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
XP Points: 29,327 (Ace of Spades, 10/01/17)
Next Level @ XP: 35801/2160
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.: 13
P.P.: 18
P.E.: 17
P.B.: 20
Speed: 23

P.P.E.: 1
H.P.: 32
S.D.C.: 50
Age: actual age unknown; late teens
Sex: female
Height: 5'10"
Weight: 133 lbs.
Description: a very tall and thin young woman with a cocky expression, medium length blonde hair and blue eyes

Natural Abilities
Perception Bonus: +3
Charm/Impress: 50%
Invoke Trust/Intimidate: n/a
Max. Encumbrance: 53.2 lbs.
Max. Carrying Weight: 130 lbs.
Max. Lifting Weight: 260 lbs.
Max. Jumping Ability: 6.5' long, 3.25' high

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

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

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
Strike Bonus: +4
Parry Bonus: +8
Dodge Bonus: +8
Automatic Dodge: +4
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
Automatic K.O. on natural 20

Robot Combat Data: Heavy Power Armor (flying)
Number of Attacks: 8
Initiative Bonus: +5
Melee Strike Bonus: +5
Ranged Strike Bonus: +2
Parry Bonus: +10
Dodge Bonus: +9 (+13 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: +4
Ranged Strike Bonus: -
Parry Bonus: +8
Dodge Bonus: +8
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: +15%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (varies): +1
Horror Factor (varies): +5
Last edited by Whisper on Wed Oct 18, 2017 5:15 pm, edited 17 times in total.
H.P.: 29/29
S.D.C.: 50/50

Mecha-Knight main body 280/400
Forcefield 0/160
User avatar
Posts: 170
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
NG-IP7 Ion Pulse Rifle (carried or slung)
• 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
M.D.C. by Location
• Helmet: 50
• Arms: 30 each
• Legs: 55 each
• Main Body: 60
Modifiers: -15% penalty to movement & physical skills

Clothes (usually dresses in layers; undershirt, sweater, two jackets, stretchy leggings, skirt, heavy boots)
SPU-5 Electronic Bug Repellent
(1) Tinted Goggles
CFT “Auto-Shooter“ (shoulder holster under jackets)
• Range: 300’
• Damage: 3D6 M.D.
• Rate of Fire: Single shot or Automatic.
• Payload: 10 shot Magazine.

Utility Belt
(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

Messenger Bag
Freeze Dried Combat Rations (1 week supply)
Personal Items
• ID (specify)
• Secure Universal Card: 825,400 credits [size=85](SNAFU 27MAR16)

• Non-Secure Black Card: 3,000 credits
• 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)[/size]

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)
Last edited by Whisper on Sat Mar 07, 2015 5:16 am, edited 4 times in total.
H.P.: 29/29
S.D.C.: 50/50

Mecha-Knight main body 280/400
Forcefield 0/160
User avatar
Posts: 170
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.
H.P.: 29/29
S.D.C.: 50/50

Mecha-Knight main body 280/400
Forcefield 0/160
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Posts: 170
Joined: Sun Jan 04, 2015 10:00 am

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