Whisper (Human, Headhunter Techno-Warrior/Gunslinger)

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Whisper (Human, Headhunter Techno-Warrior/Gunslinger)

Postby Whisper » Sun Jan 04, 2015 3:05 pm

Player Name: Jessi
YIM Handle: fatal_jd@yahoo.com

Character Name: Lily Mason
Alias: Whisper, Kid
Race: Human
O.C.C.: Headhunter Techno-Warrior/Gunslinger
Alignment: Aberrant
XP Level: 6/4
XP Points: 29,327-frozen/12,639 (Ace of Spades, 6/1/19)
Next Level @ XP: 35801-frozen/8641
Sentiments/Non-Humans: Has found that D-bees are just people too, and treats them the same as anyone else. Suspicious of dragons, creatures of magic and supernatural beings.
Sentiments/Coalition: Indifferent; never personally had any experience with them.
Disposition: Shy. Quiet and timid, tends to be a loner, but fairly sure of herself.
Insanity: Addiction: Alcoholism; she is ill, cannot tell when she's had too much, and craves booze more than anything else in the world.
Personality modification while intoxicated: Impulsive, takes risks and does foolish, potentially dangerous things (for her or those around her); +1 initiative.
Penalties while wasted: -75% on skills (and takes 1d4 times longer to perform), no combat bonuses, -10 on Perception and Initiative and reduce number of attacks per melee round and Spd attribute to two.

I.Q.: 13
M.E.: 17
M.A.: 10
P.S.: 15
P.P.: 24
P.E.: 19
P.B.: 21
Speed: 23

P.P.E.: 1
H.P.: 45
S.D.C.: 60
Age: actual age unknown; late teens
Sex: female
Height: 5'10"
Weight: 123 lbs.
Description: a very tall and thin attractive young woman with a cocky expression, medium length blonde hair and blue eyes

Natural Abilities
Perception: 58%
Charm/Impress: 55%
Invoke Trust/Intimidate: n/a
Max. Encumbrance: 49.2 lbs.
Max. Carrying Weight: 150 lbs.
Max. Lifting Weight: 300 lbs.
Max. Jumping Ability: 7.5' long, 3.75' high

Amplified Hearing (Bionics SB p.38)
Language Translator (Bionics SB p.38)
Sound Filtration (Bionics SB p.40)
Universal Headjack & Ear Implant w/Short Range Radio (Bionics SB p.40)
Cyber-breasts (Bionics SB p.41)
Full/Puffy Lips (Bionics SB p.42)

Headhunter Special Abilities *FROZEN*
Headhunter's Find Contraband 68% (+3%)

Gunslinger Special Abilities
3. Paired Weapons: Revolvers & Pistols (special): The Gunslinger can draw and shoot two handguns (or throw two knives) simultaneously at the same target, inflicting full damage from both weapons, but counts as one melee attack! In the alternative, the two-gun attack can be divided between two different targets visible to the shooter, and within his range of peripheral vision. The divided attack counts as one simultaneous melee action directed at two different foes. The quick-draw initiative bonus still applies, but the shooter must roll two separate times to hit each target (roll to strike for each), and the bonus to strike each is reduced by half because the attack is divided.
Note: Parrying is not possible when two handguns are being used as paired weapons, but the character can dodge (which uses up one of his attacks) and counter by shooting.

5. Reputation & Horror Factor: HF10 (+2 to the Gunslinger's Horror Factor when dealing with common folk)

O.C.C. Skills *Frozen*
Language: Dragonese/Elven 75% (+3%)
Lore: Magic 60% (+5%)
Lore: American Indians 60% (+5%)
Computer Operation 75% (+5%)
--Literacy: American 55% (+5%)
Detect Ambush 65% (+5%)
Detect Concealment 65% (+5%)
Electronic Countermeasures 65% (+5%)
Land Navigation 66% (+4%)
Lore: Demon & Monster 60% (+5%)
Pilot: Tanks & APC 66% (+4%)
Pilot: Robots & Power Armour 81% (+3%)
Pilot: Robot Combat Elite: Heavy Power Armor (Flying)
Radio: Basic 85% (+5%)
Sensory Equipment 65% (+5%)
Recognize Weapon Quality 65% (+5%)
Tracking 60% (+5%)
Weapon Systems 75% (+5%)
Wilderness Survival 65% (+5%)
W.P. Heavy Weapons
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
W.P. Sword
W.P. Shield

Gunslinger OCC Skills
*Language: American 101% (+1%)
Language: Sioux 105% (+3%)
Find Contraband 50% (+4%)
Basic Electronics 55% (+5%)
*Pilot: Jet Packs 78% (+4%)
Interrogation 60% (+5%)
Streetwise 44% (+4%)
Palming 49% (+5%)
*Prowl 70% (+5%)
Recognize weapon quality 95% (+5%)
*W.P. Handgun
W.P. Energy Pistol
W.P. Knife
W.P. Targeting
*Hand to Hand: Commando
*Indicates a skill from Whisper's original O.C.C.

Gunslinger OCC Related Skills
--Sense of balance 59% (+3%)
--Work parallel bars & rings 69% (+3%)
--Back flip 76% (+2%)
--Basic climb ability 25%
--Climb rope/rappel 68% (+2%)

Cardsharp 46% (+4%; level 3)
Concealment 35% (+4%; level 1)

O.C.C. Related Skills *Frozen*
Snowboarding & Jump Skiing
Boxing (4th level)
Fencing (1st level)

Secondary Skills
Aerobic Athletics
-Sense of Balance 50% (+5%)
Snow Skiing 65% (+5%)
W.P. Handgun
Streetwise 40% (+4%)
Seduction 35% (+3%)
Wardrobe & Grooming 70% (+4%)
Athletics (General; 4th level)
Running (4th level)
Gambling 30% (+5%; 1st level)
Dancing 30% (+5%; 1st level)

Combat Data
HTH Type: Commando
Number of Attacks: 6
Initiative Bonus: +9 (additional +7 w/handguns)
Strike Bonus: +7
Parry Bonus: +12
Dodge Bonus: +13
Automatic Dodge: +7
HTH Damage Bonus: +0, +2 with kicks
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +7
Bonus to Disarm: +2; additional +1 on called shot with any W.P.
Other: +1 body flip/throw, amplified hearing +1 to parry, +2 to dodge, +3 initiative (included)
Automatic K.O. on natural 20

Robot Combat Data: Heavy Power Armor (flying)
Number of Attacks: 8
Initiative Bonus: +11
Melee Strike Bonus: +9
Ranged Strike Bonus: +2
Parry Bonus: +15
Dodge Bonus: +15 (+18 flying)
HTH Damage Bonus:-
Bonus to Roll w/Punch: +15
Bonus to Pull a Punch: +10
Bonus to Disarm: +4
-Laser Targeting (common feature to all power armor) adds +1 to strike with ranged weapons
-Weapon Systems skill adds +1 to strike with built-in weapon systems

Robot Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: +10
Melee Strike Bonus: +8
Ranged Strike Bonus: -
Parry Bonus: +13
Dodge Bonus: +14
HTH Damage Bonus:
Bonus to Roll w/Punch: +12
Bonus to Pull a Punch: +7
Bonus to Disarm: +2
-Laser Targeting (common feature to all power armor) adds +1 to strike with ranged weapons
-Weapon Systems skill adds +1 to strike with built-in weapon systems

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

Paired Weapons
Sword +4 to strike, +3 to parry, +1 to throw
Shield +1 to strike, +2 to parry
Energy Pistol +2 to strike
Energy Rifle +3 to strike
Heavy Weapons +3 to strike
Heavy M.D. Weapons +2 to strike
Knife +2 to strike +2 to parry, +2 to strike when thrown
Thrown +2 to strike
Handgun +3 to strike
W.P. Sharpshooting Specialty: Sharpshooting Revolver and Sharpshooting Energy Pistol.
Sharpshooting is a combination of special expertise and trick shooting with a particular type of weapon. Includes +1 melee attack when using that specific weapon for the entire melee round, shooting bonuses, and trick shooting, which includes:
"special shooting stuffs"
1. Can fire a traditional two-handed weapon, like a rifle, one handed without penalty (normally the shooter loses all strike bonuses).
2. Can shoot over his shoulder by holding up a mirror and using the reflection to aim; no penalties, keep full bonuses to strike. 3. Accurately shoot while riding a horse or a moving vehicle (normally a wild shot), but strike bonuses are half and a "called" shot is impossible.
4. Shoot accurately while standing on head or hanging upside down; all bonuses applicable at full.
5. Dodge, roll or somersault and come up shooting (normally a wild shot), no bonuses or penalties to strike; straight roll of the dice.
6. Ricochet shot! The shooter can bounce bullets, arrows, slings, and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target! Inflicts only one point of damage to the first surface and full damage to the second. Reduce bonuses to strike by half. This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot. Particle beams, ion blasters, rail guns, mini-missiles and other types of weapons cannot be used.
Note: See the W.P. Sharpshooting Specialty skill description for full details.

Saving Throw Bonuses
Coma/Death: +18%
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +1
Psionics (varies): +1
Horror Factor (varies): +6
Possession and Mind Control: +2 (including psionics, magic and drugs)
Last edited by Whisper on Sun Feb 10, 2019 5:38 pm, edited 37 times in total.
H.P.: 32/32
S.D.C.: 50/50

Mecha-Knight main body 400/400
Forcefield 160/160
User avatar
Posts: 221
Joined: Sun Jan 04, 2015 10:00 am

Re: Whisper

Postby Whisper » Mon Jan 05, 2015 2:53 pm


The Haunt's Armory
The Haunt's Garage

  • Brath Stealthfoot (Psi-Goblin, member of the Greenskin Gang)
  • Lulu (A snitch in the Merctown Warrens)

MK-PAI2 Mecha Knight

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand
NG-IP7 Ion Pulse Rifle

Worn on Person
SE-Sonic Pulsar Unit
Clothes (tiny microskirt, high heels, thong, lacy bra, short jacket, thigh high stockings)
SPU-5 Electronic Bug Repellent
Tinted Goggles
Non-Secure Black Card: 3,000 credits
Non-Secure Universal Card: 17,800 credits (02/27/15 Major Arcana)
Secured Universal Credit Card: 2,717,150 (AoS 10-30-18)
Bushman Composite EBA
2x TX-6 Revolver (thigh holsters)
2x NG-PB713 Particle Beam Pistol (shoulder holsters)

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: E-clip
• Attachment: E-clip
• Attachment: TX-27 Particle Beam Pistol
• Attachment: TX-27 Particle Beam Pistol

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Freeze Dried Combat Rations (1 week supply)
• Space: Portable Language Translator
• Space: RMK
• Space: IRMSS
• Space: Gas Mask & Air Filter
• Space: Gas Mask & Air Filter
• Space: Hatchet
• Space: Canteen
• Space: Canteen
• Space: Vibro-Sabre

Stored in Vehicle
NG-S2 Basic Survival Pack
Survival Knife (1d6)
Small knife
(8) E-clips
(3) HE Grenades
(4) Speed loaders (1863, silver rounds)
(6) Speed loaders (TX-6)

Gear Stats

NG-IP7 Ion Pulse Rifle
  • Range: 1,600'
  • Damage: 3D6 M.D. or 1D4x10 per pulse burst
  • Rate of Fire: single shots or 3-pulse bursts only
  • Payload: 2 E-clips; 15 shots per E-clip
  • Weight: 7 lbs.
  • Features: Dual E-clip holder
  • Modifiers: none
  • Book Reference: p.129, WB33

Bushman Composite EBA
M.D.C. by Location:
  • Helmet: 50
  • Arms: 30 each
  • Legs: 55 each
  • Main Body: 60
  • N-F20A: 75
Weight: 27 lbs.
Modifiers: Good to fair mobility, -10% to physical skills.
  • All features standard to environmental armor
  • Integrated N-F20A Medium Force Field
    • 10 hour duration per E-clip
Book Reference: p.55, WB 34

TX-6 Revolver
  • Range: 800'
  • Damage: 4D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 6; 1 round per action, or all rounds with a speed loader.
  • Weight: 5 lbs.
  • Features:
  • Modifiers:
  • Book Reference: p.96, WB31

NG-PB713 Particle Beam Pistol
  • Range: 300'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-clip, 16 per LE-clip
  • Weight: 6 lbs.
  • Features:
  • Modifiers: a natural 19 or 20 to strike does 50% more damage
  • Book Reference: p.201, WB33

TX-27 Particle Beam Pistol
  • Range: 500'
  • Damage: 5D6+5 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 shots per E-Clip
  • Weight: 6.6 lbs.
  • Features:
  • Modifiers: critical strike on a natural 19 or 20
  • Book Reference: p.97, WB31

  • Damage: 2d6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 3 lbs.
  • Features:
  • Modifiers:
  • Book Reference: p.259, R:UE

NG-S2 Basic Survival Pack
  • A very popular item among adventurers and other travelers, the NG-S2 survival pack contains all the basic things someone traveling through the wilderness could need.
  • S.D.C.: 50
  • Weight: 10 lbs.
  • Source: P.187 GMG

MK-PAI2 Mecha Knight
M.D.C. by Location:
  • Shoulder Wings (2) - 70 each
  • Medium Laser (right shoulder) - 30
  • Main Rear Jets 0 - 90 each
  • Lower Maneuvering Jets: 50 each
  • Arms (2): 100 each
  • Energy Sword: 90
  • Rifle-Shaped Particle Beam Cannon: 120
  • Legs (2): 150 each
  • *Head: 130
  • Main Body: 400
  • N-F50A Superheavy Force Field: 160
*Requires a called shot at -3 to strike; destroying the helmet has a 01-70% chance of knocking the pilot unconscious; eliminate all power armor combat bonuses
Statistical Data:
Running: 44 mph maximum; reduce fatigue rate to 10%
Unassisted Leap: 15' high or across
Thrust Assisted Leap: 100' high and 200' across
Flying: hover up to 500' or fly at up to 300 mph
Class: Medium Strategic Environmental Exoskeleton
Crew: One
Dimensions: 10' high, 5' (wings down), 16' (wings extended), 5' long, 1 ton
Physical Strength: Robotic P.S. 40
Cargo: None
Power System: Nuclear; average energy life is 15 years
Weapon Systems:
Particle Beam Rifle
  • Range: 4,000'
  • Damage: 2D4x10 M.D. per shot
  • Rate of Fire: Single shots only
  • Payload: Unlimited
Energy Sword
  • Range: Close combat
  • Damage: 1D6x10 M.D. per energized strike, or +1D6 M.D. to melee strikes as a blunt weapon.
  • Rate of Fire: N/A
  • Payload: Unlimited
Laser (Right Shoulder)
  • Range: 2,000'
  • Damage: 3D6 M.D. per shot
  • Rate of Fire: Single shots only
  • Payload: Unlimited
Hand to Hand Combat: per pilot's own Hand to Hand Combat Skill & the suit's Robotic P.S.
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Integrated N-F50A Superheavy Force Field
Modifiers: -2 to all combat bonuses if attempting to dual-wield the Energy Sword & Particle Beam Rifle simultaneously
Book Reference: p.134-135, Mercenaries
Last edited by Whisper on Thu Jan 31, 2019 3:28 pm, edited 11 times in total.
H.P.: 32/32
S.D.C.: 50/50

Mecha-Knight main body 400/400
Forcefield 160/160
User avatar
Posts: 221
Joined: Sun Jan 04, 2015 10:00 am

Re: Whisper (Headhunter; WIP)

Postby Whisper » Mon Jan 05, 2015 3:19 pm

Background Story

Rifts Earth is a violent place, everyone knows that. Sometimes, people get caught in the crossfire. Innocent people. Families are torn apart, lives ruined, communities destroyed. In the chaos that is Rifts Earth, untold numbers of children are orphaned daily. Lily is one such child. She never knew her parents, never really had a true childhood.

Taken in by a couple running an orphanage in the Chi-town 'burbs, Lily was only one of many the pair tried to care for. But their resources were limited, and although they tried, they could never give all the children the attention a real parent would. The two did their best to place children with families that could actually take care of them but some, like Lily, just fell through the cracks.

So it was that at an young age, Lily was adopted by an ex-Coalition commando, Rodney Alcala. Alcala had been dishonorably discharged for rising insubordination, assault and was suspected of the murder of innocent (human) non-combatants. He set himself up in MercTown, offering his skills for sale to the Black Market as a "problem solver". In the privacy of his residence, a squalid shack in the Warrens, Alcala would take out his frustrations on Lily. It was a bleak existence for a child who only needed love and protection.

Alcala saw use for a girl soldier, and trained her mercilessly every day. When she wasn't training, she was running errands as Alcala was off taking contracts or drinking. When that wasn't going on, Lily was Alcala's punching bag. Somehow, Alcala acquired a suit of heavy power armor and was able to take on more lucrative jobs.

As Lily grew older, Alcala's abuses became worse, and in turn, she became nihilistic, depressed and suicidal. Not knowing any better and not having another option, she didn't run away or dare even try. She would blame herself for her situation and start fights while running errands for Alcala. Then one year, Alcala took her along while he completed a contract out of MercTown. For "comfort", he had said.

Yet Lily used the time to observe her adoptive father's trade. She was expected to scout, often appearing helpless as bait. During downtime, Alcala would drink, take liberties with her and invariably fall asleep, and Lily would try out the power armor. By the time they returned to MercTown, Lily had a working knowledge of how to use Alcala's power armor, and even his basic combat tactics.

The next time out in the field, Lily was an active participant in the combat. Years of coping with a meager existence made her desensitized to the violence she saw and committed. When Alcala tried to put a hand on her again, she fought back. Although Alcala's wits were dulled by alcohol, Lily was plainly overpowered by the brute, and he beat her nearly to death. He left her then, to die, as if she was garbage to be disposed of.

But Lily wasn't destined for such an end. The teen's rescue came in the form of a wandering Cyber-Knight, Sir Edward Mason, leading a group of adventurers. They happened across Lily as she crawled pitifully towards MercTown. For the first time in her life, Lily was genuinely cared for, treated with respect and love. Healed and fed, she became for a time part of the group, learning from all of them, absorbing what life could really be like and what she had been missing. They taught her how to use a computer, how to read, how to shoot and most importantly, how to care for others. She came to be deeply attached to each member; for the first time ever, she cared about more than surviving. Then, in one devastating instant, it was all over.

Alcala had been contracted to "take care of" a team of do-gooders that had run afoul of a group of slave traders. The selfsame group that Lily had been rescued by. Knowing that he had to deal with a Cyber-Knight, Alcala gathered some impressive firepower on his side and ambushed the group with missiles and land mines. One by one, the adventurers fell, though in return most of their attackers perished. Sir Edward died shielding Lily, not hesitating a moment, collapsing over her. In shock, she lay there staring at the sky, silent as tears streamed down her face. As Lily stood, she heard a familiar voice. "Well, lookie whats we gots here." Alcala snickered as he prodded the bodies of Lily's very first friends. Gloating, Alcala lifted his helmet off to take a drink from a flask filled with liquor. As soon as he did, Lily snapped off a round from a Wilk's pistol she had been given by Sir Edward. The blast cracked the air and sliced right through Alcala's flask and clean through his head. His body jerked and crumpled to the ground. The remaining mercenaries he had hired stood in mute surprise. "Go claim your bounty.", Lily demanded of them, detached. They were in no mood nor in any condition for a fight and limped away.

Lily peeled the power armor off of Alcala; slow work for a teenager. When she finally returned to MercTown, she decided to paint the armor white in honor of Sir Edward, and took his last name, Mason. Lily started taking mercenary contracts but only when needed to pay the bills and only to help those in need. Now, a little older, more experienced and stable, Lily has considered joining a mercenary team full time. She tries to follow the Cyber-knight code, but her take on it is much more severe. Not surprising given her experiences.

Lily has trouble getting truly close to people, feeling that even if she does, they'll be taken away. She does act close to some people, particularly if they can get her what she wants (alcohol, smokes, weapons, contracts), but Lily has few true friends.

Becoming a gunslinger
After a taxing mission for the god Hades, Lily impetuously asks if she can be trained as a gunslinger. The Lord of the Underworld summons forth the spirits of Doc Holiday, Belle Starr and "Wild Bill" Hickok to instruct the young woman.

"Whoa. I see dead people.", Lily mumbles at the sight of specter triplets.
"Thanks, Hades!"

Turning to the three, Lily asks quietly, "You folks really can teach me ta be a gunslinger?"

Hickok responds first, "Yes ma'am, I believe that is the bargain."
"Speak up, lass.", encourages Starr, noting Lily's intoxication.
Holiday glides up smoothly, "We can teach y'all how to shoot and much more, pretty lady."

Embarrassed, Lily replies "Let's...uh...let's stick to shooting for now."
Whisper takes her leave of the group and goes to train. Lily wants to use a pair of energy pistols, yet the spirits insist that she start with six-shooters.

"Girl, you need to start slow.", Hickok says sternly.
"That's right, miss. When you can handle those shootin' irons well, then you can move onto them fancy light-shooters.", agrees Holliday.
"And for God's sake, girl, stand up straight.", quips Starr sternly.

Lily has had to use her offhand before but now the three phantoms whip her into shape. After two days of practice, her hands shake so badly, she can barely hold her guns, let alone the bottles of liquor she constantly empties. After four days, her fingers are so abraded that she has to take a break.

Hickok suggests going to a saloon to gamble, and Holiday somehow manages to get Lily to front the money for the quartet to spend an entire day at a little hole of an establishment. One that doesn't ask questions. Everything goes fine until Lily starts drinking like a fish, "partying" with a group of mercs and losing track of the trio. Suddenly there's shouting and quickly after, gunfire. It's a scene of confusion as people flee in all directions but Lily manages to go unnoticed by the authorities that arrive and slip back to the Haunt.
The three spirits await her there with assurances that they did nothing wrong. Lily passes out hearing stories of the Old West.

After blacking out and sleeping for a day, the spirits decide that Lily ought to test out her skills, and with them following her, she buys yet more ammunition for her revolvers. On her way from the Haunt to the market, the ghosts overhear the locals gossiping about their pupil in most unflattering and even hateful terms.

"You know what, ma'am? We ought to go out to the West.", suggests Holliday.
Lily agrees and the quartet travels out to the New West. It's a long, uncomfortable and dangerous journey.

The group's first stop is in Hays, Kansas. A former haunt of Wild Bill Hickok; after the long expedition, Lily drinks and they all gamble before settling down to do some real training.

Along a road to the spot where Bill wants to shoot, they pass by a small group of young men, who holler and whistle at Lily. She's feeling pretty smug as she strides by and mutters to her entourage, "I reckon I'm lookin' a might fine.", doing a very bad Southern accent. Almost immediately, she's reprimanded by Belle with a slap to the back of the head. "Talk properly, girl. And they only want one thing, dimwit."

"Ow, what the f**k?!", Lily flinches, only to be rapped on the knuckles by Doc.
"Language, ma'am. Be civil.", he advises gentlemanly.
Lily's reaction is to exclaim, "Jesus!", only to find her other hand slapped.
"I beg you not to use the lord's name in vain.", Willaim wheezes.

The little spat convinces Lily's admirers that she's at least a little "touched", and they move along. At a long dead but still standing tree, the group has Lily practice drawing her pistols. For hours upon hours, she doesn't even fire, just draws. That day done, the odd little group heads back to the hotel, whereupon Lily goes out to drink and fornicate with the local boys.

Lily is awoken the next day abruptly by one of the ghosts splashing water on her. "Ah! Christsakes!", she yells, getting slapped on the hand. None of the ghosts admit to soaking her, but they do agree on one thing - she needs to stop drinking. Vehemently protesting, the spirits all but drag Lily around to get changed, get breakfast (or rather, lunch, as she's woken up so late), and get practicing again.

Back at the dead tree, Lily this time is allowed to set up some targets and practice drawing and shooting at them. Irritated to say the least, she channels some of her resentment over being told what to do at the targets before her and appears to satisfy the specters.

On the way back from training hard one day, Whisper goes to check on her power armor, parked nearby her hotel. What she finds infuriates her.

"Hey!", she shouts at the armed but unarmored men trying to unlock her suit, "Get the hell away from that!"

The men stop what they're doing and bristle at being caught red-handed.
"Oh, uh, my, Miss. You're back early.", says the largest one sheepishly.
"No way she can take all o' us.", one of the more antsy goons claims.

"You're gonna be the first to die.", Whisper threatens, pulling back her long coat to reveal her firearms.

The more sensible among the group back off and scatter, while the two that talked remain. The larger one edges to one side while the jumpy one looks ready to draw at any moment.

The big one holds his hands outstretched, trying to convince Lily to calm down.
"Whoa there, miss. We ain't meaning no harm."
"He's trying to flank you, ma'am.", Doc states, recognizing the danger. "Both Starr and Hickok got shot from behind, best be on your guard."
With a snap, Whisper and the two goons abruptly draw, with her shooting both foes in the head at almost the same time.
"We've likely worn out our welcome here.", Bill advises sounding wistful.
"This mean I can get a drink?", Lily asks hopefully.
"NO!" is the reply from the three spirits in unison.

Next along the line is a stop at Fort Smith, in Arkansas. The completely human community here is a little more recovered than the previous stop but they're also very close to Lone Star. Close enough that Lily is a bit concerned. She stashes her power armor in a spot advised by Belle, who knows the area in spite of its blasted truth.

Lily dresses provocatively, in spite of the objections of all three of her tutors. Even so, Starr encourages her not to take lip from the locals, and the town soon learns not to talk badly about the weird city girl or the strange occurrences that happen near her.

In Fort Smith, Lily is finally given the go ahead to use her energy pistols and while she practices mostly in her body armor, she sometimes goes without to get a feel for how she needs to move and work her muscle memory.

Out training in her armor one day, Whisper hears gunshots from the direction of the town, and she races with her CFTs already drawn to the site.

What greets her is the sight of a squad of Deadboys, evidently drunk, shooting up the town for a laugh. Hearing cries and screams, Whisper attacks, shooting guns out of hands and drawing a lot of inaccurate fire. When the dust settles, Lily's armor has some fresh scorch marks and the townspeople have rallied to help her capture the handful of Deadboys.

When they contact the officer in charge of this detachment of troops, the man proves reasonable and contrite. He compensates for damages out of his own pocket and reprimands his unruly troops. Perhaps a rarity, this low-ranking officer recognizes that the CS needs to be seen as defenders and win people over.

Lily leaves abruptly at night, avoiding any further contact with the CS patrols, flying low in her power armor to the next destination; one suggested by Doc.

With smooth charm, Doc convinces Lily to get out to Arizona and Tombstone. There, she continues to train, drink heavily and gamble. She rents a nice room to stay in and but the spirits jealously prevent her from drinking while they train her.

Before long, with a little help from Starr, she's able to actually win often enough gambling to anger a couple of toughs and it isn't long until she's confronted out in the street by a pair of men she's won money off of.

The first blocks her path, stepping into her way as she tries to pass.
"Hey, sl**, where you going?"
"Don't let him talk to you like that.", Hickok implores, floating next to the dirty ruffian. Whisper glances him over, sees that he's armed, has some prison tattoos and a cybernetic eye that looks like the skin around it is infected.
"I said, where you going, bi***? I want my money back!", the man demands, stepping closer.
His companion walks past, seemly content to leave.
Hickok stays beside him, while Starr stays beside Lily, encouraging her, "Shoot him. He's scum. No one will miss him." While she looks hesitant, Starr continues to order her, "Shoot him, go on girl, shoot!"
"If you're looking to die, I can oblige.", Whisper finally responds, taking a step back, ready to draw.
The delinquent snorts, "You think you can take me?" but backs away a few paces and into the street.

Holliday slips out of Lily's view behind her but tells her, "Remember, don't miss.". Civilians clear the street, although a few stay to watch the spectacle.

Once they're out in the street, the troublemaker makes a sudden, jerky move to draw his firearm, with Hickok interfering.
Whisper doesn't hesitate however, snapping a single shot at her tormentor's head, blood blasting everywhere. Just as she starts to smirk to herself, there's a crack of a second shot behind her. Whisper spins to see the second troublemaker has shot himself in the foot with some unseen assistance from Holliday. His gun lies on the ground. "You know, he was none too handy with that pea shooter.", Doc smirks.

Whisper slowly aims at the second tough's head and despite his pleas, ends him as well. She goes to the local carpenter and apologetically pays for simple coffins for the pair.
Once "alone" again in her rented room, Lily angrily scolds Hickok for the perceived interference in her duel. "I had him, Bill, I HAD him! You didn't have to knock him!"
"Whoa whoa now, lass, I was just watchin'..."
"No, you tapped him and threw him off."
Holliday chimes in with, "He was just bein' protective, ma'am."
"Don't start, Doc.", Lily grumbles.
"I did just save your life, you know."
"Thank you.", Lily acknowledges, deciding that it's time to head back to the Haunt.
After another month's journey back home and several more gunfights, When did this place become home, I wonder?, Lily and the specters are back at the Haunt. The young woman has grown her hair longer with Belle Starr's encouragement and has gone through a late teen growth spurt, making her quite a bit taller than she left. After a few days recovery, Lily goes to get some mostly discreet cybernetics installed. Once they're installed, she goes back to the Haunt to recover.
H.P.: 32/32
S.D.C.: 50/50

Mecha-Knight main body 400/400
Forcefield 160/160
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Re: Whisper (Human, Headhunter Techno-Warrior/Gunslinger) LE

Postby Whisper » Sun Feb 10, 2019 12:10 pm

additional HP for leveling up 1d6:
H.P.: 32/32
S.D.C.: 50/50

Mecha-Knight main body 400/400
Forcefield 160/160
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Posts: 221
Joined: Sun Jan 04, 2015 10:00 am

Re: Whisper (Human, Headhunter Techno-Warrior/Gunslinger)

Postby Augur » Sun Feb 10, 2019 4:10 pm

While you're at it...viewtopic.php?f=114&t=17284
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