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: 6/0/3
XP Points: 29,327-frozen/2161-frozen/5,539 (Ace of Spades, 6/2/18)
Next Level @ XP: 35801-frozen/2161-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.: 43
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 Sourcebook p.38)
Language Translator (Bionics Sourcebook p.38)
Sound Filtration (Bionics Sourcebook p.40)
Universal Headjack & Ear Implant w/Short Range Radio (Bionics Sourcebook p.40)
Cyber-breasts (Bionics Sourcebook p.41)
Full/Puffy Lips (Bionics Sourcebook p.42)

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

Gunslinger Special Abilities
1. Expertise with all handguns: The Gunslinger has a W.P. in the use of all types of revolvers and pistols, whether they fire bullets or energy bolts. It is important to note that the Gunslinger is a master of close range combat with small arms, which makes him perfect for approaching and gunning people down in crowded streets and in confined areas like a saloon. This form of "city" combat gives this character an edge, because rifles and heavy weapons are often illegal and prohibited in most towns, cities, and places of business, while handguns are usually allowed or easily concealed. Furthermore, rifles and heavy weapons are extremely obvious because of their size, which, in turn, causes a commotion among everybody who sees him with the weapon and warns the assassin's potential target and/or alerts the law of an impending gunfight. Handguns, on the other hand, can be easily concealed in the belt, behind the back, under one's aim, in an ankle holster or boot, up a sleeve (if a Derringer), under a hat, in a book, in a backpack or saddlebag, and so on.
2. Quick-Draw Initiative: Revolvers and Pistols: This is a special P.P. bonus exclusive to the Gunslinger O.C.C.: +1 to initiative for every P.P. point 18 and above (maximum P.P. 30; for a bonus of +13). This means a Gunslinger with a P.P. of 24 is +7 on initiative (plus any other initiative bonuses from skills or magic). Remember, the winner of the initiative roll shoots first. This skill combined with W.P. Sharpshooting, makes for a deadly combination. Note: The full bonus applies only to the use of handguns (i.e. Derringers, revolvers and pistols), reduce by half when using rifles (any kind), shotguns, archery, knife throwing, laser rods, or magic rods and staffs (round odd numbers down). Not applicable to the use of rail guns, artillery, explosives, hand grenades, power armor, or weapons built into vehicles (no bonus). G.M. Note: A P.P. above 24 should be extremely uncommon, and 25-28 extremely rare; 29 and 30 virtually unheard of.
+7 initiative
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.
4. 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:
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.
5. Reputation & Horror Factor: The mere occupation alone comes with a certain stigma and creates an element of fear,
particularly among ordinary citizens (+2 to the Gunslinger's Horror Factor when dealing with common folk). This aura of fear and death gives the Gunslinger a Horror Factor of 8 +1 at levels 2, 4, 5, 6, 8, 10, 11, 13, and 15. Opponents must roll to save vs horror factor whenever the Gunslinger makes a serious threat (stop or else ...) and again if and when he first draws his weapon on a character (How does one react. Beg, dodge, try to shoot first? The latter is usually a bad mistake). Likewise, those who attack a Gunslinger must roll to save vs Horror Factor whenever facing the Shootist in a one-on-one showdown, duel, or shootout, and whenever an opponent makes his first move to attack the Gunslinger, even if the 'Slinger isn't aware the character plans to attack. A failed roll means the Gunslinger's opponent momentarily hesitates or freezes or fumbles with his weapon (slow-draw). Obviously, losing initiative and one melee attack against a Gunslinger, even for a melee round, is deadly, unless the Shootist retaliates by shooting to disarm or wound (or happens to roll poorly and misses). This reputation is a two-edged sword. While it may provide an intimidation factor, power, and an edge in combat, on the downside, famous and/or notorious Gunslingers are likely to be noticed whether they want to be or not, usually by other men at arms, outlaws, bounty hunters and lawmen, and sometimes by ordinary citizens. The most famous are modern day "superstars" like Michael Jordan or Michael Jackson, and can not go anywhere without being recognized. This can become a deadly liability, and certainly makes anonymity impossible for those traveling in their company.
6. +1 Melee Attack at levels 5, 10, and 15 when using any type of revolver or pistol only!
7. Other Bonuses: Add 2D6+6 to S.D.C., +2 to pull punch, +2 to disarm on a "called" shot, and +1 to save vs Horror Factor at levels 1, 3, 4, 5, 7, 8, 9, 11, 12, 13, and 15. Most are also strong-willed and mentally driven, so they are +2 to save vs possession and mind control (including psionics, magic and drugs).

O.C.C. Skills *Frozen*
Language: American 100% (+1%)
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: Jet Pack 74% (+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
Hand to Hand: Commando

Gunslinger OCC Skills
*Language: American 101% (+1%)
Language: Sioux 102% (+3%)
Find Contraband 46% (+4%)
Basic Electronics 50% (+5%)
*Pilot: Jet Packs 78% (+4%)
Interrogation 55% (+5%)
Streetwise 40% (+4%)
Palming 40% (+5%)
*Prowl 70% (+5%)
Recognize weapon quality 90% (+5%)
*W.P. Revolvers (includes Derringers)
*W.P. Automatic Pistols
W.P. Energy Pistols
W.P. Knife +1 to parry, +1 to strike when thrown
W.P. Targeting +1 to strike
*Hand to Hand: Commando
*Indicates a skill from Whisper's original O.C.C.

Gunslinger OCC Related Skills
*Sense of balance 56% (+3%)
*Work parallel bars & rings 66% (+3%)
*Back flip 74% (+2%)
*Basic climb ability 25%
*Climb rope/rappel 66% (+2%)

Cardsharp 42% (+4%; taken @ level 2)

O.C.C. Related Skills *Frozen*
Prowl 50% (+5%)
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: +6 (additional +7 w/handguns)
Strike Bonus: +7
Parry Bonus: +11
Dodge Bonus: +11
Automatic Dodge: +7
HTH Damage Bonus: +0
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: +2 kicking damage, +1 body flip/throw, amplified hearing +1 to parry, +2 to dodge, +3 initiative
Automatic K.O. on natural 20

Robot Combat Data: Heavy Power Armor (flying)
Number of Attacks: 8
Initiative Bonus: +5
Melee Strike Bonus: +9
Ranged Strike Bonus: +2
Parry Bonus: +13
Dodge Bonus: +12 (+16 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: +3
Melee Strike Bonus: +7
Ranged Strike Bonus: -
Parry Bonus: +11
Dodge Bonus: +11
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
Handgun +3 to strike
Energy Rifle +3 to strike
Heavy Weapons +3 to strike
Heavy M.D. Weapons +2 to strike

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): +5
Last edited by Whisper on Thu Oct 18, 2018 10:38 am, edited 28 times in total.
H.P.: 32/32
S.D.C.: 50/50

Mecha-Knight main body 400/400
Forcefield 160/160
User avatar
Posts: 217
Joined: Sun Jan 04, 2015 10:00 am

Re: Whisper (Headhunter; WIP)

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


MK-PA12 Mecha-Knight Medium Powered Armor

Model Type: MK-PA12
Class: Medium Strategic Environmental Exo-Skeleton
Crew: One
M.D.C. by Location:
Shoulder Wings (2) - 70 each
Medium Laser (right shoulder) - 30
Main Rear Jets (2) - 90 each
Lower Maneuvering Jets (2) - 50 each
Arms (2) - 100 each
Energy Sword - 90
Rifle-Shaped Particle Beam Cannon - 120
Legs (2) - 150 each
* Head - 130
** Main Body - 400
Force Field - 160
* Destroying the head/helmet has a 01-70% chance of knocking the pilot unconscious. If conscious, the pilot has two problems; one,
no power armor combat bonuses to strike, parry, and dodge, and two, the human head is now vulnerable to attack. Note: The head
is a small and difficult target to hit. Thus, it can only be hit when a character makes a called shot and even then the attacker is - 3 to
** Depleting the M.D.C. of the main body will shut the armor down completely , and the pilot will be vulnerable to attack.
Statistical Data
Speed: Running: 44 mph maximum. Note that the act of running does tire out its operator, but at 10% the usual fatigue rate, thanks to the robot exo-skeleton.
Leaping: The powerful robot legs can leap up to 15' high or across unassisted by the thrusters. A jet thrust assisted leap can propel the armor up to 100' high and 200' across without actually attaining flight.
Flying: The rocket propulsion system enables the Mecha-Knight to hover in stationary position up to 500' or fly. Maximum flying speed is 300 mph.
Dimensions: 10' tall (11' with the wings extended), 5' wide with wings down (16' with wings extended), 5' long, 1 ton.
Augmented P.S.: 40
Cargo: None
Power System: Nuclear; average energy life is 15 years.
Weapon Systems
1. Particle Beam Rifle
This is a giant particle beam rifle, very powerful and long-ranged. It connects directly to the armor's power supply, giving it an unlimited payload. The rifle has an attachment clamp on the right side of the suit, where it can be put away when the sword is used. Trying to use both the rifle and the sword gives a -2 penalty to both.
• Range: 4,000'
• Damage: 2D4 x 10 M.D.
• Rate of Fire: Single shots only
• Payload: Effectively unlimited
• Weight: 800 lbs.
2. Energy Sword
An energy weapon used for close combat. The huge sword can be used as a bludgeon or energized to slice through mega-damage structures. The sword has an attachment on the left side of the armor, allowing it to be put away while the rifle is being used. Trying to use both the sword and the rifle at the same time gives a -2 penalty to both.
• Damage: 1D6 x 10 M.D. per energized strike, or 1D6 as a blunt weapon.
• Payload: Effectively unlimited
• Weight: 40 lbs.
3. Laser (Right Shoulder)
A medium laser is mounted on the shoulder, where it can be used at all times as a secondary weapon.
• Range: 2000'
• Damage: 3D6 M.D.
• Rate of Fire: Single shots only
• Payload: Effectively unlimited
• Weight: 100 lbs.
Sensory Systems
• Radar - Range: 30 miles, can track 48 targets
• Telescopic Sight - Range: 6,000', 2x to 20x magnification
• Thermal Imaging, Infrared, Ultraviolet, Passive Night Sight - Range: 2,000'
• Polarized Light Filters - Reduce glare
• Internal Language Translator - 98.7% accurate (see page 48 Triax & NGR for language list)
• External Audio Pick-up - Range: 300'
• Loudspeaker - Range: 4,000'
• Internal Oxygen Supply - 12 hours
N-F50A Superheavy Force Field
• M.D.C.: 160
• Unlimited duration per armor's power source

WI-GL8 Automatic Shotgun/Grenade Launcher (Modified and fitted to Mecha-Knight as an alternate side-arm.)
☞ Range: 800'
☞ Damage & Rate of Fire:
• • Fragmentary: 4D6 M.D. to a 12' AoE
• • Armor-Piercing: 1D4x10 M.D. to a 3' AoE
• • Large-Bore Shotgun Rounds 6d6 S.D.
Can also fire smoke, illumination and chemical rounds
☞ Payload: 10 grenades, or 60 shotgun rounds
☞ Weight: 7 lbs.

TX-002 Heavy Weapon Shield
The TX-001 Heavy Weapon Shield not only provides additional armored protection, but conceals a battery of mini-missiles. The missiles are hidden behind the armored plating that flips open to fire them.
M.D.C. of the Shield: 160
• Weight: 200 lbs. plus the weight of the missiles.
• Range: Close combat with the shield as a melee weapon, one mile for mini-missiles.
• Damage:
• • Shield as a blunt weapon: +1D6 M.D. to punch M.D. as per Robotic P.S.
• • Mini-Missiles: Varies with missile type.
• Rate of Fire: Missiles can be fired one at a time or in volleys of 2, 4, 8 or all 30 at once.
• Payload: 30 total missiles.
Modifiers: +1 to parry with shield.

Carried/In Hand
[img]NG-IP7 Ion Pulse Rifle (carried or slung)
http://explorersunlimited.com/images/up ... e656fd.png[/img]
• Range: 1,600 feet
• Damage: Single shot: 3D6, Three shot Burst: 1D4x10
• Rate of Fire: Standard
• Payload: 8 shots/E-clip, 30 shots/LE-clip, 180 shots/Power Pack

Worn on Person
Bushman EBA w/integrated N-F20A Medium Force Field
M.D.C. by Location
• Helmet: 50
• Arms: 30 each
• Legs: 55 each
• Main Body: 60
• Force Field M.D.C.: 75
Modifiers: -15% penalty to movement & physical skills

(When not in armor)
N-F20A Medium Force Field
• M.D.C.: 75
• Weight: 10 lbs.
• No movement penalties
• 10 hour duration per E-clip

Clothes (usually dresses in layers; undershirt, sweater, two jackets, stretchy leggings, skirt, heavy boots)
SPU-5 Electronic Bug Repellent
(1) Tinted Goggles

Pair of NG-PB713 Particle Beam Pistols (shoulder holsters)

• Weight: 6 pounds (2.7 kg).
• Range: 300 feet (91.5m).
• Mega-Damage: 5D6 M.D. per blast and a Critical Strike (double damage) on the roll of a Natural 19 or 20.
• Rate of Fire: Single shots only. Each blast counts as one melee attack.
• Payload: 10 shots per E-Clip, 16 with a long E-clip.
• Cost: 40,000 credits or more.

Pair of TX-6 Pistols (thigh holsters)

• Weight: 5 lbs (2.25 kg)
• Range: 800'
• Mega-Damage: 4d6 M.D.
• Rate of Fire: Single shots only. Each round counts as one melee attack.
• Payload: 6 shots
• Cost: 12000

Pair of reproduction Remington 1863 Revolver (hip holsters)
• • Range: 130'
• • Damage: 4D6+3
• • RoF: Single shots only
• • Payload: 6 round cylinder

Utility Belt
(4) Speed loaders for 1863's (silver rounds)
(6) Speed loaders for TX-6's
(1) Survival Knife (1d6)
(1) Small knife
(3) HE Grenades
(1) Gas Mask & Air Filter
(1) Canteen
※ Damage: 2d6 MD
CFT Ammo – 30 rounds
E-Clips – 3

(1) Hatchet (attached to outside, right side)
(1) Canteen (attached to outside, left side)
(1) NG-S2 Survival Kit
(1) RMK
(1) Knapsack
SE-Sonic Pulsar Unit (Sourcebook 1, p.60, 50 credits)
Portable Language Translator (Sourcebook 1, p.59, 9600 credits)
100 TX-6 rounds
20 E-clips (Rifts: Ultimate Edition p.259)

Messenger Bag
Freeze Dried Combat Rations (1 week supply)
Personal Items
• ID (specify)
• (1) Secure Universal Card: 217 150 credits [size=85](SNAFU 27MAR16)

• (1) Non-Secure Black Card: 3,000 credits
• (1) Non-Secure Universal Card: 17,800 credits (Updated 02/27/15 by Major Arcana)
• Ordnance Reimbursement Card (Secure Universal Card): 20,440k (Updated 03/30/15 by AoS)
• (1) Secured Universal Credit Stick: 2,500,000 [Ace of Spades 10-30-18]

Stored in Vehicle
N/A No cargo storage capacity in MK-PA12

  • Brath Stealthfoot (Psi-Goblin, 8th level Assassin, high-ranking member of the Greenskin Gang)

Additional Gear left at the Haunt:
NE-BA-26 Special Body Armor (Naruni Wave 2, p.37, Naruni, 100 000 for the Thermo-Kinetic Version)
-HUD Visor
-Basic Weapons Package
-Robotic Exoskeleton
-Built-in N-F20A Force Field
-Laser Distancer & Targeting
-Optics Enhancements
-Psionic Electromagnetic Dampers

Triax Z-type Luxury Hover Sedan (Triax, p.81, 160 000 for nuclear, intended as a gift for Lulu)

"Ion Sally"
V-1000 personal assistant-bot (Triax-2, p.93-4)
-Built-in Language Translator
-Human Personality Emulation Skill Program
-Built-in Radio Reciever & Transmitter
-Specialization: Adventuring
-Specialization: Computers
-Specialization: Physical Trainer
-Specialization: Security
-Specialization: Technical
-Realistic Skin Overlay
-Human Hair Implants
-Realistic Eyes
-Sculpted Facial Features

Pair of TX-27 Particle Beam Pistol
Nickel Plated
• Weight: 6.6 pounds (2.9 kg).
• Range: 500 feet (152m).
• Mega-Damage: 5D6+5 M.D. per blast and a Critical Strike (double damage) on the roll of a Natural 19 or 20.
• Rate of Fire: Single shots only. Each blast counts as one melee attack.
• Payload: 10 shots per E-Clip.
• Cost: 45,000 credits.

Pair of CFT “Auto-Shooter“
• Range: 300’
• Damage: 3D6 M.D.
• Rate of Fire: Single shot or Automatic.
• Payload: 10 shot Magazine.

200 CFT Rounds (New West p.213)
Last edited by Whisper on Tue Jan 30, 2018 4:04 pm, edited 9 times in total.
H.P.: 32/32
S.D.C.: 50/50

Mecha-Knight main body 400/400
Forcefield 160/160
User avatar
Posts: 217
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
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