Prototypical Spy

Basic Info:

Player: None

Position: Disguise/Con Artist

Demeanor: Someone who lives with wit and guile. Slimy.

Nature: Yeah still pretty slimy. He's lived off the cons for a long time and enjoys them more then he should. Doesn't mean he can't be nice, it just means he more often then not has a string attached to msot things he does for people.

Description: Caucasian male, late-twenties, North English accent. Wears a suit more often then not.

Stats:

  • Physical Health: 7
  • Mental Health: 7
Skills
  • Physical Defense: 3
  • Mental Defense: 4
  • Perception: 5
  • Agility: 5
  • Strength: 3
Attributes
  • Bluff: 5
  • Melee: 4
  • Ranged: 3
  • Sneak: 4
Specialties:
  • Cloak And Dagger: 3. Blankety is trained in covert operations of all kinds ranging from general infiltration to wetwork. They know the best way strike to make is the one the enemy isn't expecting and they know in order to do that they have to stay quiet and out of sight. (+3 SNK when utilizing crowd cover. +3 MEL after passing a successful sneak check on an enemy. MEL boost lost after being used on an enemy.)
  • "Just The Janitor, Sir.": 3. Blankety is used to picking up disguises on the go and setting them up as he needs them. Give them a mop and overalls they'll stick on a poor attitude and a pension for grumbling about their trashy job. Give them a suit, glasses, and a ruler they'll enjoy teaching kids and conveying knowledge. (+2 BLUFF when they're trying to pull off a disguise they're currently wearing. Disguise has to be a full disguise, which means every outer article/)
  • Putting The Pieces Together: 3. Sometimes a good spy has to use his wisdom in order to figure out where something important is. The foreign military general has a habit of reading the same book, and even has one page dogeared severely. Maybe that page number is the safe combination? (Functions as a 4df+3 roll to try and put clues together to form a larger picture. Degrees of success relies on GM discretion.)
  • Eye for Manipulation: 3. A sixth seventh sense for manipulation is also what a spy's got sometimes. You have to know when you're getting played, and conned. (+3 PERC when actively looking signs that their cover has been blown)

Gear:

  • Suppressed Browning M1911 (Suppressor has no mechanical effect.)
  • .45cal APC magazines
  • Stiletto knife
  • Camera

Possessions:

  • Disguises
  • Mirrors
  • Checkbook

Personal History:

Cambridge Breen has had an interesting life. Born to a traveling con-man in north England sometime between 1930 and 1935, Breen was named after a school he’d never get to attend and fell easily into his father’s game of graft, grift and mind-games. Never staying in one town for long, Breen grew up stealthily picking pockets while his father had the mark distracted, and soon enough graduated to filling in whatever role his father needed, even as war sirens and wary MPs tried to keep England on the war track. By the end of the war, the Breens were still up to their old tricks, advancing on from their old cons to much more elaborate schemes involving series of clever disguises, acting tricks and more.

Cambridge, being shorter than average and slim, was a perfect candidate for disguises to accompany his father on his assorted adventures: Cambridge has been all sorts of people, ranging from stout Bobbies to high-class ladies to poor orphans to military officers, French chefs, belly dancers and grizzled longshoremen. Not a violent young man by any means, Cambridge did perfect a few tricks to disable people quick and quiet as necessary when disguise and trickery didn’t do the job, and the profession led to a healthy dose of paranoia.

Things were good, in their stressful way, until 1956. Breen and his father came across a perfect score: A rich Englishman was making his presence known, throwing money about willy-nilly in search for a bride. Calling on both their resources and acting chops, the Breens approached the man, posing as an exotic tea merchant and his beautiful and eligible daughter. The man bought it hook line and sinker, and through a series of comical adventures sadly left unprinted, managed to slink into the shadows a few thousand pounds Sterling richer.

That the man was an MC&D associate was an unfortunate side effect that they only learned when thugs and assassins came in, pummeled Cambridge to a pulp and killed his father. On the other hand, Cambridge was alive, just in time to be found by a Foundation object retrieval team coincidentally at the same site right before his intended date of disposal. Given his somewhat unique skillset, distinct exposure to the anomalous world, and lack of outside ties, Cambridge was given a job offer while in hospital. An offer that, looking for revenge, he gladly took.

Languages

  • English

Miscellaneous:

XP: 0

Name of Source/Purchase XP Change Date
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