Cast of Characters

Sergeant Don Cavanaugh

(The Unfriendly Cop)

Statistics
Strong Hero 1 / Tough Hero 2 / Smart Hero 1 (CR 4); Law Enforcement; HD 1d8+2d10+1d6+8

Initiative +1 BAB +2 STR 11 (+0)
Defense 17; touch 14; flat-footed 16 Melee +2 DEX 12 (+1)
Hit Points 29 Ranged +3 CON 14 (+2)
FORT +5 Grapple +2 INT 12 (+1)
REF +1 Dmg Threshold 14 WIS 8 (−1)
WILL +0 Action Points 2 CHA 9 (−1)

Attacks: unarmed: Atk +3; Dmg 1d6+1; Crit 20; Bludgeoning (nonlethal)
Colt M1911: Atk +3; Dmg 2d6; Crit 20; Rng 30 ft; Ballistic
tonfa: Atk +2; Dmg 1d4; Crit 20; Bludgeoning
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Drive +5; Forgery +5; Gather Information +1; Hide +1; Intimidation +4; Knowledge (current events) +4; Knowledge (streetwise) +10; Knowledge (tactics) +5; Listen +3; Move Silently +1; Profession (police officer) +3; Search +5; Sense Motive +1; Spot +2; Languages: English (native)
Feats: Alertness; Armor Proficiency (light); Brawl; Point Blank Shot; Simple Weapons Proficiency; Personal Firearms Proficiency
Occupation Skills: Drive; Knowledge (streetwise)
Talents: Melee Smash; Savant (Knowledge [streetwise]); Second Wind (+2 hp)
Wealth: +5
Reputation/Allegiances: +1 / Police Department; Jack Thorne
Possessions: old Chevrolet Impala; small house in town; Colt M1911 (box magazine [×3], .45 ammunition [100]); police tonfa; police radio; undercover vest

Profile
(43 years old)
Sergeant Don Cavanaugh is greedy, lazy, and corrupt. He reached the rank of Sergeant by covering his mistakes and cleverly maligning more-qualified men. Jack Thorne is only one of several people keeping Sergeant Cavanaugh on their payroll. Cavanaugh sees Sheriff’s Deputy Sean Richards as a threat. He worries about any underling who is popular, honest, or dedicated, and Richards is all three. Cavanaugh has been waiting for a chance to smear Richards, and Landis’s death is his chance. He contacts his superiors and most of the city council, telling them that Richards is obsessed with the Landis case. By Friday afternoon, Richards’s reputation is ruined.

Character Speak
“People die in car crashes all the time.”
“I’m taking over this investigation.”


Steve Church

(Joe’s Roommate)

Profile
(22 years old)
Steve Church did not much like his roommate, Joe Landis, and since he seldom spent time in their shared dorm room, the two seldom spoke. His major is business administration. He and Landis had nothing in common; and to Church, those who have nothing interesting to say are worthless.

He has the decency to be stunned when he learns that Landis is dead. He is willing to help find out what happened to Landis, and will let the party search Landis’s stuff for clues even though they are not the police. Beyond this, however, he will not let Joe Landis’s death affect his busy schedule.

Character Speak
“Whatever you need, just don’t touch my stuff.”
“I come here to sleep and store my books. It’s not my job to watch my roommate.”


Dr. Steven Glass, Head of the Computer

Sciences Department at ETU
(Joe Landis’s Advisor)

Profile
(43 years old)
Dr. Steven Glass is relatively new to ETU, having been a professor for only three years. He received his PhD in computer science at MIT and did his postdoctoral work at Los Alamos National Laboratory.

While at Los Alamos, he programmed nuclear weapon simulations, an assignment about which he does not speak. Now he works hard to teach his students and place them in stable careers.

Character Speak
“Joe is … was an excellent student.”


Vern Justice

(Fisherman)

Profile
(72 years old)
Vern Justice is a simple man. He worked for 40 years delivering mail, and he spends his retirement fishing, hunting, and telling lies about both.

Character Speak
”Kestrell Lake has some great fishin’.”
“I expect to be a local hero soon.”

Ben and Sharon Landis

(Joe’s Parents)

Profile
(50 and 48 years old, respectively)
Joe Landis’s parents are both retired. Until their son’s death, they spent most of their time on miscellaneous hobbies and volunteer work for their church. If the characters speak to them, the Landises are shattered and barely have the will to respond to questions.

They oppose biotechnology vehemently, considering it a violation of God’s plan for the universe. If they had known that their son worked at Master-Gene, they would not have approved. Now that he is dead, the shock of learning about MasterGene is insignificant.

Character Speak
“Why would anyone hurt Joe?”


Joe Landis

(Murder Victim)

Profile
(19 years old)
Joe was a bright, energetic, introverted young man. He had few if any real friends at ETU, but many acquaintances. He spent his time in class studying and finding ways to get into places he was not supposed to go. This included physical locations and computer systems.

His only real friends were other hackers he knew through the Internet, and none of them has any bearing on this adventure. His parents hoped living in the dorms on campus would bring Joe out of his shell and get him to interact with other people more. All it did was give him freedom to spend even more time hacking.


MasterGene Special Security Guard

Statistics
Strong Ordinary 1 (CR ½); Rural; 1d8+1

Initiative −1 BAB +1 STR 12 (+1)
Defense 10; touch 10; flat-footed 9 Melee +2 DEX 9 (−1)
Hit Points 5 Ranged +0 CON 13 (+1)
FORT +2 Grapple +2 INT 10 (+0)
REF −1 Dmg Threshold 13 WIS 8 (−1)
WILL −1 Action Points 0 CHA 11 (+0)

Attacks: unarmed: Atk +2 melee; Dmg 1d3+1; Crit 20; Bludgeoning (nonlethal)
HK MP5 submachine gun: Atk +0 ranged; Dmg 2d6;
Crit 20; Range 50ft; Ballistic
tonfa: Atk +2 melee; Dmg 1d4+1; Crit 20; Bludgeoning
stun gun: Atk +2 melee; Dmg 1d3; Crit 20; Fort save (DC 15) or be paralyzed for 1d6 rounds; Electricity
concussion grenade: Atk +0 ranged; Dmg 2d6; Crit –;Rng 10 ft; Burst 10 ft; Concussion
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Climb +3; Drive +3; Jump +2; Knowledge (current events) +2; Swim +5; Languages: English (native)
Feats: Drive-By Attack; Personal Firearms Proficiency; Run; Simple Weapons Proficiency
Occupation Skills: Drive; Swim
Wealth: +0
Reputation/Allegiances: +0 / Jack Thorne
Possessions: HK MP5 Submachine Gun (box magazine [×3], 9mm ammunition [100]); tonfa; 2 concussion grenades.

Profile
The MasterGene Special Security force is loyal to Jack Thorne and only Jack Thorne. He chose them for their ruthlessness and willingness to do illegal acts to please him. They are local thugs who would be in gangs or in prison if Thorne had not hired them. While the Special Security force is loyal to Thorne, they are not fanatics. If a group is attacked, then every time one of their own goes down, the remainder must make a Will save (DC 8) at −1 for each man down. Roll once for the entire group. On a failure, the entire group breaks and flees.

Character Speak
“Stop and raise your hands. I will shoot!”


Edna Nunn

(Old Trailer Lady)

Profile
(78 years old)
Edna Nunn is old and retired. She spends her time on her hobby—keeping tabs on all of her neighbors. Nunn is the official busybody of the Indian Summer Trailer Park. She knows everything that happens and loves to talk about it. Luckily for her neighbors, she is nearly unintelligible. Any useful information is buried under rambling about her extended family, other happenings around the trailer park, and her rheumatism.

Character Speak
“I did see something strange earlier, reminded me of my cousin Vera’s husband. He was a real pip, that one …”
“I don’t get around so well, with my rheumatism and all.”


Dr. Philip Perry

(Mad Scientist)

Statistics
Smart Hero 2 / Charismatic Hero 1 /Field Scientist 2 (CR 5); Academic; 3d6+2d8+20

Initiative +4 BAB +2 STR 18 (+4)
Defense 20; touch 20; flat-footed 12 Melee +6 DEX 18 (+4)
Hit Points 42 Ranged +6 CON 18 (+4)
FORT +7 Grapple +6 INT 19 (+4)
REF +7 Dmg Threshold 18 WIS 12 (+1)
WILL +3 Action Points 2 CHA 16 (+3)

Attacks: unarmed: Atk +6 melee; 1d3+4; Crit 20; Bludgeoning (nonlethal)
Colt Double Eagle: Atk +6 ranged; Dmg 2d6; Crit 20; Ballistic
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Craft (chemical) +12; Craft (electronic) +11; Craft (pharmaceutical) +14; Craft (writing) +10; Diplomacy +7; Drive +6; Forgery +10; Handle Animal +4; Intimidate +6; Knowledge (behavioural sciences) +8; Knowledge (business) +5; Knowledge (current events) +6; Knowledge (earth and life sciences) +16; Knowledge (history) +6; Knowledge (physical sciences) +12; Knowledge (technology) +10; Pilot +6; Research +13; Search +11; Sense Motive +2; Spot +2; Treat Injury +3; Languages: English (native)
Feats: Educated (Knowledge [earth and life sciences], Knowledge [physical science]); Medical Expert; Meticulous; Personal Firearms Proficiency; Simple Weapons Proficiency
Occupation Skills: Knowledge (earth and life sciences); Knowledge (physical sciences); Research
Talents: Coordinate; Savant (Knowledge (earth and life sciences); Scientific Improvisation; Smart Defense
Special Qualities: Suffers the symptoms of antisocial personality disorder.
Wealth: +10
Reputation/Allegiances: +3 / MasterGene Biotechnology, Inc.
Possessions: Colt Double Eagle pistol (box magazine [×3], 10mm ammunition [100]); keys to all locks in MasterGene; Porsche 911; house in town

Profile
(39 years old)
Dr. Philip Perry founded MasterGene five years ago at the age of 34. Before that he earned doctorates in chemistry and biology and spent seven years working for a major pharmaceutical company in their biotechnology division. MasterGene had a great start, with several contracts from Perry’s previous employer. After two years of solid results, MasterGene received a difficult assignment from a government agency through an investment company called Sweet Heart Investments.

The goal of the Enhanced Human Project was to create a drug or series of drugs to increase the survivability of patients undergoing dangerous medical treatments. He created the rejuvenator virus, which makes specific genetic changes in every cell of a host organism. The rejuvenator was a revolution in biotechnology, but it was only the first step in the project.

The next step was to identify and perfect the specific genes that control healing ability, the theory being that a person could be given a tendency to be tough. This proved difficult to do and nearly impossible to test.

After two years, he had very little proof of success. Animal testing proved useless, and testing on cultured human cells failed to prove the project’s success. How do you tell that a cultured cell is stronger or faster? Sweet Heart, discouraged by the lack of results, threatened to withdraw funding. This would have destroyed MasterGene.

Stress, frustration, and desperation made Perry careless. He broke a test tube and cut himself on the jagged edge, accidentally infecting himself with a test virus. Over the next 24 hours he gained 30 pounds of muscle, his reflex speed increased by 45 percent, and his endurance increased by 50 percent.

With such dramatic proof, Sweet Heart restored funding and the research continued. As time passed, Perry became hostile and paranoid. He sealed off the lowest basements of the MasterGene building and devoted them to the Enhanced Human Project. As his mental state deteriorated, he began testing new variations of the virus on humans; first on abducted homeless people, then on illegal immigrants.

Today Dr. Perry suffers from antisocial personality disorder. He thinks nothing of torturing and killing people to test his work. He will do or say anything to achieve even the most insignificant goals, and he has no concept of right and wrong. His only concern is what he wants at the moment.

Character Speak
“You will be part of a great leap in medical knowledge. I know you are proud.”
“You only object because you do not understand the importance, the greatness, of my research.”


Alex Potts

(Gary Sheets’s Brother-in-Law)

Statistics
Strong Ordinary 3 (CR 2); Blue Collar; HD 3d8+3

Initiative +0 BAB +3 STR 13 (+1)
Defense 12; touch 12; flat-footed 12 Melee +4 DEX 11 (+0)
Hit Points 16 Ranged +3 CON 12 (+1)
FORT +3 Grapple +4 INT 9 (−1)
REF +1 Dmg Threshold 12 WIS 10 (+0)
WILL +1 Action Points 0 CHA 8 (−1)

Attacks: unarmed: Atk +6 melee; Dmg 1d8+1; Crit 20; Bludgeoning (non-lethal, +1d4 once per round)
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Climb +3; Craft (structural) +1; Drive +2; Handle Animal +2; Intimidate +2; Swim +2; Languages: English (native)
Feats: Brawl; Improved Brawl; Streetfighting; Simple Weapons Proficiency; Personal Firearms Proficiency
Occupation Skills: Climb; Handle Animal; Intimidate
Wealth: +2
Reputation/Allegiances: +0/None
Possessions: mobile home; old pickup truck; pocket knife (will not use for fighting)

Profile
(28 years old)
Alex Potts was born and reared in town. He works hard, drinks hard, and rules his trailer like a tyrant. He thinks his behavior is normal, and sees nothing wrong with treating Robin like an inferior servant. He dotes on his son, Bobby, however, and has softened since the boy was born.

Still, Alex is a proud, aggressive man, and does not take kindly to anyone disrupting his home. If he feels that someone is threatening him or his family, he will try to intimidate that person into backing down. If intimidation fails, he will fall back on his formidable unarmed combat skills.

Character Speak
“You mess with me, I’ll knock you into the middle of next week.”
“Is this about Robin’s worthless waste-of-space brother?”
“I don’t care what you want, get out of my house or I’ll kick you out!”


Robin Potts

(Gary Sheets’s Sister)

Profile
(20 years old)
Robin Potts is a woman living her own private nightmare. Three years ago, her parents died and her brother disappeared. She found herself suddenly alone with nobody to help her. She married her boyfriend, Alex Potts, just to have a place to live.

Now she has settled into a blur of despair. Her husband is controlling and mentally abusive. His calling and stopping by while she worked cost Robin three jobs before she stopped looking for work. Now she has a baby, and she spends all her time and energy taking care of him. Robin’s main fear is that something will happen to make things even worse—such as Alex beating her, or her brother causing some problem that prompts Alex to throw her out.

Character Speak
“I don’t know you and I want you to leave.”
“My husband works right across the street. Don’t make me call him.”


Sheriff’s Deputy Sean Richards

(The Friendly Cop)

Statistics
Tough Hero 1 / Charismatic Hero 2 (CR 3); Law Enforcement; HD 1d10+2d6+3

Initiative +1 BAB +1 STR 12 (+1)
Defense 17; touch 14; flat-footed 16 Melee +2 DEX 13 (+1)
Hit Points 17 Ranged +2 CON 13 (+1)
FORT +4 Grapple +2 INT 12 (+1)
REF +3 Dmg Threshold 13 WIS 10 (+0)
WILL +0 Action Points 1 CHA 18 (+4)

Attacks: unarmed: Atk +2 melee; Dmg 1d3+1; Crit 20; Bludgeoning (nonlethal)
Glock 17: Atk +3 ranged; Dmg 2d6; Crit 20; Ballistic
tonfa: Atk +2 melee; Dmg 1d4+1; Crit 20; Bludgeoning
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Bluff +6; Diplomacy +12; Drive +3; Gather Information +12; Intimidate +9; Investigate +4; Knowledge (behavioral sciences) +5; Knowledge (current events) +3; Knowledge (streetwise) +5; Search +2; Sense Motive +3; Spot +1; Languages: English (native); Spanish (read/write)
Feats: Armor Proficiency (light); Armor Proficiency (medium); Simple Weapons Proficiency; Trustworthy; Personal Firearms Proficiency
Occupation Skills: Diplomacy; Gather Information
Talents: Coordinate; Remain Conscious
Wealth: +4
Reputation/Allegiances: +1 / Sheriff’s Department; US Constitution
Possessions: new pickup truck; rents an apartment in town; Glock 17 (box magazine [×3] 9mm ammunition [100]); police tonfa; undercover vest; binoculars

Profile
(29 years old)
Sheriff’s Deputy Sean Richards raised more than his share of hell as a teenager, but he sobered up fast when his best friend died in a hunting accident. A drunken hunter from out of state fired at a moving branch and hit Richards’s friend in the chest. At the trial it was revealed that an officer had ticketed the man for speeding 20 minutes earlier, but did not realize the man was drunk. Richards was 17 at the time.

After high school, he decided to become a police officer and stop similar accidents from happening again. Richards is one of the most lenient officers in the county for infractions that are not dangerous, but he has no sympathy for people who act recklessly or intentionally hurt others.

Richards is a tall, handsome African American man. He stands 5’ 11” tall and seems to be made of stone when he is angry. He is also one of the friendliest men you could meet. He always smiles and says hello, and calls everyone sir or ma’am.

Character Speak
“Oh no! Not Joe!”
“Something ain’t right here, and that tub of lard wants it covered up.”
“I’ll do whatever it takes to get to the bottom of MasterGene. Whatever it takes. Got it?”


Alicia Rodriguez

(Future Nurse and Unwilling Test Subject)

Statistics
Dedicated Ordinary 2 (CR 1); Student; HD 2d6+1

Initiative +1 BAB +1 STR 10 (+0)
Defense 13; touch 13; flat-footed 12 Melee +1 DEX 13 (+1)
Hit Points 8 Ranged +2 CON 8 (−1)
FORT +1 Grapple +1 INT 9 (−1)
REF +1 Dmg Threshold 8 WIS 11 (+0)
WILL +4 Action Points 0 CHA 12 (+1)

Attacks: unarmed: Atk +1 melee; Dmg 1d3; Crit 20; Bludgeoning (nonlethal)
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Craft (pharmaceutical) +2; Knowledge (behavioural sciences) +4 ; Knowledge (current events) +2; Knowledge (earth and life science) +2; Knowledge (history) +1; Knowledge (streetwise) +2; Treat Injury +7; Languages: Spanish (native); English (speak, read/write)
Feats: Iron Will; Medical Expert; Simple Weapons Proficiency; Toughness
Occupation Skills: Knowledge (behavioral sciences); Knowledge (current events); Knowledge (history)
Wealth: +0
Reputation/Allegiances: +1 / Rodriguez family

Profile
(25 years old)
Alicia is the oldest member of the Rodriguez family, and the leader of the group. She helped raise her younger brothers, and they all respect her as a surrogate mother figure. Her parents died just over a year ago when their house collapsed during an earthquake. Alicia and her brothers (Jose, Eduardo, and Manuel) became refugees. They have moved from place to place, living on day labor and handouts.

Alicia was training to become a nurse before the accident. She has good first-aid skills and an excellent bedside manner. Her calm, compassionate demeanor made her a better nurse than other students who may have been smarter.

Her goal is to keep the family together and alive until they can create a more stable life. Alicia dreams of returning to nursing school and sending Eduardo back to the seminary so he can become a priest.

Character Speak
“We must stay together.”
“We can survive this, if we work together and stay calm.”


Eduardo Rodriguez

(Aspiring Priest and Unwilling Test Subject)

Statistics
Dedicated Ordinary 1 (CR 1/2); Religious; HD 1d6+1

Initiative +1 BAB +0 STR 9 (−1)
Defense 12; touch 12; flat-footed 11 Melee −1 DEX 12 (+1)
Hit Points 4 Ranged +1 CON 12 (+1)
FORT +2 Grapple −1 INT 11 (+0)
REF +1 Dmg Threshold 8 WIS 13 (+1)
WILL +2 Action Points 0 CHA 10 (+0)

Attacks: unarmed: Atk −1 melee; Dmg 1d3−1; Crit 20; Bludgeoning (nonlethal)
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Craft (writing) +4; Diplomacy +2; Gather Information +2; Knowledge (current events) +2; Knowledge (history) +3; Knowledge (theology) +5; Listen +5; Sense Motive +6; Spot +3; Languages: Spanish (native)
Feats: Alertness; Simple Weapons Proficiency; Trustworthy
Occupation Skills: Knowledge (history); Knowledge (religion); Sense Motive
Wealth: +0
Reputation/Allegiances:+1 / Rodriguez family
Profile
(23 years old)
When the earthquake killed his parents, Eduardo was studying to become a priest. He could have returned to the seminary to complete his education, but he decided to go with his brothers and sister. He reasoned that God is everywhere, but his family is not. Eduardo was the least prepared for a nomadic life. He is thin and not very strong, so he is rarely chosen as a day laborer. He sometimes helps at clinics or libraries, but his jobs rarely pay.

He may not be physically able to support the family, but his emotional support has been essential. He often says, “The world tests your faith, but God rewards it.” He staunchly believes that their problems will eventually end and they will have a new home, as long as they have faith.

Character Speak
“Do not be afraid. God sees us even here.”
“The world tests your faith, but God rewards it.”


Jose Rodriguez

(Man of Action and Unwilling Test Subject)

Statistics
Strong Ordinary 1 (CR 1/2); Rural; HD 1d8+4

Initiative −1 BAB +1 STR 13 (+1)
Defense 10; touch 10; flat-footed 10 Melee +2 DEX 9 (−1)
Hit Points 8 Ranged +0 CON 12 (+1)
FORT +2 Grapple +2 INT 11 (+0)
REF −1 Dmg Threshold 12 WIS 8 (−1)
WILL −1 Action Points 0 CHA 10 (+0)

Attacks: unarmed: Atk +2 melee; Dmg 1d3+1; Crit 20; Bludgeoning (nonlethal)
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Handle Animal +5; Jump +3 (+5 long jumps); Knowledge (current events) +2; Repair +3; Swim +3; Languages: Spanish (native)
Feats: Personal Firearms Proficiency; Simple Weapons Proficiency; Run; Toughness
Occupation Skills: Handle Animal; Repair
Wealth: +0
Reputation/Allegiances: +0 / Rodriguez family

Profile
(22 years old)
Before the earthquake, Jose provided extra income for his family working on farms and ranches in the area. After the earthquake, Jose became the primary source of income. His skill with animals and ability to learn quickly make him popular wherever he works.

His chief weakness is his tendency to be rash and aggressive. He knows that he should not take excessive risks, but he just cannot pass up a challenge—or an opportunity. He is very protective of his family, and he will be the first in line for any risks.

Character Speak
“Let me go first.”


Manuel Rodriguez

(Simple Man and Unwilling Test Subject)

Statistics
Tough Ordinary 1 (CR 1/2); Rural; HD 1d10+4

Initiative −1 BAB +0 STR 12 (+1)
Defense 10; touch 10; flat-footed 10 Melee +1 DEX 8 (−1)
Hit Points 9 Ranged −1 CON 13 (+1)
FORT +2 Grapple +1 INT 9 (−1)
REF −1 Dmg Threshold 13 WIS 10 (+0)
WILL +0 Action Points 0 CHA 11 (+0)

Attacks: unarmed: Atk +1 melee; Dmg 1d6+1; Crit 20; Bludgeoning (nonlethal)
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Drive +1; Gamble +3; Intimidate +4; Knowledge (current events) +1; Survival +3; Languages: Spanish (native)
Feats: Brawl; Confident; Simple Weapons Proficiency; Toughness
Occupation Skills: Drive; Survival
Wealth: +0
Reputation/Allegiances: +0 / Rodriguez family

Profile
(18 years old)
As the baby of the family, Manuel endured more than his share of abuse as a child, and he learned to shrug it off and drive forward. He enjoys simple, physical work and is a popular worker. His low intelligence makes him easy to manipulate, and he tends to let people take advantage of him.

Manuel does not take risks the way Jose does. He will not charge into a fight or an unknown situation without thinking it through or getting direction from Alicia or Eduardo.

Character Speak
“If that’s the way to do it, let’s do it.”
“I should see what Eduardo thinks.”


Gary Sheets

(Coyote)

Statistics
Fast Ordinary 1, Charismatic Ordinary 1 (CR 1); Criminal; HD 1d8+1d6

Initiative +0 BAB +0 STR 11 (+0)
Defense 13; touch 13; flat-footed 13 Melee +0 DEX 11 (+0)
Hit Points 7 Ranged +0 CON 10 (+0)
FORT +1 Grapple +0 INT 10 (+0)
REF +2 Dmg Threshold 10 WIS 9 (−1)
WILL −1 Action Points 0 CHA 12 (+1)

Attacks: unarmed: Atk +1 melee; Dmg 1d6; Crit 20; Bludgeoning (nonlethal)
Ruger Service-Six (.38S revolver): Atk +0 ranged; Dmg 2d6; Crit 20; Rng 30 ft; Ballistic
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Bluff +2; Drive +4; Gather Information +3; Hide +2; Knowledge (streetwise) +5; Move Silently +7; Perform (percussion) +3; Profession (coyote) +3; Swim +1
Feats: Brawl; Personal Firearms Proficiency; Simple Weapons Proficiency; Stealthy
Occupation Skills: Knowledge (streetwise); Move Silently
Wealth: +3
Reputation/Allegiances: +2 / the Sietes Rojos street gang
Possessions: Ruger Service-Six revolver (.38 ammunition [100]); wallet with driver’s license and some cash; keys to the crashed van

Profile
(26 years old)
Gary Sheets is not very bright, not very capable, and completely out of his league. He decided at a young age that working for a living was not for him. He graduated from high school and lounged around living with his parents and committing petty crimes. Four years ago, Sheets was arrested for petty theft and drug possession. He paid a fine and was placed on probation.

A year later, his parents’ house burned down and both of his parents died. Investigators never discovered what started the fire, but they found the remains of a substantial amount of marijuana in the basement. Sheets disappeared the next day.

Rumors flew all around town: Gary Sheets was growing pot in the basement and the lights started the fire! Gary Sheets started the fire for insurance money! Gary Sheets killed his parents and started the fire to cover it up!

In truth, the fire was Sheets’s fault, but he did not start it deliberately. He had stashed a large amount of someone else’s marijuana behind the furnace and forgotten to move it when the weather turned cold. When his parents turned on the furnace one chilly evening, the marijuana caught fire and the house burned to the ground. The blaze destroyed the marijuana, and Sheets had no way to pay its owner back.

Over the last three years, he has managed to pay back his drug suppliers. Now he has fallen in with the Sietes Rojos as a coyote. (See sidebars for more information on the Sietes Rojos.) He does not much like the business, but it keeps him alive and is not particularly dangerous—not for him, anyway.

MasterGene has been an especially good gig. The Sietes Rojos get a cut of what the immigrants pay, and of what Jack Thorne pays. Sheets gets his normal percentage, but Thorne pays 10 times the usual rate, so Sheets gets 10 times the usual cut. Sheets thinks that MasterGene uses the immigrants as farm hands, and he does not ask questions of people who pay him.

Character Speak
“They’re gonna kill me!”
“I gotta get out of town, but I’ll let things calm down first.”


Jack Thorne

(MasterGene Head of Security)

Statistics
Strong Hero 2, Fast Hero 2, Soldier 2 (CR 6); Criminal; HD 4d8+2d10+12

Initiative +3 BAB +4 STR 13 (+1)
Defense 20; touch 20; flat-footed 17 Melee +5 DEX 16 (+3)
Hit Points 44 Ranged +7 CON 14 (+2)
FORT +6 Grapple +4 INT 12 (+1)
REF +7 Dmg Threshold 14 WIS 10 (+0)
WILL +0 Action Points 3 CHA 8 (−1)

Attacks: unarmed: Atk +5 melee; Dmg 1d3+2; Crit 20; Bludgeoning (nonlethal)
knife: Atk +7 ranged; Dmg 1d4+1; Crit 19–20; Rng 10 ft; Piercing
HK MP5 submachine gun: Atk +8 ranged; Dmg 2d6+2; Crit 20; Rng 50 ft; Ballistic
Speed: 30 ft
Facing/Reach: 5 ft by 5 ft / 5 ft
Skills: Bluff +0; Craft (mechanical) +3; Escape Artist +5; Gather Information +1; Hide +7; Knowledge (current events) +2; Knowledge (history) +2; Knowledge (physical sciences) +2; Knowledge (streetwise) +2; Knowledge (tactics) +9; Move Silently +7; Spot +6; Survival +2; Swim +4; Tumble +5
Feats: Advanced Firearms Proficiency; Armor Proficiency (light); Armor Proficiency (medium); Combat Reflexes; Personal Firearms Proficiency; Point Blank Shot; Simple Weapons Proficiency; Strafe; Weapon Focus (HK MP5 submachine gun); Weapon Specialization (HK MP5 submachine gun)
Occupation Skills: Hide; Move Silently
Talents: Melee Smash; Evasion
Wealth: +12
Reputation/Allegiances: +0 / Sweet Heart Investments
Possessions: HK MP5 submachine gun (box magazine [×3], 9mm ammunition [100]); combat knife; soft-top Jeep Wrangler

Profile
(43 years old)
Jack Thorne began his career as an enforcer for an organized crime syndicate in Houston. Always a perceptive man, he soon saw that he had little future, so he enlisted in the military.

During his time in the Army, he honed his weapons skills and learned to move within the military criminal community. When his enlistment ended, he left with contacts who could supply weapons, ammunition, and trained fighters. Through a friend in the army, he secured a job with Sweet Heart Investments as a “security consultant.”

Thorne is methodical, careful, and ruthless. When he fights, he aims to kill. He makes decisions quickly and coldly. Thorne’s organized, perceptive mind makes him an excellent, if ruthless, administrator. Although Sweet Heart periodically “loans him out” so that he can personally shepherd promising start-ups along, his loyalties lie firmly with Sweet Heart. Likewise, the security guards under his control are loyal directly to him and not the company of the moment. Thorne’s job is twofold: keep Sweet Heart’s research investment on track, and keep Sweet Heart’s involvement a secret. Thorne goes to any length to fulfill that mission, including bribery, extortion, kidnapping, and even murder.

Thorne sees that the Enhanced Human Project is going badly. Dr. Philip Perry is growing increasingly unstable, and only luck stopped Joe Landis from revealing the operation. Thorne’s damage-control solution is to eliminate the remaining witnesses, namely Gary Sheets and the heroes. He means to let Perry finish his experiments on the current subjects, then erase MasterGene. He plans to kill Perry, leave his body on the bottom level of the MasterGene building, and permanently seal the lowest two levels. He will then leave, taking the Special Security force and all of Perry’s data with him.

Character Speak
“Time to cut off the loose ends.”

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