Deep6 Seeker Agent
various
 
Cost

Characteristic

Value Roll Notes
3 STR 13 12- Lift 150kg; 2½d6; [1]

12 DEX 14 12- OCV: 5  DCV: 5
0 CON 10 11-  
0 BODY 10 11-  
3 INT 13 12- PER Roll 12-
8 EGO 14 12- ECV: 5
3 PRE 13 12- PRE Attack: 2½d6
0 COM 10 11-  
3 PD 6   Total: 12 PD (6 rPD)
4 ED 6   Total: 12 ED (6 rED)
6 SPD 3   Total: 0 MD (0 rMD)
0 REC 5   Phases: 4, 8, 12
0 END 22   Running: 6" / 12"
2 STUN 22   Swimming: 4" / 8"
 

Cost

Powers

END

12 Body Armor: Armor 6PD/6 ED - OIF (-½) 0
2 Deep Diving Suit: Life Support: Safe in High Pressure, Low Temperature - OIF (-½) 0
3 Low Light Goggles: Enhanced Senses: Nightvision - OIF (-½) 0
8 Radio: Enhanced Senses: High Range Radio Perception - OIF (-½) 0
20 Sonic Pulse Gun: Energy Blast 7d6, Armor Piercing (Not Armor Piercing Against Resistant Defenses; +¼), Charges: 16 (+0), OAF: Carbine (-1), Extra Time: Delayed Phase (-¼), Reduced by Range (-¼) 0
2 Trained Swimmer: Swimming +2" 0
3 Underwater Rebreather: Life Support: Expanded Breathing, Breathe Underwater - OIF (-½) 0

Cost

Skills

10

+1 with All Skills

4

+2 with Sonic Pulse Gun

1

Athletic Skill: Skiing, Snow 8-

1

Bureaucratics 8-

0

Everyman Skills
Acting 8-
Area Knowledge: various 11-
Climbing 8-
Computer Programming 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language Skill: various (idiomatic)
Paramedic 8-
Persuasion 8-
Professional Skill: Archaeologist 11-
Shadowing 8-
Stealth 8-
Transport Familiarity: Small Ground Vehicles

2

Knowledge Skill: Ancient Artefacts 11-

2

Knowledge Skill: Archaeological Artefact Market 11-

3

Knowledge Skill: Artefact Extraction Methods 12-

1

Knowledge Skill: SCUBA 8-

3

Language: French (or other) - Fluent with Accent

3

Navigation: Orienteering, Marine 12-

2

Riding: Camels, Equines 8-

10

Survival: Arctic Group, Temperate Group, Tropical Group, Deserts Group, Marine Group 12-

2

Systems Operation 11-

3

Trading 12-

8

Transport Familiarity: Common Motorized Vehicles, Two-Wheeled Motorized, Ground Vehicles, Railed Vehicles, Rafts, Small Motorized Boats, Large Motorized Boats, Submarines

Cost

Talents

3

Environmental Movement: No Penalties in Water
75+ Disadvantages
15 Hunted: Monitored by Deep6 14-
20 Hunted: S.A.G.E. 8-
20 Psychological Limitation: Adrenaline Junkie
15 Psychological Limitation: Bigmouth/Braggart
15 Psychological Limitation: Greedy
0 Experience Points
 
Characteristics Cost 25 Base Points 75
Powers Cost 113 Disadvantages 75
Talents Cost 3 Experience Points 0
Perks Cost 0 Total Points 150
Martial Arts Cost 0
Skills Cost 12
Total Cost 150
 
Concept Agent Hair Colour various
Nationality various Eye Colour various
Place of Birth various Height various
Date of Birth various Weight various
 
Background

Back when Tresore Lalonde was a world class archaeologist, before she became Treasure, she had attracted a number of young undergraduate and graduate students wanting to become the next Indiana Jones. They were useful then and they are useful now as Seeker agents. Although perhaps, they do not realize that Treasure keeps all the best to herself.

Personality

All adrenaline junkies, the Seekers are thrilled with the chase of ancient artifacts and gold. Often times they get into trouble and quite a few of them are jailed or killed. Luckily for Treasure, there are a lot of Indiana Jones wannabes with a taint of greed.

Quote
"Perimeter is secured, Mademoiselle. We'll take care of any problems that arise."
Powers
The Seekers are primarily archaeological assistants to Treasure, but they have some protection. The pressure suits provide some degree of armored protection as well as the ability to work well underwater. Having found difficulty with the poor effectiveness of firearms underwater, they sport sonic pulse guns which work equally well above and underwater.
Appearance

The Seekers favor Indian Jones style attire, complete with dusty hat, vest, and boots when not underwater or in combat. In situations when more danger is suspected or when they are underwater, they wear their pressure suits and helmets.

 

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