Area 51 One-Shot Pregens

Corporal Peter Alan, USMC
Pete Alan was serving in the Marine Corps when a squad-mate was seriously injured and Peter manifested the psychic power of healing. When word of this reached the Military Intelligence Bureau, Pete was abducted and shipped back to the states, where he was experimented on in Area 51. The official record shows Corporal Alan as having been killed in action.

Defence: 4
Marksmanship: 4
Melee: 4
Strength: 4
Toughness: 4

Athletics: 4
Intelligence: 2
Perception: 4
Socialize: 2
Willpower: 4

Hit Points: 20
Weapon: None
Armour: None

Advantages:

  • Armour Training
  • Firearms Training
  • Healing
  • Mechanic
  • Regeneration
  • Pain-Resistant

Disadvantages:

  • No Identity

Drake
Drake is a half-xenoform monster hunter. He has devoted his life to hunting down his father, a ruthless xenoform serial killer. However, while hot on his father's trail, Drake had a run in the MIB, who arrested him as a "nonhuman occult combatant" and has imprisoned him in Area 51, planning to vivisect him and use his genetic material for the next generation of their super-soldier program.

Defence: 8
Marksmanship: 2
Melee: 8
Strength: 8
Toughness: 8

Athletics: 8
Intelligence: 3
Perception: 8
Socialize: 4
Willpower: 5

Hit Points: 40
Weapon: None
Armour: None

Advantages:

  • Immunity (Pain)
  • Leaping

Disadvantages:

  • Nonhuman Appearance

Nick Slater
Slater was leading Omega team on a mission in Chicago when the MIB descended upon them in large numbers. Slater stayed behind to cover the others as they escaped. After being hit with enough tranquilizer dart to render an elephant comatose, Slater was captured and placed in cryogenic suspension.

Defence: 5
Marksmanship: 6
Melee: 5
Strength: 5
Toughness: 5

Athletics: 5
Intelligence: 2
Perception: 5
Socialize: 1
Willpower: 5

Hit Points: 25
Weapon: None
Armour: None

Advantages:

  • Armour Training
  • Combat Stylist(Slater Technique)
  • Firearms Training
  • Demolitions Training
  • Leader
  • Stealth
  • Mechanic
  • Medic
  • Pain-Resistant
  • Pilot
  • Socialize Focus: Leadership(x2)

Disadvantages:

  • Minor Foible(paranoia)
  • Computer Illiterate

Maurice Colverston-Fitt
Maurice Colverston-Fitt left Omega Team to go on a "sex-tour vacation". While "relaxing" in a Las Vegas hotel room with two prostitutes and a rabbi, Fitt was arrested by the MIB as a nonhuman combatant, much to the displeasure of the Vice Squad who had been waiting to arrest him on a dizzying array of drug and sex related charges.

Defence: 5
Marksmanship: 7
Melee: 5
Strength: 4
Toughness: 5

Athletics: 5
Intelligence: 6
Perception: 5
Socialize: 8(6)
Willpower: 2

Weapon: None
Armour: None
Hit Points: 25

Advantages:

  • Sorcerer
    • Flight
    • +2 Magickal Enhancement of Socialize
  • Attractive
  • Firearms Training

Disadvantages:

  • Addiction(opium)
  • Minor Foible(sexual addiction)
  • No Identity

Kui-Kii
Kui-Kii is an unknown psychic being that was summoned and trapped in a gemmed tattoo on the hand of an upstart sorceror, Jeff. Jeff bit off more than he can chew however, as Kui-Kii now completely controls that hand and is able to hijack his vocalization as much as he likes. Jeff and Kui-Kii fequently argue together and were soon put up in a mental hospital as it was indistinguishable from a man shouting at a hand puppet. Thanks to Kui-Kii's psychic ability, they soon escaped. Jeff was tracked down and jailed by the MIB after they received a tip-off concerning some 'escaped looney' whose right hand has a different aura to him.

Abilities: (29)

Defence: 5
Marksmanship: 4
Melee: 3
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 5
Perception: 5
Socialize: 6
Willpower: 8

Weapon: Greater Telekinetic Rip (25 damage, no soak)
Armour: None
Hit Points: 10

Advantages: (24)

  • Greater Telekinesis 20
  • Minion Rank 3 (Jeff)
  • Sleepless 1
  • Self Sustaining 1
  • Intimidator 1

Disadvantages: (7)

  • Immobile (Must be walked round by Jeff) 4
  • Missing Arm 3

Jeff
Kui-Kii's ever suffering host, Jeff is a downtrodden warlock forever regretting a bum spell he once cast. Since that day his life has been ruined by an incessant jabbering hand.

Abilities: (13)

Defence: 3
Marksmanship: 2
Melee: 2
Strength: 2
Toughness: 2

Athletics: 2
Intelligence: 4
Perception: 2
Socialize: 2
Willpower: 3

Weapon:
Armour: None
Hit Points: 10

Advantages: (7)

  • Warlock 7

Disadvantages: (1)

  • Missing Hand 1 (Technically not missing; regains control of it when Kui-Kii is unconscious).