Padraig “Paddy” Conrad was born 27 years ago to a fairly well-off Irish family. His father and mother worked for a subsidiary to Saeder-Krupp until their deaths when he was 16. They shielded him from the corporate scrutiny due him, for his obvious magical talents, but once they died, the Corp jumped at the chance to “recruit” him.
Paddy suffered the corporate mage education for five years before he couldn’t take it any longer. He used his fairly formidable magical skills to effect his own “extraction,” faking his death via a large lab explosion at the same time. At that point, he decided he would learn to control such forces and joined the People’s Army, better known as the IRA.
Paddy learned to fight, shoot, make and place explosives with the Army in the short time he fought with them, until he learned they were responsible for his parent’s death years earlier. Paddy severed relations with his former comrades and fled the continent, winding up in Seattle where his magical and mundane skills can be used to profit himself while limiting the danger to innocents.
Standing 5’10” tall, Padraig is thin and reedy, with a shock of bright red hair usually kept under a knit cap and hooded sweatshirt. He rarely ventures out into public without his long lined leather trenchcoat, with an array of weapons and generally a few grenades as well.
GEAR:
Lined Coat (Armor 9, Conceal -2)
Armor Vest (Armor 9)
Telescoping Staff (Clubs, ACC: 4, Reach: 2, DV 3)
Stun Baton (Clubs, ACC: 4, Reach: 1, DV 9s(e)
Ruger Super Warhawk (Heavy Pistol, Acc: 6, DV 9p, AP -2)
with laser sight, concealable holster (Conceal -1), speed loader x2
Explosives Reminder:DV=(Rating + [Demolitions] Hits)*√n where n is amount of explosives used in kg, rounded down
Spoiler:
An explosive’s Damage Value is calculated as its Rating modified by the Demolitions Test, if you made one) times the square root of the number of kilograms used (rounded down). The Blast value for a circular explosion is –2 per meter, while the Blast value for a directional explosion (up to 60 degrees in a specific direction) is –1 per meter. When explosives are attached directly to a target, the target’s armor is halved; otherwise the explosive has an AP value of –2.
If an explosion destroys a barrier, it creates a cloud of deadly shrapnel that threatens an area far bigger than the actual blast—the shrapnel blast has a DV equal to the explosive’s DV minus the Structure rating of the barrier, with a Blast of –1/m.
On Barriers, and Breaching Them:
Spoiler:
People and vehicles have Body and Armor, while barriers have Structure and Armor. Barriers have a number of boxes in their Condition Monitor based on their size and Structure rating. Every square meter (of about 10 centimeters thickness) of material has a number of boxes equal to the Structure rating of the barrier.
Shooting Through Barriers
If an attacker wants to shoot through a barrier and hit a defender on the other side, a few things need to be determined. A defender using the barrier as cover receives a defense bonus for cover. If the defender is
completely hidden behind the barrier, the attacker suffers a –6 Blind Fire dice pool modifier for not being able to see his intended target, but the hidden defender is considered unaware of the attack. If the barrier between the attacker and defender is transparent, like bullet resistant glass, there is no cover or obstruction to sight, but the attack must penetrate the barrier to reach the defender (see Penetration Weapons, p. 198).
If the barrier takes the hit first, the gamemaster rolls Structure + Armor to resist the damage, and the structure takes any unresisted damage. If the Structure rating is exceeded by the damage it suffers, any remaining damage is transferred to the target behind the barrier.
If the weapon’s modified Damage Value does not exceed the barrier’s Armor rating (modified by the weapon’s AP), then the weapon is simply not strong enough to pierce the barrier, and the attack automatically fails.
Destroying Barriers
If a character intends to destroy a barrier (or knock a hole in it), resolve the attack normally. Since barriers can’t dodge, the attack test is unopposed. The purpose of the attack test is to generate extra hits to add to the Damage Value. If a character got no hits, then only apply the base Damage Value. The only way a character could “miss” is if he got a critical glitch on the attack test, thus proving themselves literally unable to hit the broad side of a barn. A character may use Demolitions as the attack skill if he has the proper materials and time to set charges.
Before rolling the barrier’s damage resistance test, adjust the modified Damage Value to reflect the type of attack, as noted on the Damaging Barriers Table. Resolve the Damage Resistance Test by rolling the
barrier’s Structure + Armor. Barriers ignore Stun damage. Apply the remaining DV as damage to the barrier. If the total boxes of damage are greater than or equal to the Structure rating, the attack has made a hole in the structure. Each hole is one square meter per increment
of Structure rating. For example, an attack that dealt 30 net points of damage to a Structure 15 barrier would create a 2-square-meter hole.
BARRIER RATINGS:
Barrier: Structure / Armor Value
Fragile: 1 / 2
(Example: standard glass)
Cheap: 2 / 4
(Example: drywall, plaster, door, regular tire)
Average: 4 / 6
(Example: furniture, plastiboard, ballistic glass)
Heavy: 6 / 8
(Example: tree, hardwood, dataterm, light post, chain link)
Reinforced: 8 / 12
(Example: densiplast, security door, armored glass, Kevlar wallboard)
Structural: 10 / 16
(Example: brick, plascrete)
Hvy Structural: 12 / 20
(Example: concrete, metal beam)
Armor/Reinforced: 14 / 24
(Example: reinforced concrete)
Hardened: 16+ / 32+
(Example: blast bunkers)