|Ex-Secret Agent Hiding in the Shadows|
|Infiltrator and Socialite|
|Titles and Awards||0|
|D.O.B.||March 5, 2050|
Metatype - D |
Attributes - A
Magic/Resonance - E
Skills - A
Resources - D
- 1 Character Information
- 1.1 Summary
- 1.2 Goals
- 1.3 Personality
- 1.4 Appearance
- 1.5 In Play
- 1.6 Using Number 6 In A Run
- 1.7 Background
- 1.8 Narratively Significant Qualities
- 1.9 Run History
- 1.10 Affiliations
- 2 In Character Information
Ex-Secret agent who quit his life suddenly and now wants to hide from it all, outside the reach of his former employers.
Start a new life, away from the government he used to work for.
Number 6 is highly addicted to Personafixes as a result of his desire to not be himself anymore. As such, his personality can be radically different day to day, depending on what personafix he has slotted. A few examples of his favorites are below, but his personality could be literally anything the player wishes.
Bond, James Bond
As the personafix name suggests, this persona is based off of the fictional character James Bond. The persona will play as smooth, suave, sophisticated, and a bit of a ladies man, although always respectful.
Fastest Gun In The West
This personafix will imprint a Cowboy-like persona onto Number 6. He'll tend to favor a more direct approach of calling out a foe and fighting them over sneaky infiltration. Of important note: Under this personafix he will always favor his Ruger Super Warhawk as a weapon.
The Good Soldier
This personafix will require designating someone as your commander, and ideally should be another runner on the team. Number 6 will take on the persona of a soldier, obeying orders from their designated commander without question, referring to their designated commander as "sir" or "ma'am" as appropriate, and will favor military style tactics. He will view his specialization as "recon", and be willing to offer these skills at the pleasure of their commander.
The personafix is of an old sailor. Eccentric and senile, this personality will often designate other run members as grand-children or nephews, decry the youth and tell tall tales of their glory days. We walks with a hunched gait and has trouble hearing. While it is frequently coupled with an appropriate synthskin mask and disguise, it is not required.
Any other persona you can imagine is an acceptable substitute for any of the above. When new personas are created, they should be added to this page as well.
Prefers to wear his suit and look good, maintaining a good appearance, but preferred style may differ with personafixes at the discretion of the player. However, due to the nature of the character as reflected by their Faceless quality, they must always be wearing their Synthskin Face Mask.
Usually a nice suit is preferred, regardless of the personafix. Many personafixes will include a filter to not require "dress up" to match the persona. However, some personafixes do not have this and at the discretion of the player, Number 6 may dress the part of his personafix.
A basic, plain figure. The default persona of the MCT-3500.
Legwork: Knowledge Skills
The personafixes only affect personality, they do not implant or restrict knowledge. As such, in all personas, Number 6 is knowledgable about Security Procedures, which is helpful for bypassing security. He will also be knowledgable about Knight errant in specific, having worked with them in the past.
Locksmith & Social Infiltration
Number 6 is an expert at getting into and out of various places. His Locksmith skill is useful for this, but is far from his only option. His social skills are good enough to allow him to talk his way in as well, disguising as someone who is supposed to be there anyway.
When things get dicey and Number 6 needs a little edge, they will load their Infiltrator BTL. This will increase their abilities for Breaking & Entering.
- You can find more information about Lockpicking on page 359 of the core rulebook. This handy flowchart may also be helpful.
Do not underestimate the value of a good disguise. Juan Lopez is very good at helping to enable social infiltration, as he can produce the paperwork to back up that you are who you claim to be. This can be a good way to get yourself and the team into places to put yourself in a good position, or gain access to your objective.
- You can find more about using Disguise on page 136 of the core rulebook.
Number 6 has good skill in both Pistols, and Sniper Rifles. Pistols are generally prioritized for situations where a large rifle would be too conspicuous, but the rifle would be favored when range may be used to advantage, or in situations where it is safe to bring them without drawing too much attention.
Using Number 6 In A Run
Number 6's strength in a run is being "The man who can get us inside". On a typical run, Number 6 may find himself disguising as a janitor and performing all the appropriate duties until they can let the team in the back way. He may be able to provide enough cover for the rest of the team to enable the entire team to enter under disguise. Sometimes he may simply just pick a lock that is in the team's way. A little creativity and audacity goes a long way.
Remember this: If you look like you're supposed to be there, and you act like you're supposed to be there, you ARE supposed to be there. People tend not to question things that look like they are supposed to be there. The following videos might give you some ideas: 
Number 6 was once a secret agent for the UCAS government, and worked closely with Knight Errant on multiple occasions. Over time, he realized that many of his operations were not intended for the good of the people, but intended for the security of the corps that invested in the politicians who would be elected into office. In a rage, Number 6 quit and turned in his badge and gun. Unable to think of anything better to say on his way out, he quoted an old 5th world Flatvid, "I am not a number, I am a free man."
Moving to Seattle to start a new life, Number 6 would ironically take Number 6 as his street name, not only for its anonymity, but also as a throw back to that same 5th world flatvid.
Narratively Significant Qualities
- Sneaky, this automatically applies a bonus to Sneaking tests already included in the dicepools.
- First Impression
- The first time you encounter a character, gain +2 to social tests with them. This bonus is not automatically applied in your dicepools.
- Social Chameleon
- This automatically applies a +2 bonus to all Etiquette tests, already included in the dicepools.
- Addiction (Moderate) (Personafix)
- Number 6 makes use of Personafixes to be someone else. His personality can vary depending on the type he has slotted.
- Number 6 is most comfortable when behind a mask.
- Poor Self Control (Thrill Seeker)
- Records on File (Ares Macrotechnology)
- SINner (National) (UCAS)
|Name||GM||Metaplot||Date of Run|
|Getting One Step Ahead||Malyc||Against all odds - The OtherCon story||21 April 2082|
|Food Poisoning||Sarcarian||19 April 2082|
|The Lurker at the Threshold||Draknic||16 April 2082|
|Jesse Pop||6||2||Fixer||Trid Pirate||Trid Pirate, Hacktivist, Fence, Networker, NEEEEEEERRRRRRRD, Electronics, Enormous Trove of Pirated Trideo||Even|
|Juan Lopez||5||1||Custom(G,A,K,N)||Forger||Fake ID, Master Forger, Matrix Presence, Relaxed Life, Unsuspected, Burner SIN||Even|
|Juhn Slide||4||1||Service||Street Doc||I Love Rock 'n' Roll, Carry On Wayward Son, (Don't Fear) The Reaper, Hotel California, More Than a Feeling||Even|
In Character Information
Symbols and Signatures
Matrix Search Table
Shadow Community Table
- Roger Morris
- Real UCAS SIN
- Ethan Hunt
- R4 UCAS Fake SIN
- Bounty Hunter's License
- Conceal Carry Permit
- Weapon License