Welton Grompus

Timothy K Smith's page

759 posts. Alias of Insnare.


Full Name

Timothy K Smith

Race

Caucasian

Classes/Levels

Scout 3 Snoop 1

Gender

Male

Size

m

Age

28

Deity

Methodism

Location

Langey, Va

Languages

English, Afrikaans, Pidgin English, Basic Farsi, Russian, basic Shona

Occupation

Spy, Airborne Soldier, Scout

Strength 12
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 16
Charisma 10

About Timothy K Smith

Timothy K. Smith
Class: Scout Level: 3 Snoop 1
Origin: Shrewd Special Ops
Attributes: Str 12, Dex 16, Con 12, Int 13, Wis 16, Cha 10
Defense: 13 (15 w/rough living)
Initiative: +5
Vitality/Wounds: 38/20
Stress Threshold: 16 Subdual Threshold: 15
Request Check: +3 Knowledge Check: +4
Saves: Fort +7, Reflex +6, Will +8
Focuses/Fortes: Culture (Native +1), Drive (Animal-Drawn Vehicles, Mounts), Profession (Guide), Science (Pharmacology),
any 2 other focuses or fortes
Proficiencies: Edged (+1 forte), Handgun, Rifle (+1 forte), Shotgun, Unarmed
Class Abilities (page 43)
Bonus Feat: Tracking Basics
Rough Living: +2 to Defense and saves vs. cold, fire, and heat damage, as well as starvation, thirst, underwater
dangers, and nature’s fury effects
Stalker: When you fail a Survival or Tactics check with a DC or opponent’s check result up to your class level + 20, you
still succeed.
Trailblazer: At the start of the session, you may grant your teammates a number of your Terrain feats up to your
starting action dice.
Feats
Night Training (page 207): All visual penalties due to time of day decrease to 1/2 standard (rounded down);
your opponents suffer a –2 penalty with checks made to spot your ambushes at night; your smell range is 3 x Wis;
you are never blinded against an opponent within 10 ft. unless you’re also deafened.
Survivalist (page 199): +2 insight bonus with Athletics and Survival checks, threat range 19–20 with Athletics and
Survival checks
Tracking Basics: You may always take 10 with Survival/Tracking checks and the time to make these checks is not
doubled. Also, your Survival/Tracking checks gain synergy bonuses from Analysis. Finally, after a successful
Survival/Tracking check, you can determine if the target has lost vitality/wound points, as well as any conditions they
possess.
Forest Training
Every patch of dense forest is a welcome retreat for you — and
a harrowing prison for your enemies.
Prerequisites: Survival 3+ ranks.
Benefit: In forest terrain, you gain a +2 insight bonus with
Survival checks and checks made to navigate or determine surprise.
Further, your Security/Installation checks made to set traps
in forest terrain gain a synergy bonus from your Survival skill.
Also, when you plan an ambush in forest terrain, each of your
opponents suffers a –2 penalty with checks made to determine
surprise. Finally, your overland speed in forest terrain is calculated
as if your Speed were 10 ft. faster, and clubs and spears are considered
Common Items for you while you’re located in a forest.
Special: Speed 35 ft. Also, +1 bonus with checks made to determine surprise.
Contacts: 1 acquaintance-grade
Interests: Fishing, hiking, hunting
Wealth: Lifestyle 1 (–2 Appearance), Possessions 1, Spending Cash 2 ($400)Possessions: FN FAL Para dagger, Colt 1911 .45 Pistol, headset radio, 16 Common Items, compass,
Mission Gear: Flak jacket (DR 4/5), 6 Common Items
Attacks Atk Dam Error Threat Rng Recoil Modes Hand Ammo
Unarmed +3 1d6+1 subdual 1 –– –– –– –– –– ––
Dagger +4 1d6+1 lethal 1 19–20 –– –– –– 1h ––
FN FAL 4d4+2 1–3/19–20 20M7 17 175 ft. S/2h DEP, RGD 9.8 lbs. 2 25/+1 1953 R$900
7.62x51mm NATORanks
Colt 1911 .45 ACP 1d12 1/19–20 7M7 11 25 ft. D/1h DEP, TKD 2.5 lbs. — 15/+0 1911 $5755
Threat Synergy
Athletics 3 –– 20 1 19–20
Bind (Str) +6 +1
Climb (Con) +7 +1
Escape (Str) +6
Force March (Con) +7 +1
Maneuver/On Foot (Str) +6 +1*
Power Lifting (Str) +6 1–2
Smash (Str) +6
Speed Push (Con) +7 1–2
Sports (Str or Con) +6 or +7 +1
Swim (Con) +7 +1
Cultures/Communicate (Int) 3 +4 30 1 20
Drive (Dex) 1 –– 20 1 20
Mounts +2
Notice/Awareness (Wis) 4 +6 20 1 19–20
Resolve 2 20 1 20
Concentration (Con) +4
Morale (Wis) +5
R&R (Con) +4
Resist Impress (Wis) +5
Resist Intimidate (Wis) +5
Search/Perception (Int) 2 +3 20 1 20
Sneak +5 3 30 1 20
Hide (Dex or Cha) +4 or +3
Stash Item (Dex) +4
Survival +6 30 1 19–20
Animal Training (Cha) +8
Foraging (Wis) +11
Forecast Weather (Wis) +11 1–3
Maneuver/Animal (Cha) +8
Tracking (Wis) +11
Tactics 5 –– 30 1 20
Ambush (Wis) +8 +1
Maneuver (Crew) (Cha) +5
Rally (Cha) +7

Languages: English, Afrikaans, Pidgin English, Basic Farsi, Russian, basic Shona
Cultures: Sub-Saharan Africa

Snoop 1:

Class Abilities (page 47)
Astute: When you spend 1 action die to increase an Int- or Wis-based skill check, you may roll and add the results of 2
action dice (i.e. a 1d4 action die becomes 2d4).
Flawless Search: When you fail a Analysis or Search check with a DC or opponent’s check result up to your class level
+ 20, you still succeed.
Feats
Private Eye (page 199): +2 insight bonus with Investigation and Security checks, threat range 19–20 with
Investigation and Security checks
Superior Documentation (page 209): You gain 1 cover identity (Caliber up to 1/3 your class level, rounded up) as a
Possession. Also, when you request a cover identity, its Power Rating increases by 1 (maximum 10). Finally, you gain a +1
bonus with all Bluff checks made while using a cover identity.

Special: Once per session, you may improve the disposition of 1 non-villain NPC by 1 grade.

SKills:

Analysis 4 –– 30 1 20
Appraise (Int) +6
Authenticate (Int) +6
Decipher (Int) +6 per code
Examine Media (Wis) +6
Forensics (Wis) +6
Blend/Stealth (Dex or Ch

Electronics 2 –– 20 1 20
Build (Int) +4
Disable (Int) +4
Modify (Wis) +4
Optimize (Int) +4
Repair (Int) +4
Sabotage (Wis) +4
Investigation 4 –– 30 1 19–20
Canvass Area (Cha) +8
Detect Search (Wis) +8
Research (Wis) +8
Networking 4
Contact (Cha) +6 30 1 20
Endorsement (Wis or Cha) +6 or +6 30 1 20
Mediation (Wis or Cha) +6 or +6 30 1–2 20

Science (Int) 4 ––
Mathematics +7 (forte +8) 30 1–2 20
Pharmacology +6 30 1 20
Search/Perception (Int) 4 +6 30 1 20
Sense Motive 2
Detect Lie (Wis) +4 20 1 20
Innuendo (Cha) +4 20 1 20
Resist Manipulate (Wis)

Born in 1952, to a Merrill's Marauder vet on furlough from a wound sustained at the landings of Inchon and an army nurse, Timothy K. Smith, grew up in the backwoods of New England where he became adept at hunting squirrel and stalking larger game such as deer and bobcat.

By ten he was an excellent marksmen and one of the best boys with a compass that his scout leader had ever come across. After graduating high school and excelling in languages, primarily Latin, German and French, despite the anti-war protests brewing amongst people his age, he volunteered thrice: the army, the airborne and the LRRPs. The army was in his blood, the discipline, but mostly the bush. On an uncannily cold day for December in Vietnam, he arrived at the forward base at An Khe. His excellent natural bushcraft, led him to be recommended for the 5th Special Forces Group's renowned Recondo School. By the time he completed his recondo training, the LRRPs were renamed “Rangers” and then joined the Charlie Company Rangers of the 75th Ranger Regiment.

President Nixon being a ornery old bugger, then made the decision to send the boys across the border into Cambodia to “deny them Congs their safe haven.” As a precursor to the invasion, as per Ranger tradition, Smith's team “4-3” or the “FUBAR Fourth” climbed into their Huey and headed towards the LZ.

As Smith unassed the chopper, a lucky NLF howitzer shell smashed into the Huey and Smith caught a fist size piece of Rostovian steel in his upper thigh. The rest of the official war in Vietnam he spent convalescing in a Japanese infirmary but he fought back to get his thigh back into working order and in spite of a limp when he walks, he can still run a mile in 6 minutes with full combat pack.

By mid 1973, Staff Sergeant Smith was visited by some important looking fellows who had a job for him. They told him America still needed him and that the best way to fight communists was to join up with them and they slid him a card and gave him an address in Virginia to meet them in three months after leaving the army. He showed up and learned tradecraft at the Farm.

His first assignment was to go to Salisbury (present day Harrare) Rhodesia and assess the communist forces. Being still in his early 20s official cover was a no go, so they told him to sign on as a mercenary and fight in that country's Bush War. There is where he gained a love of the FN FAL rifle chambered in 7.62 x 54mm NATO due to accuracy and easy maintenance.

Running numerous missions with the Rhodies, he gained an utmost respect for their fighting abilities. In winter of 1978/9, Smith was recalled to Langley, fully expecting to be sent to either Iran, Nicaragua or Afghanistan.

Mission Pick: Current= Parisian Flophouse... 14th Arrondisemonte