The Arklay Murders (Old Thread)

Name: Micheal A. Hardgrove
Appearance: Short, whip-thin, and scarred. Micheal has the sort of face that made you assume that he was up to something when he isn't. He holds himself so that no matter what he still looks smaller than his already diminutive size of 5'3 makes him look. His scars make him look more dangerous where they are visible but, they mostly covered by his shirt and body armor only one of the long ropey scars making its way up his neck to rest and pull the right side of his mouth down slightly.
Age: 36
Rank: (Provided by GM)
Birthplace: Oklahoma City, Kansas.
Assignment: Police Officer.
Experience: 3 Years driving Truck for the Army as an MTO and 1 year of working for RPD.

Aspects:
High Concept: Scarred Veteran.
Trouble: Crippling Claustrophobia.
  • Facial Scars
  • Triggers.
  • No Man left behind.

Refresh: 3
Fate Points: 3
Physical: 1-2-3-4
Morale: 1-2-3
Wealth: (GM)
Consequences: 2-4-6

Personality & Bio: Micheal is a simple man. He was born in Oklahoma City Kansas to a relatively low-income family his father was a trucker, and his mother was a waitress at a roadside diner. The would fight whenever his father had to take Long Haul jobs to keep his career but, there was never any hint that they didn't love each other. He got mediocre grades in school never excelling but, managing to keep himself from failing.

This combined with a few of his friends also joining lead Micheal to the Army where he completed basic and managed to just make his way into Advanced indviduals training where he learned to drive a cornucopia of vehicles hew as eventual assigned to Troop D, 1st Squadron, 61st Cavalry Regiment where he drove in supply convoys during the Gulf War. He managed to make it through most of his deployment almost untouched but, One blazing hot morning in 96' he was driving the lead truck on a small convoy heading to back the final push into Baghdad when the left front wheel of his LMTV hit an anti-vehicle mine that the road patrol ahead of the convoy had missed.

His vehicle flipped and landed on its driver's side door leaving Micheal trapped inside of the vehicle as it began to catch fire. He shoved and pushed and tried desperately to escape the burning vehicle, and he very nearly didn't make it. The scars that run up his right arm to his neck and face from when he used his entrenching tool and his body weight to smash his way out through the front window remind him of his near-death experience every day. He was the only survivor of his vehicle; His Vehicle Commander died on impact with the mine but, the Radio OP wasn't able to get himself unbuckled and burned to death inside the truck.

He was sent to Ramstein Airbase in Germany to receive treatment for his wounds and stayed there until the end of his tour. He didn't re-enlist and after considering his options and what he wanted to do with his life after he had nearly lost it to random chance. After mulling over the decision, he decided to use his GI bill to go to the University of Raccoon City and eventually join RPD as a beat cop and occasional high-speed pursuit Interceptor.

As a person, Micheal can best be described as nervous. He checks and double checks every system on his car and while on his beat he religiously avoids mysterious bumps and potholes if it can be avoided. He always makes sure of entrances and exits and has shown to have severe problems with enclosed spaces. Even with these issues though he has managed to make himself a valued member of RPD's pursuit squad.


Skills:
+5 Drive
+4 Craft, Empathy
+3 Physique, Shoot, Notice
+2 Rapport, Investigate, Will, Preparation

Stunts: (2 + Class-Stunt by Default)
  • It's not Paranoia if they're actually out to get you: If you think someone or something is following you, You gain a +2 to Notice for the scene.
  • Stay off the Road!: If driving you may substitute Fight, for Drive when/if applicable.
  • Military Training: If Investigating an area where a gunfight or related activity has gone on, Add +2 to Investigate.
Equipment:
  • Crown Victoria Police Interceptor with Push Bar Bumper: A slightly lengthened and thickened bumper used to protect headlights and radiators in high-speed chases.
  • 2X Spike Strips.
  • Handgun: Browning HP Practical, 9mm w/ SSIII Retention Holster
  • Armor: Second Chance Ultima NIJ II Vest
  • Radio: Motorola HT1000
  • Baton: Monadnock PR-24 Side Handle Baton
  • 2 x 13-Shot 9mm Magazine
  • 2 x S&W Handcuffs
  • D-Cell Maglite
  • Pepper Spray
  • Folding Knife

Here he is. my twitchy, little, scarred wreck of a man.
I gotta say I like it a lot.

The biggest main problem is if he's too twitchy, the police would never let him in through the interview process. So you have to incorporate some stability / ability to handle stress to allow for him to plausibly become a cop.

For Aspects: Facial scars is redundant with scarred veteran so I'd replace it with something that reflects his skills, personal life and so forth. Triggers is maybe replaced with something a bit more straightforward as to what you mean, like "Nervous Driver" or "PTSD."

Stunts seem fine.

No promises on vehicles, it may not be a Crown vic. We'll see.
 
Name: Carin Taylor
Appearance:


Age: 29
Rank: (Provided by GM)
Birthplace: Kansas City, Missouri
Assignment: Detective
Experience: Eight years of service; serving the RCPD only a year out of that eight due to a 'friendly' transfer. Most cases that she has the pleasure of dealing with are mostly homicides, few brutal, but all were tragic. Things seldomly appearing what they truly are, gave Carin quite a bit of shock and heartbreak. Something, she has learned steel herself over, try as she might. If anything, she possesses an eye for detail and a glib tongue. Tools she uses to encircle and constrict criminals into a corner, or get the testimony from certain reluctant eyewitnesses.

Aspects:
High Aspect: Flawed Heroine
Trouble: A 'High-Functional' Alcoholic
#1: Fake it,'til you break it
#2: Try-Hard, Dick
#3: An almost, open heart

Refresh: 3
Fate Points: 3
Physical: [][][]
Morale:[][][][]
Wealth: (GM)
Consequences:

Personality & Bio:
When Carin was a little, she quickly learned how a bottle's spirits corrupts: her mother was such a victim too, and while Carin couldn't fully appreciate the struggles of a single mother then; didn't mean she couldn't comprehend her mother's fury.. In Carin's eyes, it was like she was a devil incarnate, perhaps something deserving of far more fear. However, even devils can die. One afternoon, Carin bolted away in terror; her drunk and furious mother pursued: the end result, was something of a spectacle for her sleepy neighbors…. Carin in blind terror crossed a busy road. Her mother didn't. In fact, she was hit, flung into the air and hit once again. Her mother's possession was over at last. There wouldn't be any more pain and terror, at least for now. Yet…. Carin would never quite forget her mother's face, that look of hatred, disgust, and contempt.

Naturally, things could only get better: Carin moved-in with her distant relatives and finally. Stability, with a return of a sense of happiness, right? Not quite, she felt a awful sense of guilt and loss she couldn't quite place, and despite her relative's warmness and understanding she felt like a undeserving parasite. Importantly, above all, she need to prove herself worthy, and what better way to do so as an officer? Funny thing, that, aren't hopes and dreams full of perils?

Carin's sense of justice may of have been strong, but how many other rookies say the same? It didn't take particularly long to see how truly bleak things can be. Corpses, human degeneracy, abuse, corruption, killings, and drugs. Little, by little, Carin's flame dimmed, and to cope, she turned to humanity's oldest friend. Like mother, like daughter, it seems she still hasn't fully escape her mother's wrathful ghost. . .

Skills:
+5 Deceive
+4 +4 Investigate, Notice
+3 +3 +3 Rapport, Empathy, Contacts
+2 +2 +2 +2 Athletics, Will, Stealth, Shoot

Stunts:
Bloodhound (Detective):
You have an eye for detail. You gain a +2 at Discovery actions related to your chosen specialty (e.g. vice, homicide, narcotics, cyber-crime). Additionally, you may take a piece of evidence without being detected once per scene.
PLACEHOLDER
PLACEHOLDER

Items
Handgun: Browning HP Practical, 9mm w/ SSIII Retention Holster
Armor: Second Chance Ultima NIJ II Vest
Radio: Motorola HT1000
Baton: Monadnock PR-24 Side Handle Baton
2 x 13-Shot 9mm Magazine
2 x S&W Handcuffs
D-Cell Maglite
Pepper Spray
Folding Knife

¯\_(ツ)_/¯ Subject to rework, I think I somehow lost sight here.
What's probably missing is where you balance the backstory to explain how Carin uses her background and the shitty things that have happened to her to be an incredibly effective investigator, and what sounds like a good interrogator / interviewer. That's also not reflected as well in the Aspects as it could be.

What was the transfer for? PM me if you want to keep it secret.

You won't need to record equipment as I'll track that in the roster, and detectives get issued different stuff anyway since they're not uniformed.

Looks promising, let me know when you've worked on stunts.
 
I gotta say I like it a lot.

The biggest main problem is if he's too twitchy, the police would never let him in through the interview process. So you have to incorporate some stability / ability to handle stress to allow for him to plausibly become a cop.

For Aspects: Facial scars is redundant with scarred veteran so I'd replace it with something that reflects his skills, personal life and so forth. Triggers is maybe replaced with something a bit more straightforward as to what you mean, like "Nervous Driver" or "PTSD."

Stunts seem fine.

No promises on vehicles, it may not be a Crown vic. We'll see.

Ah, got it. I'll make a few edits. And I thought the Crown Vic was from the Police Officer Assignment?
 
I think you got a typo with "spend twelve years," should probably be "spent twelve years."

So you're looking for a work supervisor that deals with the brass? Her skills seem very combat oriented, so maybe having a high social skill to keep the brass off your backs is a good idea. Empathy, Rapport, Contacts.

Aspects wise, I'd probably tweak them a little bit to reflect if she's family oriented at all, or reflect how she is as an individual. They look good for the most part though.

Stunts: Stunts generally are a special action, or a fixed bonus to a certain act, and they're generally +2. So "+2 to Notice when Creating an Advantage." Or, since I have a "Discovery" action in my games, you could get a +2 to that. Up to you.

"Intimidate" is a little bit too powerful, so I'd rework it to something like "With sheer force of Will, you can attack a person to inflict mental stress instead of Provoke."

So mostly pretty decent. Also answer the questionaire when you can.
Did the changes. Sorry for those mistakes in the Stunts. Its been a little while since I played with the Fate system.
Could you elaborate on what the 'Discovery' action do? This is the first game of yours that I joined.
Ah, I thought we should answer the questionnaire through our character sheet. I'll get to that now.
 
Name: Mary-Evangeline "Marv" Lucas
Appearance:


Age: 31
Rank: (Provided by GM)
Birthplace: Cincinnati, OH
Assignment: Vice (Narcotics)
Experience: Vice (Narcotics), Field Investigations Detail, 2 years; Special Victims, Domestic Violence Detail, 3 years; Beat cop for 3 years.

Aspects:
High Concept - Face of an angel, heart of blackest pitch
Trouble - Takes it personally
The abyss also gazes into you
Sympathy for the devil
Unhappily married

Refresh: 3
Fate Points: 3
Physical: (Based on Physique)
Morale: (Based on Will)
Wealth: (GM)
Consequences: X

Personality & Bio: Mary-Evangeline Lucas used to be a Catholic schoolgirl, and she still looks like one when she decides she wants to. It's a pretty useful asset in her line of work. She's seen some of the worst of humanity, and in particular the worst of what people do to their nearest and dearest. It's taken a toll on her, and especially her marriage.
She met her husband in college, when she was studying criminology and he was a political science major; she followed him back to Raccoon City, where he came from, when he went back to start a career in local politics. She got into the police academy, did her time as a beat cop, became a detective - and started seeing things that made her angry.
He thinks of himself as biding his time and working within the system to change it; she's starting to think of him as a coward who's never going to have the guts to buck the system - and in her darker moments, which are becoming increasingly common, that he might be getting corrupted by it. She fell in love with a bright, idealistic young man who wanted to set things right, but she's married to a lifer who's just looking for his share of the pork.
The long absences and odd hours don't make things any easier.
She's still Catholic enough not to want a divorce. Maybe. Yet.
But every time they have one of their screaming fights, a tiny part of her mind wonders whether she's just trying to push him so hard he snaps and hits her. That would give her an excuse. To do some of the things to him that are crawling in her heart.
She prays sometimes, still. For him. For herself. For all those women, and those men too. And the kids. Oh God, the kids.

Skills:
+5 Empathy
+4 Investigate, Rapport
+3 Shoot, Contacts, Forensics
+2 Fight, Athletics, Will, Burglary

Stunts:
The truth hurts - Marv can see right into somebody's psyche and pick out the sore spots. This enables her to use Empathy instead of Provoke to make mental attacks.
You can't handle the truth - Marv may use Investigate instead of Deceive to lie or mislead about a case she's working on or has worked on.
What lies behind the lie - Sometimes a lie reveals a deeper truth. When Marv succeeds in using Empathy to penetrate a lie, she gains a free invocation against the most appropriate of the liar's aspects.
 
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William: *stares at the detective while running into a wall*

For the most part solid, the aspect about his father is maybe limited in utility? As a trouble it sounds hard to compel, and I don't know how you'd invoke it. Also attached a questionaire to the profile creation you should answer.

Trying to show some family history as well as how being a cop/ranger was not his.... first choice? So basically he's not so gung ho about it all, he very much views it as just a job and not a calling.
 
Oh, right I changed a few things to make Micheal a bit less twitchy and changed two of the aspects.
 
Oh, this is a thing now.

Have either a Hunter/Local Woods Expert or a Sheriff's Deputy Application in mind.
 
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Updated profile... still need/want a pic though
Unless you do a specific commission or base your character's appearance on an already existing character. It'll be nearly impossible for you to find something that perfectly fits your character's written description.
Beggars can't be choosers. You just take what you have. The closest image I could find is the one I sent you yesterday. Otherwise, you could just settle with your written description. An image isn't mandatory after all.
 
That's a nevermind for me making a character. Think I need to get more experience with the FATE system. Don't want to be woefully unprepared.
 
That's a nevermind for me making a character. Think I need to get more experience with the FATE system. Don't want to be woefully unprepared.
Its one of the simplest RPG system out there. It wouldn't take you much beyond half an hour to get the bare basics to create a character sheet and play. The rest will come naturally and smoothly. I'm sure you can do it.

I was introduced to it by a friend who invited me into a short party. Thankfully, she lent me her dices at the time. Anyway, I learned the system on the fly right there and then. It isn't really that complicated.
 
Did the changes. Sorry for those mistakes in the Stunts. Its been a little while since I played with the Fate system.
Could you elaborate on what the 'Discovery' action do? This is the first game of yours that I joined.
Ah, I thought we should answer the questionnaire through our character sheet. I'll get to that now.
Discovery is an action that purely discovers new things, instead of using a CA to try and do that and creating random invocations.
A CA is more deliberate, so in some games you can CA with Notice and it's a really broad way to discover things and stack boosts, now it's a separate action if you wanna search.

Ah, got it. I'll make a few edits. And I thought the Crown Vic was from the Police Officer Assignment?
Yeah I'm working out the exact details as I finalize these things.

... how's a 2-door?
 
Discovery is an action that purely discovers new things, instead of using a CA to try and do that and creating random invocations.
A CA is more deliberate, so in some games you can CA with Notice and it's a really broad way to discover things and stack boosts, now it's a separate action if you wanna search.


Yeah I'm working out the exact details as I finalize these things.

... how's a 2-door?

Sounds good!
 
Discovery is an action that purely discovers new things, instead of using a CA to try and do that and creating random invocations.
A CA is more deliberate, so in some games you can CA with Notice and it's a really broad way to discover things and stack boosts, now it's a separate action if you wanna search.
Thank you. I edited my character sheet for hopefully the last time. I also answered the questionnaire. It's at the end.
Name: Andrea Wingates Bavmorda

Appearance:


Age: 33
Rank: (Provided by GM)
Birthplace: Atlanta City, Georgia.
Assignment: She is to interpret and apply ordinances to a wide variety of situations, supervise and train personnel, weigh in on disciplinary situations, help develop new policies and act as a liaison between upper management and subordinates. In rare occasions, she is deployed in the field if a more experienced agent is needed.
Experience: Andrea spent twelve years in the military, only nine if we discard the three years of training. She then joined Racoon City's Police Department and served in it for three years. She still working there.

Aspects:
High Aspect - Ace Police Officer
Trouble - Never Good Enough
Gruff Leader
Helicopter Older Sister
Ex-Soldier

Refresh: 3
Fate Points: 3
Physical: [] [] [] []
Morale: [] [] [] []
Wealth: (GM)
Consequences: 2/4/6

Personality & Bio:
A calm and collected individual, Andrea handles most situations that would induce terror and fear in the average person with a controlled ease. In most cases, even genuine surprise and happiness, her reactions to stimuli are subdued. Her conduct is very professional, however she isn't incapable of a bit a humor, goodnatured and not. Despite appearing detached and cold, she cares deeply for the lives of her fellow policemen. She upholds her duty to civilians seriously. Almost too seriously. Andrea was born in the State of Georgia, Atlanta City. She was born into a relatively well-off family with two other younger siblings, her childhood was a simple one with nothing particularly interesting about her. Her failing grades in High-School didn't help and she barely managed to graduate. Getting into any university was unthinkable and at the time, Andrea's only choice was the military from which she ended her training and necessary education at 21. Surprisingly, she chooses to be an Enlisted and not a Commissioned Officer. Through the years and after diligent work, she managed to rise to E6 before putting an end to her career. The military was a mean to an end for her and now that her life was stable, she didn't wish to stay in the military who had an uncertain work schedule and deployments and so at the age of 30, she returned to her family who now lives in Racoon City where she joined the Police Department where she can be close to her family and protect the city they live in.

Skills:
+5 (Fight)
+4 (Will, Physique)
+3 (Shoot, Athletics, Contacts)
+2 (Notice, Rapport, Drive, Survival)

Stunts:
Danger Intuition
: Andrea can notice when someone has hostile intentions or when something bad is about to happen. +2 bonus to Discovery actions.
Intimidate: Once per scene Andrea can with a sheer force of Will attack a person to inflict mental stress instead of Provoke.
Community Outreach: You know your beat like the back of your hand. Once per scene, you may make a special roll to "acquire" equipment or resources through unconventional means. Your experience in conducting field searches also means you tend to find more material from a Discover action.

Questionnaire:

Describe your prior Experience.
Andrea spent three years of training until she was deemed for duty like the rest at the age of 21. She then spent 9 years of service in the Military in which she participated in the Gulf War. She wasn't any better than the other soldiers with her mentally but she recovered well enough with time. She took her retirement at the age of 30. She then served for 3 years in the RCPD and is still serving in there.

Describe your current Job.
Andrea thinks that her current job is simple if slightly similar to her work in the military. The only difference is that her being deployed is more often. The other difference is that she is close to her family now and she can protect them in the city they live in.

Describe your greatest Strength.
Andrea is a trained veteran in the field, she is used to leading, being led, following orders or giving ones. She has seen her fair share of death, multiple types of weapons and life or death situations that her being still alive is a proof she managed to get through all of that. She is strict, stern and dislikes those that fall out of order.

Describe your greatest Weakness.
Andrea's weakness is her family, her now old parents and her two little siblings, a brother and a sister who are both in High School. Andrea cares for them deeply and she does not take well to them being provoked. Her other weakness is that she never thinks what she does is good enough or if her men's work is not satisfactory.

What are your Goals as part of the Taskforce?
Andrea's goal is simple. She'll get to the bottom of this, solve the situation and get back to her normal life. She has a city for whom she needs to uphold her duty, and a family to protect.

Any Special Requests?
None.
 
William: *stares at the detective while running into a wall*



Trying to show some family history as well as how being a cop/ranger was not his.... first choice? So basically he's not so gung ho about it all, he very much views it as just a job and not a calling.
So maybe like "I don't love the job, but it pays well." Hmm.
 
That's a nevermind for me making a character. Think I need to get more experience with the FATE system. Don't want to be woefully unprepared.
Honestly don't feel intimidated, it's a little headscratching making the aspects but it runs smooth. I can help you through the process. The most important thing is people being sure if they're gonna participate or not. As long as you know that I'll do everything I can to help.
 
WIP

Name: John Krulak
Appearance:


High Concept:

Smashing Machine By Day, Friendly Small Town Cop By Night

-Coach And Owner Of Bhaba Yaga Martial Arts
- Be Nice Until It's Time Not To Be Nice
-

Trouble:
"I'm Not The Man My Grandfather Was" (Nicolai Krulak was a notorious figure in local organized crime)
 
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Name: Mary-Evangeline "Marv" Lucas
Appearance:


Age: 31
Rank: (Provided by GM)
Birthplace: Cincinnati, OH
Assignment: Vice (Narcotics)
Experience: Vice (Narcotics), Field Investigations Detail, 2 years; Special Victims, Domestic Violence Detail, 3 years; Beat cop for 3 years.

Aspects:
High Concept - Face of an angel, heart of blackest pitch
Trouble - Takes it personally
The abyss also gazes into you
Sympathy for the devil
Unhappily married

Refresh: 3
Fate Points: 3
Physical: (Based on Physique)
Morale: (Based on Will)
Wealth: (GM)
Consequences: X

Personality & Bio: Mary-Evangeline Lucas used to be a Catholic schoolgirl, and she still looks like one when she decides she wants to. It's a pretty useful asset in her line of work. She's seen some of the worst of humanity, and in particular the worst of what people do to their nearest and dearest. It's taken a toll on her, and especially her marriage.
She met her husband in college, when she was studying criminology and he was a political science major; she followed him back to Raccoon City, where he came from, when he went back to start a career in local politics. She got into the police academy, did her time as a beat cop, became a detective - and started seeing things that made her angry.
He thinks of himself as biding his time and working within the system to change it; she's starting to think of him as a coward who's never going to have the guts to buck the system - and in her darker moments, which are becoming increasingly common, that he might be getting corrupted by it. She fell in love with a bright, idealistic young man who wanted to set things right, but she's married to a lifer who's just looking for his share of the pork.
The long absences and odd hours don't make things any easier.
She's still Catholic enough not to want a divorce. Maybe. Yet.
But every time they have one of their screaming fights, a tiny part of her mind wonders whether she's just trying to push him so hard he snaps and hits her. That would give her an excuse. To do some of the things to him that are crawling in her heart.
She prays sometimes, still. For him. For herself. For all those women, and those men too. And the kids. Oh God, the kids.

Skills:
+5 Empathy
+4 Investigate, Rapport
+3 Shoot, Contacts, Forensics
+2 Fight, Athletics, Will, Deceive

Stunts:
The truth hurts - Marv can see right into somebody's psyche and pick out the sore spots. This enables her to use Empathy instead of Provoke to make mental attacks.
You can't handle the truth - Marv may use Investigate instead of Deceive to lie or mislead about a case she's working on or has worked on.
What lies behind the lie - Sometimes a lie reveals a deeper truth. When Marv succeeds in using Empathy to penetrate a lie, she gains a free invocation against the most appropriate of the liar's aspects.
Has this character worked in undercover too? Or purely on the investigative / plainclothes side?
 
Honestly don't feel intimidated, it's a little headscratching making the aspects but it runs smooth. I can help you through the process. The most important thing is people being sure if they're gonna participate or not. As long as you know that I'll do everything I can to help.

If you're willing to help, I'm willing to learn. Just tell me what to do.
 
Prior Experience: "I was with the 759th when we decided to kick Noriega out of Panama, and honestly it was mostly detaining the Dingbats, sorry, Noriega's supporters to make sure they didn't blow up any cars. Couldn't really blame them, because the brass were trying very hard to live up to the 'Just Cause' name. Trying, and failing.

Anyway, I served in the Desert ops after that, and let me tell you, we worked damn hard there. Our kit had gotten lost somewhere between Panama and Colorado and wound up in New Orleans, were some genius decided to drive a forklift through some of our crates. We deployed with what we had, and we made do. It was mostly like Panama, just a lot sandier and with a whole lot more Republican Guards. I got a lot of practice transporting those guys to the detention camps, since they didn't have a lot of fight in them.

So, served my five years and came back to the states just in time to get the family farm. Sold off as much of the land I could, and joined up with the local Sheriff's department. Turns out, having a guy with experience handling prisoners is good on the resume. So, I've been escorting prisoners for Arklay County the past four years now. A lot easier than Dingbats, for sure."

Job: "Bit of overlap here, but prisoner transport is pretty simple. Get the restraints on, pat them down to make sure they're not hiding anything they can use to escape, watch them like an angry hawk every time they're out of the vehicle, and don't give them a chance to bolt. Simple, but it takes a lot of discipline to keep at it for the entire trip. You can't slip up, since they'll take any chance they can get."

Strength: "Honestly, back in the MPs,people said I always looked like I was going to murder someone. It's the eyes. I always look a bit pi**ed, but it's good for keeping prisoners in line. Hard for them to find the will to break out if they have a scary mother****** staring them down. A lot of these guys are nothing compared to some of the Dingbats. But, if they do decide to see who's the bigger dog, well, I was pretty good at wrestling in high school."

Weakness: "I mean, you have my psych report, right? Alright, I'll put it down for the record. I'm leery about authority, especially those with a lot of it. This doesn't get in the way too much, since my bosses definitely earned their positions, but can you really blame me? I mean, Just Cause really wasn't that just, and the only reason why we cared what Saddam did was because we needed oil. And seriously, not too long ago we were scrutinizing stains on a dress! I think I'm a little right to be leery on this."

Goals: "Honestly, I just want to be able to go a day without worrying that my partner is on the take, and believe me, a lot of the force is on the take. Beyond that, yeah, I'm hoping the taskforce will look good at the promotion board. Getting a better pay rate is always a good thing... 'less it puts you on the take."

Name: Leo D. Torres
Appearance: Wiry thin, one wouldn't expect Leo to be the kind of cop who works best up close. Very little about Leo stands out, from his high and tight black hair, to his white skin which draws more from his father than his mother, to his average height. Very little, except for his eyes, which are razor sharp even when at rest. Razor sharp, and always suggesting a deep anger, which some have called "Killer's eyes". If anyone would call him a killer, it would be because of those eyes.
Age: 29
Rank: Sergeant
Birthplace: Stone-Ville, Arklay County, Missouri
Assignment: Sheriff's Deputy - Prisoner Transport
Experience: 5 years as 31B (Military Police), 4 years Sheriff's Deputy

Aspects:
High Concept: Desert Shield Vet
Trouble: The Great Lie
Stone-Ville Stubbornness
Tough Love
If Looks Could Kill
Refresh: 3
Fate Points: 3
Physical: [] [] [] []
Morale: [] [] [] []
Wealth: (GM)
Consequences:
Personality & Bio:

To call Stone-Ville a small town would be overselling it. A general store (and one logging company, though that went under in the recession) was all the town had, if you didn't count the fishermen who came every summer before bolting and the public school which hadn't bought new desks since the 40s. For Leo, though, his hometown felt more like a hick hellscape. Little wonder why he decided to skip town the day after graduation to the nearest recruiting office.

His next five years spent as a 31B (Military Police) in the 759th Military Police Battalion, much of which was spent in Panama and the Middle East during Just Cause, Desert Shield and Desert Storm respectively. After serving his enlistment, Leo returned to Stone-Ville to inherit the family farm from his deceased mother. After selling much of the land, Leo kept his family home and found employment in the Arklay County Sheriff's Department as a Deputy, becoming one of their regular prisoner transporters.

In his own words "Stone-Ville is pretty much Hicks-Ville, but I don't have to worry about Raccoon City's high rent and it's not that far of a drive to the Sherriff's department.

Excerpt from Leo Torres' Psych Evaluation: Torres has a strong distrust of authority figures, particularly of those who have not "earned his trust". This extends particularly to those above him, be it politically or economically. Torres also demonstrates a marked disinterest in, or perhaps avoidance of, corruption in the RCPD. The view of his employment as "Just a job," and "Not worth messing with the IA over" has also been noted.

Beyond these quirks, Torres is not the type of person to "cause waves", often letting others do the talking. This may stem from his frequent assignments in prisoner transportation, forcing the cultivation of a hard persona. Others in the Arklay Sheriff's Department have noted that he "has the face for prisoner transport", with many mentioning those eyes. Perhaps this could be a defense mechanism, possibly stemming from an inferiority complex stemming from...

Skills:
+5 Provoke
+4 Physique +4 Fight
+3 Athletics +3 Shoot +3 Will
+2 Investigate +2 Preparation +2 Survival +2 Drive

Stunts: (2 + Class-Stunt by Default)
- Jailor: Your experience in the corrections system has left you good with your hands. You have a +2 at capturing, and restraining prisoners of all kinds, and you always have initiative in a grappling match.
- Scary: You are just someone people don't want to cross, and that's clear even to other intimidating folks. You may use Provoke instead of Will to defend against Provoke.
- Grappler. +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.

Equipment:
-[Handgun]: 9x19mm Browning HP w/ SSIII Retention Holster
-[Armor]: Second Chance Ultima NIJ II Vest
-[Radio]: Motorola HT1000
-[Baton]: Monadnock PR-24 Side Handle Baton
-2 x 13-Round HP Magazine
-2 x S&W Handcuffs
-D-Cell Maglite
-Pepper Spray
-Folding Knife
-Model 26 Taser (+2)
 
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If you're willing to help, I'm willing to learn. Just tell me what to do.
The "Character Creation Checklist" in the original post explains what each of the sections in the profile do.

So you have five "Aspects." These are line one-liners that sum up the essence of your character and the things that happen to them. The High Concept is the big one, the trouble is exactly what it sounds like
e.g.:

High Concept: Full Time-Cop, Part-Time Dad
Trouble: Married to the Job
Vietnam Veteran
Chain-Smoking Athlete
Trouble with the Chief

I can pay you a Fate Point (compel) you to play a certain Aspect of your character, or you can spend a point to use a strong part of your character. Once you do, you can reroll a bad roll, or add a +2 to a roll you have made.

So for example, you're on a foot chase with a suspect, and your Athletics roll isn't good enough to catch this guy in a marsh. You go "Hey, I think "Vietnam Veteran" means that Frank would have experience in running through terrible marshy terrain. Can I pay a Fate Point to add a +2 to my Athletics roll?"

"Sure thing. The +2 means you're able to catch up to the suspect and manage to throw them to the ground."

And so forth.

Then, maybe I go. "Hey, I'll give you a Fate Point if you bust this suspect without reading them their rights, since you've got a reputation for being a "Trouble with the Chief" and not always doing it by the book."

Skills are self-explanatory. Stunts are just abilities, you can look up ones to use from the Stunt Wiki I linked in the Character Creation tab and copy them verbatim.

Then you just answer the questionaire on top of the profile and I pretty much do the rest.
 
Name: Rico Marsillie
Appearance: A young man of some Hispanic heritage with black hair that's a little too long for the military or police setting and a pair of hazel eyes behind a rugged pair of square glasses. He is of medium height but has kept himself in shape, in a more casual, health focused manner. When not in a lab coat, he usually wears a pair of khaki slacks, white long sleeve shirt, and a forest green sweater vest to give him that friendly 'Mr. Rogers' feel.

Age: 29
Rank: Provided by GM
Birthplace: Kansas City, Missouri
Assignment: Center for Disease Control Mental Health Division
Experience: University of Chicago School of Psychology 4 years, Leavenworth Correctional Facility 6 years, and Center for Disease Control Criminal Psychology Task Force 1 year.

Aspects
High Aspect - Government Observer, M.D.
Trouble - Young Crusader
Hospitalier from the Hood
Too Clever for His Own Good
Shrink for the Criminal Mind

Refresh: 3
Fate Points: 3
Physical: 4
Morale: 4
Wealth: GM discression
Consequences: 2/4/6

Personality & Bio: Rico is a second generation immigrant that grew up in a rough part of the inner city, with all of the ills that come with it. He was a bright lad and stayed on the periphery of the worst of gang activity, but saw many of his friends pulled into the worlds of crime. The Marsilles were rather supportive of their middle child who was rather intelligent, managing to get a scholarship to get a degree to put his ability to talk his way out of trouble to become a psychologist. Primarily as a way to provide for his family and keep himself out of prison, he was able to go through college rather quickly but part of the requirements of the scholarship is to spend several years working in a Federal Institution.

Upon graduating, the institution he was sent to was Leavenworth Prison.

For the next few years Rico worked as a Mental Health specialist with the war criminals, organized crime figures, and multi-state lawbreakers. His time there was rather harrowing, getting thrown into the deep end of some of the worst criminals the US had, which was a constant fight to keep on to his sanity. He took up boxing lessons here, partially to make use of the prison guard's health program, to keep from being totally helpless in a riot, and to gain a bit of respect from his patients. They saw him as a bit more hard rather than some butter ball shrink from some ivy league that couldn't understand them, his upbringing in the bad side of town allowed him to relate better to his patients. While there were plenty of psychotics that deserve to be there, he saw a disturbing number of prisoners with treatable mental illness that were just tossed into jail rather than getting proper treatment. He spent most of his time doing his best to give those prisoners the care they need and working on a research paper about the disturbing linkage of non-violent mental issues and chances of getting into prison.

Rico did his best to research this connection, and while the department of corrections was not interested in such a paper. It did get the attention of someone at the local Center for Disease Control as a motivated individual ready to search out for the true methods and treatment for those conditions. After a rather stringent application process, he was transferred to the CDC Mental Health Midwest Division ready to change the country for the better. He worked under some senior doctors on other cases before a call came in of strange murders with the perpetrators behaving extremely irrationally.

Skills
+5: Empathy
+4: Medicine, Will
+3: Physique, Notice, Lore
+2: Deceive, Fight, Shoot, Rapport

Stunts
Monster Tactician: Gain +2 to use analysis to create an Advantage using enemy psychology on BOW. Can also send back a government specimen samples back to the lab once a scene.
Profiling: Can use Empathy instead of Investigate to gauge the psychology of the perpetrator
Know-it All: Can use Lore +2 to create an advantage for someone making a social test

Gear

SIG Sauer P226
2x 15-round 9mm clips
Nokia Cell Phone
Mini-Steno book
3 click pens
Swiss Army Knife
D-Cell Maglight
Confirmation Rosary

Questionnaire

Describe your Experience: "I graduated a few years ahead of schedule with a psychology degree that was supposed to keep me out of prison. Only to end up in prison as my first job. I'm glad that I didn't have to wear a jumpsuit in there at least..."

Describe your Current Job: "It's great! I'm a proper Federal Employee with all of the benefits. Stable, pays well, and I feel like I'm going to make a real difference here at the CDC. Though so far it's just looking over reports and crunching statistics, but I'm certain I'll be into the big leagues after my first year."

What is your Greatest Strength: "That is a rather interesting question. I think I am highly motivated in my life, once I get my mind on something I am rather relentless in achieving my goal."

What are your Goals in this Taskforce: "I just want to help identify the modus operandai for these bizarre events and find out how we can prevent people from befalling others. If I get a mention in the DC Journal of Medicine, I wouldn't object."
 
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