Operator Jan Hefnir [Titan Effect]

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MJH
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Operator Jan Hefnir [Titan Effect]

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Agent Jan Hefnir
Novice Male Human, Operator and Close Combat Shooter

Background
Very little is known about the man called Jan Hefnir. It is certain that Hefnir is not his real surname but something adopted for its Old Norse meaning of ‘avenger’. Whether Jan is his first name is anyone’s guess as it is also the most popular name in Norway. Of average height and average build, you would likely pass Jan on the street and assume nothing out of the ordinary.
It is likely Jan was formerly a Forsvarets Spesialkommando (FSK), in the Naval Special Operations Command. Something he does not confirm or deny. Since very little is publicly known about the FSK, going as far as the Norwegian government denying its existence, finding any record of a Jan Hefnir is impossible. Still this speculation may hold a grain of truth as Jan has been known to joke about nothing being more intimidating than jumping out of a helicopter into the freezing ocean and trying to dodge a pod of killer whales while you are at it.
Whatever his prior training, Jan excelled at his job. He is regarded as an expert marksman and deadly in close quarter gunfights. SPEAR’s records show that part of his abilities come from, at least in part, ESP psychic abilities. How Jan came to join SPEAR is also a matter of secrecy. One day, a Jan Hefnir was simply reporting for duty and being assigned to missions requiring his expertise.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Driving d4, Electronics d4, Fighting d6, Healing d4, Language (Arabic) d6, Language (English) d6, Language (Norwegian) d8, Language (Russian) d6, Notice d6, Repair d4, Shooting d8, Stealth d6+1, Survival d6, Tradecraft d6, Thievery d4
Pace: 6; Parry: 6; Toughness: 8 (3)
Background (+1 to Common knowledge for related checks): Soldier
Hindrances: Curious, Ruthless (Minor), Puppet (Minor, Norwegian Government)
Edges: Super Powers, Soldier, Close Quarters Battle, Improved CQB
Armor: Armored Stealth Suit (Armor 3; This custom-molded armor uses the same technology as the stealth suit but has an extra layer of protection made of lightweight Kevlar and polymer inserts. The additional protection reduces the Stealth bonus to +1 but gives 3 points of armor for the torso, vitals, arms, and legs.
Weapons: Unarmed (Range Melee, Damage Str+d6), Maxim 9 (9mm) (Range 12/24/48, Damage 3d6, ROF 1, AP 1, 12 shots, Suppressed. Doesn’t accept any other weapon accessories, beside a reflex Folding Knife (Range Melee, Damage Str+d4+d6, Concealable), HK MP5SD 9 (9mm) (Range 12/24/48, Damage 3d6, ROF 1, AP 1, 30 shots, Suppressed. May fire 3RB.
Gear: 2x Maxim Magazines, 2x MP5SSD Magazines, 2x Audio/video bug, Encrypted Smartphone, Multi-tool, Night-Vision Goggles, Subvocal Commlink, Tactical Sling
Languages: Arabic (d6), English (d6), Norwegian (d8), Russian (d6)
Current Wealth: 0 EP
Factions: FSK (Former), SPEAR Eastern Europe Unit

Special Abilities - Super Powers: ESP
  • Uncanny Accuracy [Deadeye (2), Melee Attack (4) Throwing Modifier: The character causes +d6 damage with firearms (including pulse weapons and the like), bows, or crossbows, thrown weapons, and all melee attacks. Does not stack with or apply to super powers like ranged attack (regardless of Trapping), explosives like grenades, flamethrowers, crew-served or vehicular weapons, or any sort of area effect weapon.
  • Super Edges: Close Quarters Battle, Improved CQB (4): Precognitive awareness allows Jan to target foes at extremely close range without penalty.
Current Load: 32 (61)

Planned Advances:
N1: Raise Vigor +1 DT
N2: Raise Fighting and Most needed Smarts Skill
N3: Gain Ambidextrous
S1: Raise Agility (Super Powers 2 points to Skill Bonus +1Shooting, 1 Point to Skill Bonus Athletics (Throwing Limitation), 1 Point to Heightened Senses: Eagle Eyes, 1 Point Awareness)
S2: Gain Double Tap
S3: Raise Shooting and Athletics
S4: Gain Level Headed
V1: Gain Two-Gun Kid (Super Powers: 2 points to Skill Bonus +1Shooting, 1 Point to Skill Bonus Athletics (Throwing Limitation), 2 Points to Super Edge: Two-Weapon Fighting)
V2: Gain Rapid Fire
V3: Raise Smarts +1 DT
V4: Raise Fighting and most needed Smarts Skill
H1 Gain Improved Rapid Fire (Super Powers: 3 points to Uncanny Reflexes, 1 Point to Parry, 1 Point to Dodge)
H2: Gain Level Headed
H3: Agility +1 DT
H4: Raise Shooting and Athletics
L1: Gain: Professional: Shooting (Super Powers: 5 Points to Additional Action)
L2: Gain Professional: Athletics
L3: Raise: Fighting and most needed Smarts Skill
L4: Weapon Master
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