Darryl Hardy

Codename "Stop-Gap"


Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d4, Driving d4, Fighting d8, Healing d8+2, Lockpicking d4, Notice d6, Persuasion d4, Shooting d8, Stealth d4, Survival d4+1
Pace: 6, Parry: 6, Toughness: 8(2), Charisma: 0
Gear: Unarmed Strike d8 (Str), Glock d8 (2d6, 12/24/48), Survival Knife d8 (Str+d4), Kevlar Vest (+2), Backpack, Bedroll, Blanket, (30x) Bullets (Medium), Camouflage Fatigues, Canteen / Waterskin, Cellular Phone, Flashlight, Lighter, Medical Kit, (5x) MRE (Meal Ready to Eat), Night Vision Goggles (Passive)
Special Abilities:
•Loyal: Will never leave a man behind
•Overconfident: Believes he can do anything; Accepts all challenges
•Quirk (Somewhat deceitful): Minor humorous foible
•Brawny: +1 Tough; Load limit is 8 times Str
•Healer: +2 on all Healing rolls; 5 companions gain +2 natural healing
•Marksman: If no movement, gain Aim maneuver; Max ROF is 1
Personal Details: Darryl Hardy saw a lot of death in his life, not because he was involved in war, but because his father owned a funeral home. He was always around death and so it really didn’t bother him. He attended medical school and excelled. Upon graduation he was hired as an assistant to the county coroner, later replacing her when she retired. While on that job he was often sought by various prosecutors, detectives, and government agencies to find answers to unusual questions. Dr. Hardy showed such innovation in identifying ways to find those answers that he was eventually offered a commission by Command. He accepted eagerly and was sent to New York for his operative training. Nine months later, he finds he excels in more than exploratory invasive practices.


Darryl Hardy

Rogue Agents Caldreas