Player: Cocoa

Position: General combatant / Former Huntsman

Demeanor: Cool and professional. He can be quite friendly at times, and believes that you should be able to trust and rely on the people around you, but you'd have to really be something to have anything more than a working relationship with him.

Nature: As above, though he also has three rules that he runs his operations by. 1] If you go in as a unit, you come out as a unit, or whatever's left of one. 2] Minimize collateral damage. 3] Don't cross the client, and don't let the client cross you. It's bad for business.

Description: What your character looks like, etc.


Characters have 15 points to spend. It costs one point to buy a rank in a stat, or to be trained in a field.

  • Physical Health: 10+5
  • Mental Health: 10+2
  • Strength: 3
    • Athletics
    • Melee
    • Ranged (heavy)
  • Toughness: 2
    • Resilience
    • Determination
    • Antipsychic
  • Speed: 2
    • Acrobatics
    • Stealth
    • Ranged
  • Charm: 0
    • Persuasion
    • Bluff
    • Intimidation
  • Intelligence: 1
    • Perception
    • Insight
    • Logic
  • Education: 0
    • Science
    • Engineering
    • History
    • Survival
    • Medicine

You have eight points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.

  • Biomodder [Anomalous]: 2. To be better equipped as an MC&D Huntsman, Sean was provided with certain 'augmentations' by his employers. The foremost of these is a cutting edge bionic eye (with infrared, ultraviolet, sonar, and telescopic capabilities, and an optional HUD), but he also has smaller modifications such as small sensitive hairs on his arms and legs and aural implants to increase his vibrational sensitivity. Mechanically, this provides a +2 to rolls against sneak, but also provides the flavor bonuses of enhanced eavesdropping, a limited ability to circumvent camouflage and illusions, and the ability to sense people through (thin, non-insulated) walls.
    • Disadvantage: Sean's enhanced senses deliver a constant stream of information directly to his brain. While he is still able to filter it to the core aspects, it's taken him a while to adjust to it, and he's still not entirely sure how much a human's supposed to be able to take in at once. When Sean rolls perception for any reason, he gains a number of stress points equal to the result. His stress points return to 0 after they exceed his current mhealth or an hour has gone by ooc since his last perception roll. Whenever these stress points reset by exceeding his mhealth, reduce his current mhealth by one.
  • It Doesn't Much Matter Whether It Bleeds or Not: 2. Wetworks for MC&D usually comes with a nice information packet up front, but sometimes you need to teach yourself on the go. +2 to medical and +1 to all other education rolls when trying to determine an anomaly's weaknesses and the best way to counter or liquidate it, rolled against a GM-set DC. If he succeeds, he gains the information the GM feels pertinent and deals an additional 1 damage to the target whenever he would otherwise do damage to it.
  • Nobody Could Survive That!: 3. (You'd think people would know better than to say that.) Sean didn't get the callsign "Dark Horse" for nothing while working with the Huntsmen. He's got a nasty habit of not dying only to come in from behind and get the drop on his opponent a few moments later. Whenever Sean avoids a fate that would otherwise be fatal/deal severe damage (e.g. cathing himself to keep from falling from a great height) or survives an attack that would produce a lot of cover as a side effect (like a lot of smoke or dust), he can immediately roll Sneak with a +3 to try to disengage from the fight and diasapear.
  • Let Them Eat Cake: 1. While he might not much like cocky rich kids, he does know how to move in their circles. +1 to knowledge and information-gathering about the upper crust of the anomalous underworld.


List everything your character carries on their person here. Be reasonable.

  • Mine!
  • Also mine…


List everything your character keeps in their room at the Firm. Anything that's not listed here or in the sections above will be difficult for the character to retrieve.

  • Mine!
  • Also mine…

Personal History:

List what your character's life has been like, from birth until the time in-game. The more, the better. Be sure that all of your character's skills (especially specialties) are explained. Higher skills need more justification.


Any other information you think would be interesting. Any sections you wish to add to your character sheet (inter-character relationships, pictures, achievements, etc.) go here.

XP: 0

How much XP your character currently has. Also list any XP you have received or spent, and where it came from or where it went.
Name of Source/Purchase XP Change Date