Shibahara, Kazuma

by Chris Gunning and Dave McAlister

Codename: Tsumetai
Aliases: Kaz, Yohei Khan
Nationality: Japanese Korean
Gender: Male Handedness: Right
Height: 5 ft. 6 in. Weight: 152 lbs.
Eyes: Brown Hair: Black
Place of Birth: Yokohama, Japan
Date of Birth: 1977.01.28
Distinguishing Characteristics: Extensive tattoos under his clothes. Numerous small scars across his face.

BACKGROUND
Kazuma Shibahara is an outcast in his own society. Kazuma was born out-of-wedlock to a Japanese mother and a father who was second generation Korean living in Japan. Because of his mixed heritage and the fact that his father was never granted Japanese citizenship, his mother gave him over to his dad and had nothing more to do with their “mongrel baby.” In Japan there are few things more despised than being a Korean.
Thus, Kazuma grew up close to his father, who was a major player in the underworld of Kyoto. Kazuma learned the ins and outs of the streets, helping stand lookout for a number of illicit deals at an age when other children were concerned with nothing more than video games. With his natural cunning and his father’s connections Kaz came to head a notable street gang in Kyoto that specialized in protection rackets (manned mostly by angry Koreans born in Japan). Eventually, Kaz took up the family business with his gang in tow and headed a successful smuggling ring – running everything from sex slaves to weapons – but never drugs.
In time, Kaz came to the attention of the Japanese authorities. He was caught and quickly convicted for his crimes. Expecting to rot away in jail, Kazuma was quite surprised one day into his sentence when a well-dressed man opened his cell door, sat down next to Kaz, and pitched an offer that Kaz could not refuse. The man, Shinya Matsutake, offered to get Kazuma out of jail and into the world of espionage. If Kaz agreed he would be set free (though constantly monitored) and would work for a deep cover organization with interests across East Asia. Kaz would act as an “acquisitions officer” – getting the equipment and information vital to the organization without using legitimate sources.
Kaz was all to happy to agree. He is now once again operating a gang, smuggling, and generally doing all the things he was before his arrest, only now he has some very powerful friends in high places. Kaz also now has a significant obligation to the agency – one that he cannot ignore.

LOW-LEVEL VERSION
Department: Organized Crime (Yakuza)
Class: Pointman
Level: 4
Strength: 15 Intelligence: 10
Dexterity: 15 Wisdom: 12
Constitution: 14 Charisma: 16

Vitality: 36 Wounds: 14

Defense: 13 (+1 armor, +2 Dex)
Initiative Bonus: +6 (+2 class, +2 Dex, +2 department)
Speed: 30 ft.

Fort: +4 Ref: +4 Will: +5

Skills: Appraise +3, Bluff +7, Cultures +4, Diplomacy +5, Driver +5, Gather Information +6, Innuendo +4, Intimidate +9/+10, Knowledge (Underworld) +4, Move Silently +6, Sense Motive +5, Spot +3

Feats: Clockwork Tactics, Hard Core, Undermine

Special: +2 department bonus when arranging and cutting street deals (see Fixer/Pointman Class Guide, page 72), generous, versatility (Appraise, Cultures, Gather Information, Innuendo, Intimidate, Move Silently, Spot), assistance (1/2 time), lead 1/session, tactics 1/session

Attacks: Glock 17 9mm P +5 (1d10+1, error 1, threat 20, range 25 ft., qualities AA, CP) or Knife +5 (1d4+2, error 1, threat 20, range 5 ft.)

Gear: Glock 17 9mm P, 100 rounds, concealed holster mark II, trendy clothes, sunglasses, cell phone, PDA, leatherman, appraisal kit, police scanner, tuxedo liner, knife, 2 BP remaining

MID-LEVEL VERSION
Department: Organized Crime (Yakuza)
Class: Pointman/Goodfella
Level: 5/4
Strength: 15 Intelligence: 10
Dexterity: 16 Wisdom: 12
Constitution: 14 Charisma: 16

Vitality: 76 Wounds: 14

Defense: 17 (+4 class, +3 Dex)
Initiative Bonus: +10 (+4 class, +3 Dex, +3 department)
Speed: 30 ft.

Fort: +7 Ref: +7 Will: +9

Skills: Appraise +4, Bluff +13*, Cultures +5, Diplomacy +11, Driver +5, Gather Information +14*, Innuendo +5, Intimidate +19*, Knowledge (Underworld) +5, Move Silently +6, Sense Motive +9, Spot +8
* threat range 19-20

Feats: Clockwork Tactics, Hard Core, Persuasive, Stone Cold, Undermine

Special: +3 department bonus when arranging and cutting street deals (see Fixer/Pointman Class Guide, page 72), generous, versatility (Appraise, Cultures, Gather Information, Innuendo, Intimidate, Move Silently, Spot), assistance (1/2 time), lead 2/session, tactics 1/session, omerta, strongarm, this thing of ours +4, sneak attack +1d6, family ties 1/session, made man

Attacks: Glock 17 9mm P +11 (1d10+1, error 1, threat 20, range 25 ft., qualities AA, CP) or Knife +8 (1d4+2, error 1, threat 20, range 5 ft.)

Gear: Glock 17 9mm P with custom grip, red-dot laser sight, 100 rounds, concealed holster mark II, trendy clothes, sunglasses, cell phone, PDA, leatherman, appraisal kit, police scanner, 34 BP remaining

HIGH-LEVEL VERSION
Department: Organized Crime (Yakuza)
Class: Pointman/Goodfella
Level: 5/9
Strength: 16 Intelligence: 10
Dexterity: 16 Wisdom: 12
Constitution: 14 Charisma: 16

Vitality: 76 Wounds: 14

Defense: 20 (+3 class, +3 Dex)
Initiative Bonus: +14 (+7 class, +3 Dex, +4 department)
Speed: 30 ft.

Fort: +9 Ref: +9 Will: +11

Skills: Appraise +4, Bluff +19*, Cultures +5, Diplomacy +17, Driver +5, Gather Information +21*, Innuendo +5, Intimidate +26*, Knowledge (Underworld) +5, Move Silently +6, Sense Motive +14, Spot +13
* threat range 18-20

Feats: Advanced Skill Mastery (Persuasive), Charmer, Clockwork Tactics, Hard Core, Mark, Persuasive, Stone Cold, Undermine

Special: +4 department bonus when arranging and cutting street deals (see Fixer/Pointman Class Guide, page 72), generous, versatility (Appraise, Cultures, Gather Information, Innuendo, Intimidate, Move Silently, Spot), assistance (1/2 time), lead 2/session, tactics 1/session, omerta, strongarm, this thing of ours +8, sneak attack +2d6, family ties 2/session, made man, enforcer, executioner

Attacks: Glock 17 9mm P +14 (1d10+1, error 1, threat 20, range 25 ft., qualities AA, CP) or Knife +12 (1d4+3, error 1, threat 20, range 5 ft.)

Gear: Glock 17 9mm P with custom grip, red-dot laser sight, 100 rounds, concealed holster mark II, trendy clothes, sunglasses, cell phone, PDA, leatherman, appraisal kit, police scanner, 49 BP remaining

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

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