Lanci, Antonio

by Dave McAlister

Codename: Fingers
Aliases: Tony Lanci
Nationality: Italian
Gender: Male Handedness: Right
Height: 5 ft. 9 in. Weight: 180 lbs.
Eyes: Green Hair: Black
Place of Birth: Rome, Italy
Date of Birth: 1983.07.18
Distinguishing Characteristics: None

BACKGROUND
A third-generation thief, Antonio was always destined to join the family business. In fact, from the age of 7, he was learning the tricks of the trade with his father on the streets of Rome. Acting as the diversion Antonio would steal a wallet or other such item from the mark and run off. The trick was that his father would “catch” him before he got too far and return the wallet, only to pick the mark’s pocket and re-steal the wallet.

As Antonio got older, he became more adept at picking pockets and the tricks changed, but never his partner. Antonio’s father was his idol and they were inseparable. Inseparable, that is, until the pair were caught when Antonio was 13. Being a minor, Antonio was placed in the custody of social services. However, his father was imprisoned for 5 years. By the time of his release, Antonio had made his mark in the underworld of Rome and didn’t need a partner, but the two were glad to be reunited. Antonio had “upgraded” from petty larceny during those years and was know as the man who could get almost anything – whatever the timescale.

Antonio doesn’t really care who hires him, as long as they pay, in advance, for his services. To this end, he has worked for a variety of organisations – not always knowing, nor necessarily caring, who was picking up the tab.

LOW-LEVEL VERSION
Department: Organized Crime (European Mafia)
Class: Fixer
Level: 4
Strength: 12 Intelligence: 14
Dexterity: 15 Wisdom: 12
Constitution: 12 Charisma: 12

Vitality: 27 Wounds: 12

Defense: 15 (+3 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30 ft.

Fort: +3 Ref: +6 Will: +2

Skills: Bluff +8, Bureaucracy +3, Driver +9, Escape Artist +11*, Forgery +9, Hide +9, Listen +8, Move Silently +9, Open Lock +11*, Search +8, Sleight of Hand +11*
* threat range 19-20

Feats: Magician, Nimble Fingers, Political Favors

Special: +2 department bonus when arranging and cutting street deals, dexterous, procure, evasion (no damage on save), sneak attack +1d6, uncanny dodge (Dex bonus to Defense)

Attacks: Glock 21 .45 ACP +5 (1d12, error 1, threat 19-20, range 25 ft., qualities AA, CP, TD)

Gear: Glock 21 .45 ACP, 50 rounds, holster, trendy clothes, sunglasses, cell phone, lock picking kit, forgery kit, PDA, electric lockpick

MID-LEVEL VERSION
Department: Organized Crime (European Mafia)
Class: Fixer/Grifter
Level: 5/4
Strength: 12 Intelligence: 14
Dexterity: 16 Wisdom: 12
Constitution: 12 Charisma: 12

Vitality: 57 Wounds: 12

Defense: 19 (+6 class, +3 Dex)
Initiative Bonus: +8 (+5 class, +3 Dex)
Speed: 30 ft.

Fort: +6 Ref: +11 Will: +3

Skills: Bluff +13, Bureaucracy +4, Cultures +8, Driver +11, Escape Artist +18*, Forgery +14, Gather Information +5, Hide +15, Listen +9, Move Silently +15, Open Lock +18*, Search +13, Sleight of Hand +18*
* threat range 18-20

Feats: Concealed Weapon, Magician, Nimble Fingers, Old School, Political Favors

Special: +3 department bonus when arranging and cutting street deals, dexterous, procure, evasion (no damage on save), sneak attack +2d6, uncanny dodge (Dex bonus to Defense), larcenous, “do I want to know?” ($200), toss (quick use), robber (advanced), “by hook…”, flawless search

Attacks: Glock 21 .45 ACP +8 (1d12, error 1, threat 19-20, range 25 ft., qualities AA, CP, TD)

Gear: Glock 21 .45 ACP, 50 rounds, holster, trendy clothes, sunglasses, cell phone, lock picking kit, forgery kit, PDA, electric lockpick, leatherman, glass cutter, police scanner

HIGH-LEVEL VERSION
Department: Organized Crime (European Mafia)
Class: Fixer/Grifter
Level: 5/9
Strength: 12 Intelligence: 14
Dexterity: 16 Wisdom: 13
Constitution: 12 Charisma: 12

Vitality: 87 Wounds: 12

Defense: 22 (+9 class, +3 Dex)
Initiative Bonus: +12 (+9 class, +3 Dex)
Speed: 30 ft.

Fort: +8 Ref: +13 Will: +5

Skills: Bluff +18, Bureaucracy +5, Cultures +14, Driver +11, Escape Artist +24*, Forgery +19, Gather Information +10, Hide +20, Listen +9, Move Silently +20, Open Lock +24*, Search +18, Sleight of Hand +24*
* threat range 17-20

Feats: Concealed Weapon, Deadly Precision, False Start (Magician), Immobilizing Strike, Magician, Mingling Basics, Nimble Fingers, Old School, Political Favors

Special: +4 department bonus when arranging and cutting street deals, dexterous, procure, evasion (no damage on save), sneak attack +2d6, uncanny dodge (Dex bonus to Defense), larcenous, “do I want to know?” ($400), toss (quick use, hide traces), robber (advanced, grand), “by hook…”, flawless search, on the job, revolving door

Attacks: Glock 21 .45 ACP +10 (1d12, error 1, threat 19-20, range 25 ft., qualities AA, CP, TD) or Ballistic knife +8 (1d4 (melee)/1d8 (ranged), error 1-2, threat 20, range 5 ft., qualities AP (ranged only))

Gear: Glock 21 .45 ACP, 50 rounds, holster, trendy clothes, sunglasses, cell phone, lock picking kit, forgery kit, PDA, electric lockpick, leatherman, glass cutter, police scanner, ballistic knife, evidence kit, flashlight

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear,Soldier/Wheelman Class Guide, Fixer/Pointman Class Guide)

Davey, Alison

by Dave McAlister

Codename: Freefall
Aliases: Ali
Nationality: Australian
Gender: Female Handedness: Right
Height: 5 ft. 6 in. Weight: 140 lbs.
Eyes: Brown Hair: Brown
Place of Birth: Perth, Australia
Date of Birth: 1979.10.04
Distinguishing Characteristics: Very long hair.

BACKGROUND
Alison Davey has always had a keen interest in extreme sports, but it wasn’t until she decided to parachute from a plane for charity, that she received her first taste of it. That jump lead to many more and, before long, Alison had found that base jumping was even more thrilling. During those early years, Alison formed a close friendship with other base jumpers from Perth and the surrounding area. The leader of this, small, group was Barnaby “Barney” George, a small-time thief and con-artist. Barney was hired to break into the offices of a law firm and steal some documents. The problem was that these particular offices were on the 18th floor of a downtown skyscraper. Without telling his group the exact details, Barney arranged it so that they would parachute onto the roof and then base jump into the city proper. Given that the group had attempted jumps like this before, none of them felt that there was anything untoward with this plan. Of course, Barney hadn’t told them that, he would parachute down first, steal the documents and then complete the base jump last. Unfortunately, Barney’s roof landing went wrong and he broke his leg. Landing next, Alison went to his aid. Rather than fail to complete the job for which he was hired, Barney confided in Alison and asked her to steal the documents. A little apprehensive, Alison did as she was asked and helped Barney to complete the base jump to escape the building.

Once word got back to the “hirers”, Alison was called upon and offered more work. For the past couple of years, she has travelled the world stealing, or acquiring as he likes to call it, anything and everything. Her codename is on file at the majority of law enforcement agencies worldwide, but none have yet been able to put a face, or real name, to it.

LOW-LEVEL VERSION
Department: Thrill Seeker
Class: Fixer
Level: 4
Strength: 10 Intelligence: 16
Dexterity: 18 Wisdom: 12
Constitution: 10 Charisma: 15

Vitality: 23 Wounds: 10

Defense: 17 (+3 class, +4 Dex)
Initiative Bonus: +6 (+2 class, +4 Dex)
Speed: 30 ft.

Fort: +2 Ref: +8 Will: +2

Skills: Appraise +12*, Balance +13*, Climb +7, Driver +11, Forgery +12*, Gather Information +7.5*, Jump +9*, Open Lock +11, Sport (Base Jumping) +13, Sport (Parachuting) +7, Tumble +13*
* threat range 19-20

Feats: Acrobatic, Master Fence, Traceless

Special: +2 department bonus to the result of all action dice rolls, dexterous, procure, evasion (no damage on save), sneak attack +1d6, uncanny dodge (Dex bonus to Defense)

Attacks: Colt M1911A1 .45 ACP +7 (1d12, error 0, threat 19-20, range 25 ft., qualities RG, TD)

Gear: Colt M1911A1 .45 ACP, holster, 40 rounds, average clothes, fatigues (black jumpsuit), parachute, snoop spray, night vision goggles, lockpicking kit, climbing kit, swiss army knife, cell phone

MID-LEVEL VERSION
Department: Thrill Seeker
Class: Fixer/Cat Burglar
Level: 5/4
Strength: 10 Intelligence: 16
Dexterity: 18 Wisdom: 12
Constitution: 10 Charisma: 16

Vitality: 43 Wounds: 10

Defense: 21 (+7 class, +4 Dex)
Initiative Bonus: +8 (+4 class, +4 Dex)
Speed: 30 ft.

Fort: +4 Ref: +12 Will: +3

Skills: Appraise +15*, Balance +16*, Climb +9, Driver +13, Forgery +14*, Gather Information +9*, Hide +8, Jump +12*, Move Silently +8, Open Lock +13, Sport (Base Jumping) +16, Sport (Parachuting) +10, Tumble +16*
* threat range 18-20

Feats: Acrobatic, Advanced Skill Mastery (Acrobatic), Advanced Skill Mastery (Master Fence), Break Fall, Master Fence, Traceless

Special: +3 department bonus to the result of all action dice rolls, dexterous, procure, evasion (no damage on save), sneak attack +2d6, uncanny dodge (Dex bonus to Defense), nimble, case (scout), honor among thieves +1, go to ground (hiding), improvise tools

Attacks: Colt M1911A1 .45 ACP +9 (1d12, error 0, threat 19-20, range 25 ft., qualities RG, TD) or Knife +5 (1d4, error 1, threat 20, range 5 ft.)

Gear: Colt M1911A1 .45 ACP, holster, 40 rounds, trendy clothes, fatigues (black jumpsuit), parachute, snoop spray, night vision goggles, appraisal kit, swiss army knife, cell phone, PDA, police scanner, electronic lockpick

HIGH-LEVEL VERSION
Department: Thrill Seeker
Class: Fixer/Cat Burglar
Level: 5/9
Strength: 10 Intelligence: 16
Dexterity: 19 Wisdom: 12
Constitution: 10 Charisma: 16

Vitality: 68 Wounds: 10

Defense: 25 (+11 class, +4 Dex)
Initiative Bonus: +11 (+7 class, +4 Dex)
Speed: 30 ft.

Fort: +6 Ref: +14 Will: +5

Skills: Appraise +20*, Balance +21*, Climb +14, Driver +18, Forgery +14*, Gather Information +9*, Hide +13, Jump +17*, Move Silently +13, Open Lock +18, Sport (Base Jumping) +22, Sport (Parachuting) +16, Tumble +21*
* threat range 18-20

Feats: Acrobatic, Advanced Skill Mastery (Acrobatic), Advanced Skill Mastery (Master Fence), Break Fall, Hidden Run, Improved Equilibrium, Master Fence, Moving Target, Spiderwalk, Traceless

Special: +4 department bonus to the result of all action dice rolls, dexterous, procure, evasion (no damage on save), sneak attack +2d6, uncanny dodge (Dex bonus to Defense), nimble, case (scout, foil, penetrate), honor among thieves +2, go to ground (hiding, chases), improvise tools, “do I want to know?”, sucker punch

Attacks: Colt M1911A1 .45 ACP +11 (1d12, error 0, threat 19-20, range 25 ft., qualities RG, TD) or Knife +7 (1d4, error 1, threat 20, range 5 ft.)

Gear: Colt M1911A1 .45 ACP, holster, 40 rounds, trendy clothes, fatigues (black jumpsuit), parachute, snoop spray, night vision goggles, appraisal kit, swiss army knife, cell phone, PDA, police scanner, electronic lockpick, thermal imager

(References: Spycraft Espionage Handbook, Shadowforce Archer Worldbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Fixer/Pointman Class Guide)

Quinn, Alex

by G Littlejohn and Dave McAlister

Codename: None
Aliases: None
Nationality: Canadian
Gender: Male Handedness: Right
Height: 5 ft. 10 in. Weight: 190 lbs.
Eyes: Blue Hair: Brown
Place of Birth: Montreal, Canada
Date of Birth: 1975.09.01
Distinguishing Characteristics: Hair is collar length.

BACKGROUND
Alex Quinn born in Montreal and schooled at the University of Montreal. He received his degree in International Law. Alex spent time with the Royal Canadian Mounties and eventually moved to the Canadian Security Intelligence Service, specifically the Counter Terrorism Branch. He spent time in England and the United Stated training and traveled quite extensively to the Middle-East. Alex has always had a flair for languages and being able to adapt to new cultures very quickly. Fitting in to whatever country he is in has never been a problem. He has recently been nominated to the United Nations Intelligence Team.

LOW-LEVEL VERSION
Department: D-1: The Power Brokerage
Class: Faceman
Level: 4
Strength: 8 Intelligence: 15
Dexterity: 13 Wisdom: 12
Constitution: 10 Charisma: 20

Vitality: 28 Wounds: 10

Defense: 13 (+2 class, +1 Dex)
Initiative Bonus: +4 (+3 class, +1 Dex)
Speed: 30 ft.

Fort: +2 Ref: +2 Will: +3

Skills: Cultures +8, Diplomacy +14, Disguise +12, Driver +8, Gather Information +12, Languages +8, Sense Motive +8, Spot +8

Feats: Charmer, Point Blank Shot, Precise Shot

Special: adaptable, linguist +3, cold read 1/session, quick change 1/session, backup 1/session

Languages: Arabic, Bulgarian, Czech, Danish, English, French, Georgian, German, Hebrew, Italian, Russian, Spanish

Attacks: Glock 31 .357 Magnum +4 (3d4+1, error 1, threat 19-20, range 30 ft., qualities AA, CP)

Gear: Glock 31 .357 Magnum, 50 rounds, concealable holster mark II, Master of Disguise Bundle (disguise kit, forgery kit, set poor clothes, set average clothes, set fatigues, uniform (can be police/security/military/janitors etc.), set trendy clothes, set designer clothes, sunglasses, combat boots, cell phone, binoculars, PDA), Intelligence Gathering Bundle (backpack, evidence kit, disguise kit, lockpicking kit, sweeper kit, snoop spray, flashlight, binoculars, micro tape recorder (with 5 hrs commercial-grade tape), audio bugs (x3), standard camera (with 3 rolls commercial-grade film), set poor clothes, set average clothes, cell phone), leatherman

MID-LEVEL VERSION
Department: D-1: The Power Brokerage
Class: Faceman/Counter-Terrorist
Level: 7/2
Strength: 8 Intelligence: 15
Dexterity: 13 Wisdom: 12
Constitution: 10 Charisma: 21

Vitality: 58 Wounds: 10

Defense: 16 (+5 class, +1 Dex)
Initiative Bonus: +9 (+8 class, +1 Dex)
Speed: 30 ft.

Fort: +6 Ref: +5 Will: +5

Skills: Bluff +7, Cultures +11, Diplomacy +20, Disguise +15, Driver +13, Gather Information +15, Intimidate +4/+10, Languages +11, Move Silently +3, Search +4, Sense Motive +13, Spot +13

Feats: Charmer, Fortunate, Point Blank Shot, Political Favors, Precise Shot

Special: adaptable, linguist +3, cold read 1/session, quick change 3/session, backup 1/session, fake it 1/session, quick-thinking, special tactics (locate), precision takedown (-25% cover)

Languages: Arabic, Bulgarian, Czech, Danish, English, Finnish, French, Georgian, German, Greek, Hebrew, Italian, Russian, Spanish, Swedish

Attacks: Glock 31 .357 Magnum +8 (3d4+1, error 1, threat 19-20, range 30 ft., qualities AA, CP)

Gear: Glock 31 .357 Magnum, 50 rounds, concealable holster mark II, Master of Disguise Bundle (disguise kit, forgery kit, set poor clothes, set average clothes, set fatigues, uniform (can be police/security/military/janitors etc.), set trendy clothes, set designer clothes, sunglasses, combat boots, cell phone, binoculars, PDA), Intelligence Gathering Bundle (backpack, evidence kit, disguise kit, lockpicking kit, sweeper kit, snoop spray, flashlight, binoculars, micro tape recorder (with 5 hrs commercial-grade tape), audio bugs (x3), standard camera (with 3 rolls commercial-grade film), set poor clothes, set average clothes, cell phone), leatherman, 15 BP remaining

HIGH-LEVEL VERSION
Department: D-1: The Power Brokerage
Class: Faceman/Counter-Terrorist
Level: 7/7
Strength: 8 Intelligence: 15
Dexterity: 13 Wisdom: 12
Constitution: 10 Charisma: 22

Vitality: 88 Wounds: 10

Defense: 18 (+7 class, +1 Dex)
Initiative Bonus: +13 (+12 class, +1 Dex)
Speed: 30 ft.

Fort: +8 Ref: +7 Will: +7

Skills: Bluff +13, Cultures +11, Diplomacy +27, Disguise +16, Driver +18, Gather Information +16, Intimidate +10/+17, Languages +11, Move Silently +8, Search +9, Sense Motive +18, Spot +18

Feats: Charmer, Expertise, Fortunate, Mobility, Point Blank Shot, Political Favors, Precise Shot, Sidestep, The Look

Special: adaptable, linguist +3, cold read 1/session, quick change 3/session, backup 1/session, fake it 1/session, quick-thinking, special tactics (locate, subdue), precision takedown (-50% cover), crowd control (1 level), safe attack, negotiator

Languages: Arabic, Bulgarian, Czech, Danish, English, Finnish, French, Georgian, German, Greek, Hebrew, Italian, Russian, Spanish, Swedish

Attacks: Glock 31 .357 Magnum +13 (3d4+1, error 1, threat 19-20, range 30 ft., qualities AA, CP)

Gear: Glock 31 .357 Magnum, 50 rounds, concealable holster mark II, Master of Disguise Bundle (disguise kit, forgery kit, set poor clothes, set average clothes, set fatigues, uniform (can be police/security/military/janitors etc.), set trendy clothes, set designer clothes, sunglasses, combat boots, cell phone, binoculars, PDA), Intelligence Gathering Bundle (backpack, evidence kit, disguise kit, lockpicking kit, sweeper kit, snoop spray, flashlight, binoculars, micro tape recorder (with 5 hrs commercial-grade tape), audio bugs (x3), standard camera (with 3 rolls commercial-grade film), set poor clothes, set average clothes, cell phone), leatherman, 35 BP remaining

(References: Spycraft Espionage Handbook, Shadowforce Archer Worldbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Official Alderac Entertainment Group Forums)

Zimmer, Reece

by Jim Miller

STR 64
REF 56
INT 50
WIL 50
CON 61
MOV 57
DEX 50

Sex: Male
Race: White
Nationality: American
Native Language: English
Age: 41
Psychological Profile: Unknown!
Advantages: Acute Vision (1), Contact – Roxy, Orion Headquarters Access (2), Toughness (3)
Disadvantages: Ego Signature – unique, custom-made ring stamps imprint of American Eagle in the flesh of the person he punches (2), Phobia – fear of being trapped or locked in small places (was imprisoned as POW in ‘tiger cages’) (1), Sense of Duty (3)
Skills: Basic Firearms (0), Basic Heavy Weapons (0), Basic Melee (0), Boxing – Blind-Fighting, Attack/Defend, Multiple Attacks (5), Club/Axe/Blackjack (0), Driving/Automobile (1), Driving/Motorcycle (0), Grenade (1), Parachuting (1), Pistol (2)

Background: Zimmer has a military background with US forces. At the epitome of his military career, he rose to the rank of Captain in the secretive Delta Force (Airborne). Here, he was trained primarily in anti-terrorist tactics and techniques, and specialized in hostage rescue and extraction. The Cap is now “retired” and runs a little “bar” in Trenton NJ. This serves as a safe house for Orion Operatives. He is known to take several “vacations” a year and is known to travel to quite exotic locations on the spur of the moment. Zimmer is a large, well built man, about 6 ft 7 inches and 285 lbs. He is now 41 years old, and so has lost some of the “edge” he had in his youth, but is still an imposing physical specimen, much more than the average man wants to deal with. His hand to hand pugilistic skills are his most refined asset. For a time, the service thought to groom him for Olympic competition in boxing, but decided to keep him in the field where his leadership, skills, and physical attributes were sorely needed. So, while Zimmer has never won an official boxing title, his performance in “unsanctioned” bouts are legendary throughout the US Armed Forces. In his younger days, Zimmer was involved in a secret US operation to rescue hostages, Operation Eagle Claw. It was a large, involved, dangerous operation and due to mecanical failure, lack of training, and a bit of nasty weather thrown in by mother nature, it failed. Zimmer was stricken! His beloved Delta Force had failed! He was not accustumed to failure. He went over and over the operation in his mind. He would learn from his mistakes. From their mistakes. From out of this, he has derived his own person slogan, “Planning, plus Training, plus Execution, plus Guts, equal Glory!” He is not known for being the sharpest leader, but one of the most successful. He is certainly meticulous, persevering, and thinks quickly on his feet. To go with his slogan, he commisioned the manufacture of his own personalized ring. Upon it, a US Eagle is depicted swooping in for the kill. Its talons are thrown forward, closing around an initial in each claw – R.Z. Above the eagle are the letters USOEC. When Zimmer scores a direct hit in hand to hand, the opponent is marred with an imprint from this ring. When Zimmer is ordered from superiors, “No calling cards, Zimmer! The eagle had better NOT LAND on this mission!” he turns the eagle in to the palm side of his hand so that it will not leave evidences of his handiwork. Captain Zimmer will lead, if called to do so, but he prefers not to at this stage in his life. If another is leading, he will precisely follow orders, unless doing so seems totally stupid, or supremely unethical. Zimmer is always loyal to party members, unless they have proven to him that his loyalty is not deserved. He will not leave another behind. Zimmer is not currently married. He is a widower, losing his wife, Kathlene, to inoperable brain cancer eight years ago. The wound is lessoned, after the passage of time, and he could see himself being involved in a relationship again, if the right woman came along. He has no children. He is married to his “bar”, and to Orion.

Walker, John

by Chris Crawshaw

STR 44
REF 73
INT 68
WIL 48
CON 42
MOV 59
DEX 71

Sex: Male
Race: White
Nationality: American
Native Language: English and German
Age: 36
Agent Number: 529P
Psychological Profile: Cruelty – Some, Sanity – Total, Passion – High, Loyalty – Some, Selfishness – Some, Piety – None
Advantages: Acting Ability (2), Bilingual Background (2), Fearlessness (2), Toughness (4), Contacts – Jerry Goodner (an Orion operative in Australia) (1), Sixth Sense (1)
Disadvantages: Addiction – Cigars (2), Deep Sleeper (2), Ego Signature – Pseudonyms always brands of Whiskey (2), Enemy – Hiroshima (4), Lost Dependant – Father MIA (3)
Skills: Acting (0), Aircraft Mechanic (0), Basic Firearms (0), Basic Mechanic (0), Basic Melee (0), Basic Tool Use (0), Climbing (0), Concealment (0), Disguise (0), Driving/Automobile (2), Driving/Motorcycle (0), Driving/Truck (0), Knife (1), Knife Throwing (0), Language – Polish (0), Missile (Air-to-Air) (0), Parachuting (0), Pilot/1-Engine (0), Pilot/Multi-Engine (0), Pilot/Jet (0), Pilot/Multi-Engine Jet (0), Pilot/Helicopter (2), Pilot/Large Helicopter (0), Pistol (2), Stealth (0), Submachine Gun (0), Swimming (0), Tae Kwon Do (martial arts) – Blind Fighting & Stun (2)

Background: On 03 January 1964, John ‘Whiskey’ Walker was born in a USAF hospital near Bruggen, Germany. His father, Mitchell Walker, was a helicopter pilot in the USAF and his mother, Ingrid Walker, was a local civilian. John’s early childhood was spent in Germany and was relatively uneventful. He started his schooling with a mixture of American and German children and, with a little help from his mother, was soon fluent in English and German. Shortly after John’s 5th birthday his father was posted back to the USA, taking his family with him. John quickly adjusted to his new life in America. As a 7th birthday present, John’s father took him for his first flight in a helicopter. It was then that John first decided that he wanted to follow in his father’s footsteps. Two months later his father was sent out to Vietnam. This was a difficult time for John’s mother. She felt alone in a foreign land, bringing up her young son on her own and unable to get any support from her family. She felt very bitter towards the USAF as she blamed them for her situation. John had a hard time simply because he missed his father. Whenever he saw a helicopter on a news report, he would imagine his father was the pilot.

From a very early age, John had displayed a natural talent on the stage. He had starred in a number of school productions, often in the lead role. His mother encouraged him to pursue his interest in acting, hoping he would forget about wanting to be a pilot. In January 1973, it was announced that the US had signed a cease-fire and all US troops would be out of Vietnam by March. John eagerly awaited his fathers return. One morning in early March, a large black car, driven by a man in uniform, pulled up outside John’s house. He rushed to the door expecting it to be his father. As he flung the door open, he was greeted by a large solemn looking General who told John he had come with news of his father. The General told John and his mother that John’s father had flown out to retrieve one of the last units of US soldiers still in the field. He had radioed in to report engine trouble and he was making a forced landing. A rescue party had been sent to the co-ordinates given to them by Capt. Walker but when they got there, all they found was the helicopter stripped of all it’s equipment and no sign of the crew. Search parties had been sent out but to no avail. The general had come to tell John and his mother that Captain Walker had been officially declared missing in action.

Over the following years, John never gave up hope of seeing his father again. John’s mother was even more adamant that he would not follow in his father’s footsteps. To keep his mother happy, John put all his energy into pursuing his acting career. In his early teens, he appeared in a number of commercials and had a few walk on parts in daytime soaps and sitcoms. When John left school he managed to get a place at UCLA where he studied different acting methods. When John was 20, he received news that his mother had been taken ill. He rushed home to be with her. She passed away in her sleep a few days later. After all his mother’s affairs had been taken care of, John dropped out of UCLA and joined the USAF. He had never forgotten his wish to fly but had not wanted to upset his mother. John proved to be an exceptionally gifted pilot, graduating top of his class at flight school. It was during flight school that John got involved in gambling. It wasn’t a problem at first but he gradually got more involved and his debts began to accumulate. It was over the poker tables that John found his liking for cigars.

John quickly rose through the ranks, making Major by his 27th birthday. On promotion to Major he was seconded to Task Force 160 ‘The Night Stalkers’. He flew some very dangerous missions, both dropping off and picking up Green Berets and Delta Force units in extremely hostile areas. John’s reputation quickly spread through the Green Berets and Delta Force as the man to get you out of the fire. John’s gambling was becoming a real problem and in 1994, after several verbal and written warnings, he was asked to leave the USAF. Getting kicked out made John realise the extent of his problem as he thought he would never fly again. Orion had heard his reputation and approached him with an offer, fly for us and we will provide professional help with your problem. John leapt at the chance to fly again but asked one favour of Orion, could they use their resources to find any news of his father?

John’s flying skills quickly gained him an excellent reputation within Orion. He is known for getting the job done and keeping his head in stressful situations. His occasional disregard for authority figures has been commented on but is generally ignored as his exceptional ability as a pilot, skill as an actor and numerous successes in the field have made him an indispensable asset to Orion. This reputation was slightly tarnished by the Australia incident, but he is quickly making amends. John also comes up with a lot of ideas for new gadgets and equipment. He doesn’t design or build them but his input is well received within the Ganymede Bureau.

Wright, Charlton ‘Charlie’ J

by Unknown

STR 56
REF 78
INT 56
WIL 32
CON 50
MOV 88
DEX 68

Sex: Male
Race: African American
Nationality: American
Native Language: English
Age: 29
Psychological Profile: Cruelty – Low, Sanity – Some, Passion – High, Loyalty – High, Selfishness – Some, Piety – Some
Advantages: Artistic Ability (2), Athletic Ability (2), Empathy (2)
Disadvantages: Dependant – mother in NYC (2), Enemy – Beardsley, UK “Dealer” (2), Moral Qualms – stealing from the poor/innocent… Justice (2)
Skills: Acting (0), Basic Liberal Arts (0), Basic Melee (0), Climbing (0), Drive – Automobile (0), Fine Arts (0), French (1), Lockpicking (0), Oriental Martial Arts – Jeet Kune Do (0), Safecracking (0), Social Chamelion (0), Stealth (0)

Background: Charlton “Charlie” J. Wright was born in 1973 into a working class family in Harlem, NYC. Charlie or CJ (as he only allows his friends to call him) never knew his father, Jared, as he was killed in Vietnam. His mother, Violet, somehow managed to raise her family of four (Jared Jr. “JJ”, Charlene, Rose, and CJ, from oldest to youngest) on her salary working as the PR representative for the Guggenheim Museum in NYC. Violet instilled a strong love of the arts in all of her children, but especially in CJ who was always fascinated by the works of the masters. Additionally, Violet Wright made a point of impressing on her children the idea of right and wrong; and that with so much poverty the decadence of the rich did was wrong. It is almost certain that she did not intend for that to be a justification for “thieving” from the rich, as she calls it. However, growing up in a poorer neighborhood, CJ, got to know about all about “thieving” via daily exposure to both petty and organized crime. As a minor, he had his fair share of run-ins with the law… mostly for Mercedes break-ins and burglaries in the uptown apartments of the wealthy. On his 18th birthday, his mother made him promise to stop “any activities which could jeopardize his future”. As a result of growing up amongst crime and running from alternately thugs, gangs, and the police, CJ developed into quite a versatile sprinter. After High School, CJ won a dual scholarship to the NYU Sorbonne (the famous French art school) for sprinting and art. While studying Art, CJ discovered that it was hard to sell his paintings in either, regardless of their obvious quality and his natural talent. At the same time, he discovered the NYC/Paris black markets that dealt with stolen art works and high-priced jewelry. At some point, he met Pierre DeLaCroix, a practiced Cat Burglar, Con man and Art Thief. Under the tutelage of DeLaCroix, CJ quit Art School and began refining the skills he learned on the streets of Harlem and using them to go after the really “big-ticket items”. Two years ago, DeLaCroix booked a job with a beautiful Japanese woman by the name of Ms. Ayako Matumoto.Unbeknownst to them at the time, Ayako was a Web Operative. She hired DeLaCroix and CJ to steal a briefcase from the safe (in NYC) of wealthy British Art Dealer, Dr. Phillip Beardsley. Actually, “The Doctor” (as he is known) is a freelance dealer of many things. To this day, whenever possible, Beardsley makes his life difficult. As they say, curiosity killed the cat… after acquiring the case DeLaCroix and CJ looked in the case and discovered that it contained US missile secrets. They hid the case and planned to meet up later to decide what to do. Instead, DeLaCroix panicked and left the country for Europe (with the case). Matumoto went after CJ and hit his brother, JJ instead. Eventually, she caught up with DeLaCroix in London and acquired the case. CJ, using his connections in NYC, tracked Matumoto to London and was about extract some vengeance when he was recruited by Orion…

Watson, Robert

by John Black

STR 65
REF 65
INT 61
WIL 34
CON 50
MOV 65
DEX 63

Sex: Male
Race: White
Nationality: Australian
Native Language: English
Age: 31
Agent Number: Redison (Red) 4
Psychological Profile: Cruelty – Some, Loyalty – Some, Passion – Total, Piety – None, Sanity – High, Selfishness – High
Advantages: Animal Friendship (1), Fearlessness (2), Hand-Eye Co-ordination (3)
Disadvantages: Addiction (2), Ego Signature (2), Enemy (2), Gambling (2)
Skills: Basic Firearms (0), Basic Mechanic (3), Basic Tool Use (0), Concealment (0), Driving/Automobile (4), Hand Grenade (0), Pistol (0), Rifle (2), Stealth (0), Sub-machine Gun (0)

Background: Born in 1969 in Darwin, Australia and named Robert Waterman, Red is 6′ tall with blonde hair and blue eyes. He learned to drive on Kakadu National Park aged 7 and by the age of 16 was racing at local dirt tracks and winning. His career progressed slowly until he hit the big time in NASCAR in the US. Gambling and drinking led to trouble with the Mafia to whom he owed $250,000 after crashing a race he was supposed to win. Just previous to this he was scouted by Orion, they saw the lever that could be used to tame Red and paid off his gambling debt. However, the threat of death still hangs over Red, the Mafia, like elephants, do not forget. Red largely has his drinking under control but chain smokes now instead. His gambling too no longer controls his life, but he still loves a flutter. Recently Redison has developed an ego signature, a small calling card with a picture of a NASCAR in black on one side and a red four on the reverse. Day to day Red lives, works and plays as Robert Watson, a racing driver. He drives for the Pontiac/BASF team as their number 2 driver and test driver, where his aptitude for anything mechanical is almost as good as his skill at driving. Red lives in a small basement apartment in Chicago with 2 cats, and has a woman that looks after the house for him when he is on the road. When travelling, Red stays in low key hotels or B&B where he enjoys the personal touch. His psychological profile lists him as having some cruelty, he is not afraid to run people off the road and will consider shooting rather than taking prisoners. His loyalty is shaky except to himself when it is total, he is sane and thinks clearly and hard about things he is involved in, like many at the turn of the century, he is irreligious. Since working for Orion, Red has been trained in firearms and has shown aptitude for snipping and is following a career in that direction, learning concealment and stealth. His favourite weapons are the H&K MP5, .38 special and H&K G3 rifle. He loves grenades and will use them whenever he can.

Stickle, Luther

by Chris Crawshaw

Based upon the character from the Mission: Impossible film series

STR 69
REF 58
INT 78
WIL 33
CON 65
MOV 64
DEX 68

Sex: Male
Race: African-American
Nationality: American
Native Language: English
Age: 28
Agent Number: 249C
Psychological Profile: Cruelty – Low, Loyalty – Some, Passion – High, Piety – Low, Sanity – Total, Selfishness – Some
Advantages: Computer Aptitude (3)
Disadvantages: Addiction – Hacking (2), Disavowed (3)
Skills: Artificial Intelligence (1), Basic Firearms (0), Basic Melee (0), Basic Science (0), Computer Programming (4), Computer Technician (4), Electronics (5), Gleaning (3), Pistol (1), Security Systems (3), Surveillance (3)

Background: A naturally gifted and accomplished computer programmer and technician, Luther Stickle did a lot of work developing Orion’s major computer systems. As a gifted hacker, his main contribution was the counter intrusion measures for the Orion Global Network (OGN). It is believed that he was responsible for a compromise of the NATO Ghost Com secure network. This resulted in an instant disavowed status. His change in status has led to a loss of confidence in the OGN and the consequent replacement of his counter intrusion measures. He has continued to evade Orion field agents despatched for his retrieval.

Shaw, Caitlan Jane ‘CJ’

by Chris Crawshaw

STR 45
REF 79
INT 67
WIL 36
CON 67
MOV 62
DEX 73

Sex: Female
Race: White
Nationality: British
Native Language: English
Age: 23
Psychological Profile: Cruelty – Some, Sanity – Total, Passion – High, Loyalty – High, Selfishness – Low, Piety – Low
Advantages: Attractive Appearance (2), Mechanical Aptitude
Disadvantages: Short-winded, Uncouth
Skills: Aircraft Mechanic (2), Basic Firearms (0), Basic Mechanic (2), Basic Melee (0), Basic Tool Use (0), Drive/Automobile (0), First Aid (0), Oriental Martial Arts (Tae Kwon Do) (0), Pick Pocket (0), Pistol (1), Radio Operator (0), Rifle (0), Sleight of Hand (0)

Background: CJ’s father and uncle owned and ran a small garage business and due to this she was brought up in and around a workshop. By the time she was 5 years old she could name every part of an internal combustion engine, explain how it worked and by the time she was 8 she could strip and rebuild one. As she got older she started to work part-time in the garage and as soon as she left school she started full time. Shortly after this, like many other small businesses, the garage was forced to close due to a recession. As being a mechanic was the only trade CJ knew, she applied for jobs at a number of other garages. They all seemed reluctant to take on a young, pretty female mechanic, at best offering her receptionist jobs. She decided to try her luck with the armed forces and enlisted in the Royal Air Force. After sailing through trade training, easily passing the course at the top of the class, she found the job to be unchallenging. This was noticed by her superiors so they offered her the chance to become an aircraft mechanic to try and stretch her natural talents. She leapt at the chance and has since worked on everything from cargo planes to fighter jets.

Richardson, Natalie

by Chris Crawshaw

STR 56
REF 67
INT 65
WIL 45
CON 51
MOV 62
DEX 66

Sex: Female
Race: White
Nationality: American
Native Language: English
Age: 28
Psychological Profile: Cruelty – Low, Sanity – Total, Passion – High, Loyalty – High, Selfishness – Some, Piety – Some
Advantages: Good Balance, Peripheral Vision
Disadvantages: Phobia (Fire), Traumatic Flashbacks
Skills: Basic Firearms (0), Basic Liberal Arts (0), Basic Melee (0), Basic Science (0), Chemistry (0), Driving/Automobile (0), Driving/Boat (3), First Aid (0), Navigation (2), Oriental Martial Arts (Tae Kwon Do) (0), Pistol (1), Radio Operator (1), Sailing (0), SCUBA Diving (0), Surveillance (0), Swimming (0)

Background: When Natalie was 6 years old she was trapped in a house fire. She was rescued by the emergency services and escaped with minor burns and suffering from smoke inhalation. the physical scars healed over the next few months but the mental and emotional scars remain. Large fires or thick smoke take her back to that scared little 6 year old. The rest of Natalie’s early life was as quiet and normal as any other. She did well in school and graduated from college in the top 30% of her class. On leaving college Natalie joined the US Coastguard and has participated in a number of daring rescues and very successful anti-smuggling operations.