3. Hugo Roth
3. Hugo Roth
Hugo Roth
Introduction
Hugo's History
Hugo was born in Hannover to a large family. He was
19 when the Great War broke out and he enlisted,
going to fight for the Fatherland as a fresh-faced
recruit. Hugo was hiding in a trench one day when
a grenade landed at his friend’s feet. Hugo tried to
lob it away but he was too slow. The blast mangled
his arm and nearly blew out his eardrums. When
the war ended Hugo left for America, a broken soul.
There he put his specific skill set to use, killing for
whoever could pay. But one day he took the wrong
contract. It was on an elite Shadow Scar agent and
though Hugo put up a good fight, he didn’t stand a
chance. But the agent offered him a new purpose.
A new war.
Homeland Clan
5th Street Wanami
Wealth DI Rank RP
2 4 Genin 3
Special Senses
None
Inyo
Armor Vitality
Hugo by Dolan Pondsmith
0 13
Character
Call the Cleaners Corpse Eater
You can call on your Handler to dispatch a clean-up crew. The This vial of highly reactive compound reacts with the
clean-up crew arrives within 10 minutes and cleans up any chemicals emitted by a corpse to dissolve it into an
evidence you ask them to. The amount of time required to clear easily cleaned puddle of liquid. The acid will not
the evidence is determined by the Storyteller and depends consume anything other than the organic components
on the quantity of the evidence. The clean-up crew are not of a dead body.
combatants and will not deploy if you are in active combat.
Disguise Kit
Pirate Police Radio This box filled with makeup and other applications
Whenever law enforcement is called, you can call on your grants a +1 Bonus to Disguise Checks made to create
Handler to delay them 30 minutes. Additionally, once during a convincing disguise.
each mission, you can call on your Handler to call in a police
report, sending 4 Police Officers (See System Book, page 43) Firearm Silencer
to a location to investigate. This complex attachment suppresses the sound
of a firearm, removing the Loud Weapon Trait. A
Homeland Ability firearm silencer cannot be applied to a shotgun or
submachinegun.
Lady Luck
At the start of every Session you get a pool of 3 tokens. Any Ox Horn Root
time you make a Check, you can use a token to gain a +1 For 1 hour after ingesting this root, a character raises
Bonus to the Check before or after the roll. their Body Statistics by 1. While affected by this drug,
you cannot gain the benefits of any other drugs.
Quirks
Shinobi Shozoku
A suit of dark blue clothing with a hood and mask.
Missing Arm While wearing a shinobi shozoku a character gains
You can no longer use one of your arms or perform tasks with it. a +1 Bonus to Stealth Checks made in an area of
Dim Light or Total Darkness.
Tough as Nails
You increase your Vitality by 3. This Advantage can be taken twice. Smuggler’s Prosthetic Arm
This complex mechanical or magical replacement limb
can be worn to negate the Penalties of the Missing
Weapon Traits Arm Quirk. A Prosthetic Limb must be attached or
detached with an Action and an attacker can make
Ammunition (6): This weapon requires ammunition.
a melee attack at a -2 Penalty to detach the limb
Highly Concealable: This weapon can be concealed under any clothing and forcefully. In addition, this prosthetic has a hidden
can only be found by physically searching the wielder. compartment, allowing you to conceal a small item
Defensive: When you take the Defend Action with this weapon you
inside it. The compartment is impossible to find without
gain a +2 Bonus instead of a +1 Bonus. inspecting the character’s prosthetic and in that case a
character must make a Difficult (4) Awareness Check.
Heavy Strike: Characters attempting to block attacks made with this
weapon take a -2 Penalty to their Melee Check.
Spyglass
Grappling: This weapon can be used to take Grapple Actions and Disarm
Attacks against targets within range. Additionally, this weapon grants a +1
This collapsible tube is fitted with lenses to grant a
Bonus to Athletics Checks made to climb or traverse obstacles. +1 Bonus to Awareness Checks made to spot things
at a distance.
Loud: When you use this weapon to make an attack, it creates a loud sound,
alerting anyone in the area.
Parrying: When you use this weapon to block an attack the attacker takes
a -1 Penalty to their next attack Check against you.
Precise: When you take the Aim Action with this weapon, you do not take a
Penalty to make the subsequent attack Check.
Reach: This weapon can be used to make melee attacks against characters
within 15ft of you as if you were adjacent to them.
Agents of the Shadow Scar Agency learn and adapt quickly, allowing them to improve themselves rapidly. At the end of
each gameplay session, you can choose one of the following improvement options.
Mind B ody
Spir it