named for the fact that it sounds like a person with a speech impediment trying to imate the sound that a SMG makes. Besides a variable rate of fire, the gun is very reliable. Plus, it comes with a built-in ashtray, which is handy for the smoking crazied gunman.
Inventory: Green Tote-bag
Ragged Clothes (-1 to not looking suspicious)
9mm x 30
Unlike the other agents who arrived at the island in a whole host of clever and interesting ways, you arrive on a boat. Nothing fancy or special either. Just a regular old ship. The only thing interesting that happened on the journey was when the cat got worms. Anyways to the north is the industrial district, and to the east is the industrial park.
Name: Capt Joun Quire
Health: 15/15
Armour: 0
Energy: 2/2
Innovation Points: 1/1
Money: $100
Majors: Sailing 1001 (+5 to sailing. +3 to carptendry and knot-tying. +2 to conversations with naval types.)
Minors: Basics of Naval Code (Able to launch a barrage of naval code in combat. All enemies within earshot have a 25% chance to be stunned.)
Looting and Plundering for Dummies (+3 to bartering. Loot gain increases by half.)
Skills: None
Weapon Proficiencies: Shotgun (ACC: +10%, DMG: +1)
Pistols (ACC: +10%, DMG: +1)
Knives (ACC: +10%, DMG: +1)
Weapons:
Sawn-Off: DMG: 3 RoF: 1 ACC: 50% CAP: 2 (7 Gauge)
Special: Aim For The Head: 15% chance to do DMG: 12 on a hit. 100% chance vs. zombies.
Description: A sawn-off Bethesda P-99. Why they had to use a Bethesda P-99 is beyond you, since it doesn't really seem like a good weapon to make a sawn-off with. Still, if you ever wanted to fight a hoard of zombies, look no further. Works well against a horde of zombies too.
Inventory: Green Tote-bag (Painted red)
Ragged Clothes (-1 to not looking suspicious)
7 Gauge x 6
Seventeen of the greatest minds in Project EVIL devoted their Sunday to figuring out how to quickly, stealthily and safely insert Jessica into the island. In the end they decided to use the time-travelling DeLorean. While the time-travelling DeLorean would not be completed until 21XX, the completed car was sent back in time to 20XX, thus saving everyone a lot of time and effort. Anyways the DeLorean appears in an alleyway in the commercial district. To the east are the public beaches, to the south is the industrial district, yadda yadda.
Name: Yayyyy Jessie is Our Name What is Yours?
Health: 10/10
Armour: 0
Energy: 2/2
Innovation Points: 1/1
Psi: 10/10
Money: $100
Majors: None
Minors: None
Skills: Natural Psionic (Able to use Psi points to influence the world around you. Effects will vary a lot. A random number of Psi points regenerate whenever you rest.)
Natural Telepathy (+3 when using psi points to read minds.)
Weapon Proficiencies: None
Weapons: None
Inventory: Green Tote-bag (Painted purple)
Ragged Clothes (-1 to not looking suspicious)
You exit the DeLorean. After all, Project EVIL isn't going to leave a questionably sane person in control of such a ground-breaking vehicle. Once Jessica leaves the car you send it back in time several days, where it would be picked up by a flustered agent in the impound car lot. Various microbes hitched a ride on the DeLorean as it travelled back in time, thus causing at least seventeen paradoxes as those microbes killed their ancestors. Luckily, the only casualties were a novelty teacup and an East Timorian man named Burt.
Name: John Smith
Health: 10/10
Armour: 0
Energy: 2/2
Innovation Points: 2/2
Money: $100
Majors: Identity Thief 1001 (+4 to disguise and persuasion. Identity cards are at least a Poor match.)
Minors: Sabotage 1001 (+3 to sabotage.)
Fashion 1001 (No penalty for wearing clothes of differing gender. +1 to not looking suspicious. Can make and mend a wide variety of clothes if given tools, materials and time.)
Skills: None
Weapon Proficiencies: Revolvers (ACC: +15%, DMG: +2)
Knives (ACC: +5%)
Weapons:
Revolver: DMG: 1 RoF: 1 ACC: 50% CAP: 6 (.34)
Special: I Am The Law: ACC 75% against criminals.
Description: The revolver has been a tool of law agencies everywhere, mostly because they are too lasy to purchase new guns. While the .34 revolver isn't as glamorious as the .44 Magmum or .666 Hellblaster, it gets the job done when you need it most. Unless you're facing a tank that is. Then you're on your own.
Inventory: Green Tote-bag
Ragged Clothes (-1 to not looking suspicious)
.34 x 18
Thanks to your enhanced prestige, you arrive in the city in a rather luxurious railroad car. Of course how you arrived in the railroad car is a completely different and far more entertaining story, since the island has no railroad connections leading off of it. After disembarking, you check your surroundings. To the north of the train-station are a whole stew of personal cottages. To the east is the airport, and to the south is the city proper. Additionally the train-station also doubles as a subway terminal.
Name: Esquire Xavier Omon
Health: 10/10
Armour: 0
Energy: 2/2
Innovation Points: 2/2
Money: $100
Majors: Law 1001 (+5 to persuasion and law. +1 lawyerly documents a turn.)
Minors: Lawyerly Combat 1001 (Can use lawyerly documents in combat. Using lawyerly documents in combat has a variety of effects.)
Trial by Arms 1001 (Melee attacks have ACC: -25%. Melee users out of cover do not have ACC: 100% against you. ACC: +10% against melee users.)
Skills: None
Weapon Proficiencies: Ninja Weapons (ACC: +15%, DMG: +2)
Melee (ACC: +5%)
Effects: None
Weapons:
Knife: DMG: 3 RoF: 0 ACC: 45% CAP: 0
Special: Silent Killer: Attacks are completely silent. Guards probably won't have overactive imaginations, so try to kill them with the first throw.
Backstab: DMG: 8 with a sneak attack.
Description: It's a knife. A nice knife, yes, but not the kind of knife that would warrant a long description. At best it'd probably have a really nice handle, or maybe a blade with no notches in it. Really, what can you do to snazz up a knife like this? Sure, you could add gold and jewels and other fancy stuff on it, but what's the point? For a common, average, work-a-day knife, you wouldn't want to fancy it up so much in case the you break or ruin it. What you want is a common, easy to get knife. That way, it's not some distinctive piece of evidence they can use when you stab a man with it. Knowing you, you'll stab a lot of men with it.
Inventory: Green Tote-bag
Ragged Clothes (-1 to not looking suspicious)