Kristin Stanwell: d20

   Kristin was originally written up for the Darkweird Campaign Setting, although she’s wandered into several other games since. Like all the characters in our campaigns, she was written up using the point-buy rules from Eclipse: The Codex Persona (available in print HERE and in a shareware version HERE) and spells from The Practical Enchanter (also available in print HERE and in a shareware version HERE). As a cyborg-assassin loosely styled after one of the player’s favorite anime characters, she never really fit into most of the settings she wandered through – but that’s the joy of a point-buy system: she may not really have fit in well, but she was fully compatible.


Kristin Stanwell

   A.K.A. S3P75-FC8-A1710 [“Borgia”]. Cyborg Child-Agent-Assassin. Darkweird Campaign; Level 5 Human.

   Racial Bonuses: Human. +1 Feat (Tracking), Fast Learner (Specialized in Warcraft, +2 CP/Level, 6 CP), and 1/2 Die Personal Mana (Unique to the Darkweird Setting, 3 CP).

   Level Based Bonuses: +1 Per (L4), L1 Feat ( Adept: May buy the Computer Use, Craft/Mechanical, Disable Device, and Repair skills for half cost), and L3 Feat (Awareness: Cannot be surprised).

   Disadvantages: Restrictions (Cannot learn spellcasting or major psionics due to race, +1 CP/Level), Healing Resistant (requires a repair check as well as healing magic when injured), Hunted (by the organization who created her: they don’t like having their operatives striking out on their own), Incompetent (-5 on Diplomacy: she’s poorly socialized and doesn’t relate to normal people very well) (+10 CP). Totals: 144 CP (Base) + 10 (Disadvantages) + 1/Level (Restrictions) + 2/Level for Warcraft (Fast Learner) = 169 CP.

    Basic Attributes: Strength 16/18 (+4), Dexterity 16/18 (+4), Constitution 14/16 (+3), Intelligence 12/14 (+2), Wisdom 12/14 (+2), Charisma 14 (+2)


  • Reflex +3 (Purchased, 9 CP) +4 (Dexterity) +1 (Competence) +1 (Resistance) = +9
  • Fortitude: +1 (Purchased, 3 CP) +3 (Constitution) +1 (Competence) +1 (Resistance) = +6
  • Will: +0 (Purchased) +2 (Wisdom) +1 (Competence) +1 (Resistance) = +4

Warcraft: +4 BAB (24 CP), additional +2 Specialized in Firearms (6 CP), with augmentations +10 with Firearms.

Hit Dice: L1 d12 (8 CP). “Roll” 12. L2-5 d6 (8 CP). Rolls: 5, 5, 3, 5

Hit Points 50 + 20 = 70

Move 60′

Initiative +8

Armor Class 10 (Base) + 4 (Dexterity) + 2 (Natural Armor) +2 (Light Kevlar Vest) = 18

Proficiencies: Light Armor (3 CP), Simple Weapons (3 CP), and Firearms (6 CP)

Languages (3) English, Italian, and Chinese

Usual Weapons

  • Masterwork Machine Pistol: +16/+16/+11 (+10 BAB, +4 Dex, +2 Masterwork II, Personal Haste), 2d6 Single-Shot/3d6 Burst, Crit 20/x2, 32 Shots, 40′ Range.
  • Heavy Assault Rifle: +14/+14/+9 (+10 BAB, +4 Dex, Personal Haste) , 2d10/3d10 Burst, Crit 20/x2, 20 Shots, 90′ Range
  • Garotte: +8, Special Damage
  • Unarmed: +8/+8 (+4 BAB, +4 Strength, Personal Haste), 1d4+4 Normal or Stun, Crit 20/x2.

    Relic (4 CP): Stalking Death, The Hunter’s Wheel: This curiously engraved hammered copper disk augments firearms, and only firearms (Corrupted, 2/3’rds cost) , providing Enhanced Strike (Crushing, Hammer, and Shattering), as well as Imbuement (Improved and Focused, providing Ghost Touch and Darkbane [+2 and +2d6 damage versus creatures of the dark]).

Other Abilities (76): Limit 60 CP + 10 (Disadvantages) + 3/Level (for Mana) + 1/Level (Restrictions) = 90

Innate Enchantment (Specialized as Cybernetic Enhancements: all effects must be technically feasible, systems must be repaired if damaged, systems are readily detectable by casual medical examination or building security systems. Double effect, 22,000 GP worth of enhancements [roughly 4.5 million dollars], 12 CP).

  • Reflex Enhancement/Personal Haste (2000 GP): +30′ Move, +1 Attack when making a full attack sequence.
  • Reinforced Structure/ Immortal Vigor I (1400 GP): +12 + 2 x Con Mod HP.
  • Muscle Replacement/Enhanced Attributes (4200 GP): +2 Each Str, Dex, and Con.
  • Skill Database/Skill Mastery (1400 GP): +2 Competence Bonus to all Skill and Attribute Checks.
  • Skill Database/Expertise (1400 GP): +2 “Luck” bonus to all Skill and Attribute Checks.
  • Bio-Replacement/Sustenance (700 GP): Physiological needs to Eat, drink, breathe, and sleep are all reduced to 1/4’th of normal.
  • Targeting System/Firearms Mastery (1400 GP): +4 Competence Bonus to BAB with Firearms.
  • Predictive Computer/Moment of Insight (Skill) (2000 GP): +20 Insight bonus to a short-term skill roll once per level per day.
  • Biofeedback Stabilization/Resistance (700 GP): +1 Resistance Bonus on all Saving Throws.
  • Biofeedback Stabilization/Sidestep (1400 GP): +1 Competence Bonus on all Saving Throws
  • Limbic Suppression/Remove Fear (1400 GP): Immunity to Fear.
  • Adrenal Enhancement/Grant Feat (Improved Initiative) (1400 GP): +4 Initiative.
  • Neural Augmentation/Enhanced Attributes (2800 GP): +2 each to Cunning and Perception.

Fast Learner (Specialized in Technical Skills for +2 SP/Level, 6 CP)

Mana (15 CP, 18 with racial bonus): 12 Point Reserve

Sensory Boosters/Expertise (Specialized: Always On, 3 CP): -5 on Saves versus sensory overloads, +5 on all perception-based rolls.

Subdermal Armor/Defender +2 Natural Armor (Corrupted: Easily detected by security systems or medical examination, 8 CP).

Subdermal Armor/Damage Reduction 4 versus Everything (Corrupted: Easily detected by security systems or medical examination, 6 CP

Reflex Training (Specialized in firearms-related actions only, 3 CP): May take an extra firearms-related action 3/day.

Martial Arts (3 CP): Considered Armed when Unarmed, 1d4 Base Damage.

Evasive (6 CP): May use Firearms in Melee without provoking an Attack of Opportunity.

Emergency Overload/Berserker (Specialized: Causes 2d4 damage after being used, 3 CP): +4 Str and +4 Dex for 9 Rounds 3/Day with fatigue and damage afterwards.

Focused Concentration/Expertise (6 CP): May take a -5 penalty on everything else to gain a +5 bonus on any one skill at a time.

Wireless Networking/Mystic Link (Specialized: Subject to usual technical limitations on range, etc, Corrupted: Easily detected by appropriate instruments, 2 CP)

Snatch (3 CP): DC 15 Reflex save to grab unattended items as a free action.

   I originally recommended picking up some special senses, a way to store all the weapons that Kristin liked to carry around, and some permits for them as well (privilege), but that was for later development.


Available Skill Points:

   19 CP + 16 SP (Intelligence) + 16 SP (Fast Learner) = 51 SP

Major Skills: SP Base Att. Other Net
Balance (Dex) 4 4 +8
Bluff (Chr) 2 4 +6
Climb (Str) 4 4 +8
Computer Use (Int) 3* 7 2 4 +13
Concentration (Con) 3 4 +7
Craft (Int)     2 4  
Chemical 2 4 +6
Electronic 2 4 +6
Mechanical 3* 7 2 4 +13
Pharmaceutical 2 4 +6
Primitive 2 4 +6
Structural 2 4 +6
Visual Arts 2 4 +6
Writing 2 4 +6
Decipher Script (Int)# 2 4  
Demolitions (Int)# 1 1 2 4 +7
Diplomacy (Cha) 2 -1 +1
Disable Device (Int)# 3* 7 2 4 +13
Disguise (Cha) 2 4 +6
Drive (Dex) 4 4 +8
Escape Artist (Dex) 2 2 4 4 +10
Forgery (Int) 2 4 +6
Gamble (Wis) 2 4 +6
Gather Info. (Cha) 2 4 +6
Handle Animal (Cha)# 2 4  
Hide (Dex) 4 4 4 4 +12
Intimidate (Cha) 2 4 +6
Investigate (Int)# 1 1 2 4 +7
Jump (Str) 4 4 +8
Knowledge (Int)#          
Arcane Lore 2 4  
Art 2 4  
Behavioral Sci. 2 4  
Business 2 4  
Civics 1 1 2 4 +7
Current Events 2 4  
Earth and Life Sci 2 4  
History 1 1 2 4 +7
Physical Sciences 2 4  
Popular Culture 2 4  
Streetwise 1 1 2 4 +7
Tactics 2 4  
Technology 1 1 2 4 +7
Theology 2 4  
Listen (Wis) 6 6 2 9 +17
Move Silently (Dex) 6 6 4 4 +14
Navigate (Int) 2 4 +6
Perform (Cha) 2 4 +6
Pilot (Dex)# 4 4  
Profession (Wis)          
_____________ _ _ 2 4 +6
Repair (Int)# 3* 7 2 4 +13
Research (Int)# 2 4 +6
Ride (Dex) 4 4 +8
Search (Int) 1 1 2 9 +12
Sense Motive (Wis) 2 9 +11
Slight of Hand (Dex) 4 4 +8
Spot (Wis) 8 8 2 9 +19
Survival (Wis) 2 9 +11
Swim (Str) 4 4 +8
Treat Injury (Wis) 2 4 +6
Tumble (Dex)# 4 4 4 4 +12


   # No unskilled roll allowed. * Adept

Special Notes:

  • May add a +20 Insight bonus to any short-term skill check once per day per level.
  • May add a +5 bonus to any skill check by taking a -5 on AC and any other checks for the duration of the task.
  • Read/Write (native language is free, others cost 1 SP Each). English, Italian, and Chinese (2 SP).


Martial Arts:

   Kristin didn’t originally have any martial arts skills: she developed some fairly rapidly in play. Given the players dislike for supernatural martial arts abilities, most of her initial styles were simple, physical, forms. Later on she learned the basics of some forms which included occult powers, but they were never favored.


Body Like Water (Dex):

   Unsurprisingly, this soft style concentrates on smooth, flowing evasions, rolling with or twisting away from impacts, and getting weapons away from attackers. Sadly, even those who choose to study the forms striking moves or optional knife techniques find the forms offensive capabilities quite limited.

  • Requires: Improved Unarmed Strike or equivalent point buy.
  • Basic Techniques: Defense 4, Strike, and Toughness 3.
  • Advanced/Master Techniques: Weapon Kata/Dagger, Mind Like Moon, Instant Stand, and Improved Disarm.


Close Quarter Combat System (Str):

   The first enemy is hesitation. That indecisive moment when – torn between firing, not firing, lashing out, and dodging – soldiers so often become casualties.

   The Close Quarter Combat System concentrates on making the use of a weapon reflexive and on basics, rather than on exotic special techniques. Keep moving, hit them fast, aim tolerably well, and take advantage of any openings that turn up.

  • Requires: Weapon Focus/Pistol or Weapon Focus/Combat Knife or equivalent point buy
  • Basic Techniques: Attack 2, Defense 2, Power 1, Strike, and Synergy (Craft/Firearms).
  • Advanced/Master Techniques: Improved Trip, Weapon Kata/ Dagger, Versatile, and Improved Disarm.
  • Occult Techniques: None

   Technically the dagger-based form with weapon kata/pistol is an entirely separate form from the pistol-based form with weapon kata/dagger, but it really doesn’t matter.


Tiger Style Kung Fu (Str):

   While it comes with a variety of names, this “art” concentrates on simply pounding your opponent(s) into oblivion as quickly as possible while enduring any damage they manage to hand out in the process. After all, if you take them down fast enough it won’t be much.

   Secondarily it stresses being ready to fight at any moment and – if you get knocked flat – getting up to fight again as fast as you possibly can.

  • Requires: Improved Unarmed Strike or equivalent point buy.
  • Basic Techniques: Attack 4, Power 4, and Toughness 4.
  • Advanced/Master Techniques: Blinding Strike, Mighty Blow, Mind Like Moon, and Instant Stand
  • Occult Techniques: None


Asura Roushan (Dex):

   The sacred sword style of the Raline (military) order of the Varnic church, Asura Roushan focuses on mobility and combat with supernatural entities. Perhaps sadly, it’s entirely useless without a sword to wield.

  • Requires: Weapon Focus/Sword or equivalent point buy.
  • Basic Techniques: Attack 3, Power 2, Strike, and Defenses 2.
  • Advanced/Master Techniques: Blind Fight, Combat Reflexes, Reach, and Whirlwind Attack.
  • Occult Techniques: Inner Strength, Light Foot, Vanishing and Wrath (Blows inflict divine damage, reduce attribute drains and damage from negative energy by 4, reduce level drains by 2, and gain a +6 on saving throws versus the powers of the undead).


Senjat (Dex):

   This straightforward gun-based style is almost purely attack-oriented, concentrating on accuracy and speed with a few minor arcane techniques thrown in at higher levels.

  • Requires: Weapon Focus/Pistol or equivalent point buy.
  • Basic Techniques: Power 2, Attack 4, and Defenses 1.
  • Advanced/Master Techniques: Sneak Attack (+1d6), Prone Combat, Quick Draw, and Rapid Shot.
  • Occult Techniques: Inner Strength, Focused Blow, Paralyze, and Touch Strike.


The Rejuvenating Manual (Con):

   One of the great legendary forms, the Rejuvenating Manual focuses on meditation, the development and manipulation of Ki, and basic defensive techniques. While it is a poor offensive style even with the (optional) staff moves, it is surprisingly useful in daily life.

  • Requires: Improved Unarmed Strike or equivalent point buy.
  • Basic Techniques: Defenses 3, Strike, Synergy (Heal), Synergy (Tumble), Synergy (Diplomacy), Synergy (Knowledge/ Religion).
  • Advanced/Master Techniques: Deflect Arrows, Improved Disarm, Mind Like Moon, and Weapon Kata/Staff.
  • Occult Techniques: Healing Hand, Inner Strength, Iron Skin, and Ki Block.


Personnel File Summary

   Special Agent S3P75-FC8-A1710, A.K.A. “Borgia”.

   Female, Born 11/01/78, current Age 27, 5’3, 112 Lb, English Citizenship (Birth), Cybernetically Augmented (see augmentation subfiles). Current assignment: MI5. M.I.A, Presumed Dead.

Personal History:

   Orphaned at age 3, placed in state custody, early childhood otherwise unexceptional. Mortally injured in hit and run accident at Parliament and Bridge, London, 15 March, 1987, aged 9 years, 2 months. Subject requisitioned by Borgia Institute of Technology when tests indicated systems compatibility and negligible chance of survival to test experimental revival procedure and feasability of cybernetic reconstruction. Procedure was physically successful, but notable psychological disturbances persisted for several months. Death certificate filed and subject transferred for further testing, released to MI5 for augmentation and system field tests three months later, aged 9 years, 6 months. New identity records supplied as required from this point onwards. Subject accepted this decision and agent training without comment, possibly due to psychological trauma.

   Psychological adjustment apparently complete by age 12. In recognition of subjects youth, involuntary recruitment, and slowly increasing willfulness and legal skills a decision was made to offer to count her 7.5 year pre-adulthood service period as triple time towards standard 30-year service benefits and retirement plan. The subject opted to accept this offer.


Agent Training:

  • Computer and electronic espionage and security breaking techniques and countermeasures (agency internal coursework).
  • Advanced mechanics, sabotage, lock picking, demolitions, and technology use (agency internal coursework).
  • Field and laboratory investigation and detective work (agency internal coursework).
  • Stealth, acrobatics, commando operations, and armed and unarmed combat training, including escape, evasion, and breaking and entering (primarily by United States Special Operations Group Detachment Delta and British Special Air Service).
  • Common enemy and criminal operations and procedures (course material from MI5 records and Scotland Yard)
  • Secondary studies in Law, Pharmacology, Law, and History (Oxford online outreach program).
  • Hobbies include weapon smithing, linguistics (Chinese and Italian), guitar, violin, and virtually any other activity she was exposed to.
  • Trainers evaluations noted that, while subject did appear to possess slightly above average intelligence and learning abilities, subject became highly competent in virtually any field upon brief exposure, an apparent consequence of neural augmentation and installed skillwiring.


Service Record:

  • 15 March 1990: Found location of IRA meeting location and went on to apprehend suspects on-site with little collateral damage and few casualties.
  • 27 July 1991: Sent to Hong Kong to assist in the apprehension of the Ku Long Triad slave traders, firefight ensued leaving major members of the triad dead or in serious condition. Agent suffered minor damage to right leg and upper torso and serious damage to the entire right arm.
  • 10 February 1992: Sent into Mogadishu to remove a warlord who was opposing British interests in the area. Heavy fire-fight ensued. Agent sustained heavy damage to upper and lower torso with minor damage to left arm and left calf.
  • 27 December 1992: Sent to Hong Kong to help local police investigate Lu Wuang Triad and possible Mafia connections. Infiltrated the Triad main hide-out and extracted computer data linking the Triad to the Mafia without discovery or incident.
  • 24 April 1993: Sent to Glengarry, Scotland to find a terrorist cell that had been threatening the Queens life. The infiltration was detected and a heavy firefight ensued. The cell was destroyed utterly but agent sustained heavy damage over 90% of her body. Agent removed from active duty to under go full repairs and up-grades.
  • 24 April 1994: Investigation into a series of copy-cat Jack the Ripper killings in the London area. Agent suffered a minor knife wound to the abdomen, but the suspect was caught and convicted.
  • 16 May 1995: Ordered to Queens bodyguard detail for a year
  • 16 May 1996: Sent to aid GSG9 in training.
  • 22 June 1996: Hostage situation in hospital including the Queen’s nephew, calls GSG9 deployment. Agent infiltrated the hospital to assist and threw herself in front of the hostages when they were threatened.
  • 21 August 1996- 2 August 2004: Aided in the investigation of terrorist cells in the Middle East. While early warnings of the “9-11” attacks on the U.S. were obtained (amid other successes), the CIA failed to act upon them. Agent opted to continue working as an agent towards 40-year retirement package when original term expired in 2002.
  • 4 May 2005: Agent critically injured (massive burns, internal injuries, assorted ballistic injuries) during infiltration of a terrorist base in a cave complex in Afghanistan. Sole survivor of mission after detonation of thermobaric device.
  • 6 May 2005- 16 December 2005: Recovery from injuries sustained, systems testing, evaluation, and upgrades.
  • 24 December 2005: Sent to investigate anomalous activities in Torridon, Scotland. Agent disappeared after initial reports on apparent deployment of force-field technology (?) and has not been located. Agent presumed dead, high-priority investigation underway due to amount of classified technology installed in the agents body and possibility of it being exploited by enemies of unknown, but apparently high, technological sophistication.
  • Agent missing, presumed dead, despite augmented durability, skills, and internal communications link. Proceed with caution.
  • In early 2006 Kristin Stanwell was drawn through a transdimensional portal to Atheria in “exchange” for a minor demon. Transformed by her exposure to dimensional energies during the trip and purified by the wards of the White Tower she becomes an Adventurer.

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