Minerva (Achilles Neo-Human)

EU's Team Evil - If you hear them they're not after you.
GM: Dodsrike
AGM: Ace of Spades

Moderators: Game Masters, Group Leaders

Minerva (Achilles Neo-Human)

Postby Minerva » Sat Jun 03, 2017 11:57 pm

Player Name: Alex
Hangouts: dmblackhaunt
Character Name: Martina Graciela Minerva Valdez
Alias: Minerva, Grace Minerva, Diamond (Spook Squad Callsign)
Race: Achilles Neo-Human
O.C.C.: None.
Alignment: Aberrant
XP Level: 5
XP Points: 26,376 (Ace of Spades, 6/1/19)
Next Level @ XP: 30,001
Sentiments/Non-Humans: Her brothers and sisters are non-human. She has love for all creatures that don't fit the “normal” mold.
Sentiments/Coalition: Prejudiced bigots who will have their day in court. Will take down any skullhead she sees... within reason of course.
Disposition: Fiery spirit. Doesn't back down from a fight. Will always stand up for those who can't.
Insanity: Phobia: parasitic beings of all kinds. From the lowly leech to the highly evolved psi-stalker, these beings and their nature terrify her to such an extent that all courage and reason will flee her when so confronted by these beings.

ATTRIBUTES
I.Q.: 25
M.E.: 24
M.A.: 16
P.S.: 31
P.P.: 24
P.E.: 27
P.B.: 24
Speed: 17

PHYSICAL DATA
P.P.E.: 9
I.S.P.: 378
H.P.: 104
S.D.C.: 177
M.D.C.: 281 (when transformed)
Age: 24
Sex: F
Height: 5'8”
Weight: 200 lbs.
Description: Long flowing red hair, lightly tanned skin with freckles about the cheekbones. Wearing a body suit, gloves and a cloak at almost all times.

Racial Abilities
Supernatural Transformation
☞ Supernatural Strength
☞ S.D.C. and H.P. combine to become M.D.C.
☞ Cost: I.S.P. Points halved, -2 I.S.P (unreplenishable during transformation) per hour until depleted.

Hyper-Telekinesis
☞ Max Weight: M.E.x 100+100 lbs/level (2800 lbs)
☞ Range: 100' +50'/level (300')
☞ Cost: 50 I.S.P.
☞ All other features are identical to telekinesis

Telekinetic Flight
☞ Speed: 100 mph
☞ Cost: 15 I.S.P.
☞ Duration: 2 minutes/level (10 minutes)

Mind-Wave:
The neo-human can attempt to disorient an opponent's mind by sending it on a “trip.” Victims of this attack get to save vs psionics at -2 to save (so even a master psionic must roll a 12 or higher to save). A successful save means the character is suddenly overwhelmed by a splitting headache and is -2 on initiative and -10% on skill performance for 2D4 minutes.
A failed roll sends the character's mind on an uncontrollable mind trip, as if riding a gentle wave on the ocean or among clouds in the sky. The victim feels warm, at peace and awestruck. He or she loses all sense of time, his mission, goal, danger, and everything around him. While in this euphoric state, the character slumps to his knees and does absolutely nothing for 2D4 melee rounds +1 per level of the neohuman (2D4+5 melee rounds). Nothing can rouse the character from the mind wave except being struck with serious physical damage! The shock and pain brings the character around but all his attacks per melee, bonuses, speed and skill performance are half for 2D4 minutes! If allowed to snap out of the trance at the end of its natural duration, the character suffers no ill effects whatsoever. Only one person can be affected by a mind wave per psionic attack, and each attack counts as the equivalent of two melee attacks. This power costs 30 I.S.P. to activate, and has a maximum range of 300'.

Touch of Health
☞ Effect: Subject regains 1D6x10 S.D.C. or M.D.C., any non-magical diseases, infection and fractures (but not missing limbs) are cured. +30% vs Coma
☞ Range: Touch (will work through body armor, but not power armor or vehicle)
☞ Cost: 15 I.S.P.

Touch of Death
☞ Effect: Save vs Psionics or 1D4x10 S.D.C. or M.D.C. and must then make a save vs lethal poison or fall unconscious for 1D4 melee rounds. If the save vs psionics is made, 1D6 S.D.C. or 2D6 M.D.
☞ Range: Touch (will work through body armor, but not power armor or vehicle)
☞ Cost: 15 I.S.P.


Natural Abilities
Perception Bonus: 51% (+5% @ levels 7, 10, 13)
Charm/Impress: 70%
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 60 lbs.
Max. Carrying Weight: 620 lbs.
Max. Lifting Weight: 720 lbs.
Max. Jumping Ability: 21.5' in length, 9.25' high

Psionics
Master Psionic
Healing
Ψ Bio-Regenerate (self) (6)
Ψ Deaden Pain (4)
Ψ Meditation (0)
Ψ Stop Bleeding (4)
Physical
Ψ Nightvision (4)
Ψ Resist Hunger (2)
Ψ Telekinetic Push (4)
Ψ Telekinesis (varies)
Sensitive
Ψ Mask I.S.P. & Psionics (7)
Ψ Object Read (6)
Ψ See Aura (6)
Ψ See the Invisible (4)
Ψ Sixth Sense (2)
Ψ Telepathy (4)
Super-Psionic
Ψ Bio-Manipulation (10)
Ψ Bio-Regeneration (Super) (20)
Ψ Mind Block Auto Defense
Ψ Mind Wipe (special)
Ψ Psi-Sword (30)
Ψ Psionic Invisibility (10)
Ψ Psychic Body Field (30)
Ψ Radiate Horror Factor (8)
Ψ Telekinetic Force Field (30)
Ψ Telekinesis (Super) (10+)

R.C.C. Skills
Language: Spanish--110% (+1%)
Literacy: Spanish--114% (+5%)
Language: American--88% (+3%)
Radio Basic--86% (+5%)
Intelligence--69% (+4%)
Disguise--66% (+5%)
W.P. Energy Rifle
W.P. Energy Pistol
W.P. Sword
Hand to Hand: Assassin

R.C.C. Related Skills
Acrobatics
☞ Sense of Balance--91% (+5%)
☞ Walk tightrope--83% (+3%)
☞ Climb Rope--99% (+2%)
☞ Back Flip--91% (+5%)
☞ Climb--51%
☞ Prowl--41%

Fencing
Kick Boxing
Physical Labor
Lore: D-Bee--46% (+5%)
Basic Mechanics 41% (+5%, 1st Level)

Secondary Skills
General Repair and Maintenance--66% (+5%)
Pilot: Motorcycles and Snowmobiles--97% (+4%)
Mathematics: Basic 56% (+5%, 1st Level)
Philosophy 41% (+5%, 1st Level)

Combat Data
HTH Type: Assassin
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +7
Strike w/ Thrown Weapon: +1
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +20
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm:
Other: Karate Punch: 2D4, Kick: 1D8, Karate Kick: 2D6, Roundhouse Kick: 3D6, Axe Kick: 2D8, Knee Strike: 1D8, Leap Kick: 3D8 (2 APM).
When Transformed: Restrained Punch: 5D6 S.D.C., Full Strength Punch: 4D6 M.D., Power Punch: 1D4x10 M.D.

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

W.P. Energy Pistol--+3 to strike
W.P. Energy Rifle--+2 to strike
W.P. Paired Weapons
W.P. Sword--+3 to strike and parry, +2 to strike when thrown, +1D6 to damage (fencing)

Saving Throw Bonuses
Coma/Death: +24%
Magic (varies): +7
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +7
Psionics (10+): +5
Possession: +3
Mind Control: +3
Horror Factor: +6
No fear of heights.
Last edited by Minerva on Mon Jun 05, 2017 11:25 pm, edited 6 times in total.
User avatar
Minerva
Diamond Level Patron
Diamond Level Patron
 
Posts: 109
Joined: Sat Jun 03, 2017 11:55 pm

Minerva's Equipment

Postby Minerva » Sat Jun 03, 2017 11:57 pm

Equipment

The Haunt's Armory
The Haunt's Garage

MBT-300 Black Talon Motorcycle

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

MBT-300 Black Talon Motorcycle

Carried/In Hand

Worn on Person
Psionic Crystal Armor
NG Stalker Suit
Cloak of Protection
Ring of Invisibility
Resist Fire Ring
Heads-Up Display Goggles
Black Leather Motorcycle Gloves
Secure Universal Credit Card: 3,776,960 (Ace of Spades 10-30-18)
Non-Secure Black Card: 424,530 credits (Augur 05/24/2019)

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
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: NG MD Grenade Knife
• Attachment: NG MD Grenade Knife
• Attachment: NG MD Grenade Knife
• Attachment: NG MD Grenade Knife
• Attachment: NG MD Grenade Knife
• Attachment: NG-45LP Long Pistol
• Attachment: Martel
• Attachment: Hand Radio
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Backpack
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: Portable Language Translator
• Space: Gas Mask
• Space: One week's rations
• Space: Survival Knife
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle
• Space: One week's rations
• Space: Bedroll
• Space: Survival Kit



Gear Stats
Martel
Image
Very Rare Enchanted War Hammer
Damage: 3D4
Magic Features
  • Indestructible: Cannot be destroyed by any means, save alchemy.
  • Thunder Hammer: Applicable only to blunt weapons, excluding ball & chain types. The weapon inflicts an extra 2D6 damage and lets out a booming thunderclap each time it strikes or is struck.
  • Turns Holder Fire Resistant: Normal fire does half damage (magic fire does full damage), four times daily. Duration: 20 minutes.
Curse: None
History: Legend has it that Martel was named after the lover of its first wielder, Sir Dalamir, a Paladin of the Court of Seven. Sir Dalamir is said to have been the lover of the King’s eldest daughter, Martel, who was to be wed to another. When the King found out about their forbidden love, he exiled Sir Dalamir and stripped him of all rank and title. The legends say that Sir Dalamir would sneak into the Kingdom to see his lover, and use the war hammer's loud thunderclap to send a signal to Martel. Over the years that same thunderclap has inspired others to continue to fight for what they love. During Tolkeen’s war with the Coalition, Martel’s booming thunderclap was a battle cry that rallied those around to take up arms against the Coalition.


NG-45LP Long Pistol
Image
  • Range: 1,200'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-clip
  • Weight: 5 lbs.
  • Features:
  • Modifiers:
  • Book Reference: p.157, GMG


NG MD Grenade Knife
Image
  • Range: 30'
    • Damage:
    • Vibro-Blade: 1D6 M.D.
    • Secondary Explosion: 4D6 M.D. to target & 1D6 M.D. to 4' AoE
  • Rate of Fire: single use item
  • Payload: single use item
  • Weight: 1 lb.
  • Features: Secondary explosion occurs 1 melee action after a successful thrown strike
  • Modifiers: none
  • Book Reference: p.214, WB33


Cloak of Protection
Image
Common Enchanted Armor
  • A.R.: 12
  • S/M.D.C.: 50
Weight:
Modifiers: Can only be repaired by magic craftsmen (costs vary, but will always be at least ten times normal armor repair costs)
Magic Features
  • Impervious to fire
Curse: None
History: None
Book Reference: p.249, PFRPG


Psionic Crystal Armor
Image
M.D.C. by Location:
  • Arms: 15 each
  • Legs: 22 each
  • Main Body: 35
  • Psionic Force Field: 70
Weight: 10 lbs.
Modifiers: +2 vs. psionics while force field is active
Features:
  • Integrated Psionic Force Field
    • Can be used 4 times per 24 hour period without I.S.P. cost to user
Book Reference: p.128, DB2


NG Stalker Suit
Image
M.D.C. by Location:
  • Helmet: As per separate helmet
  • Arms: 5 each
  • Legs: 7 each
  • Main Body: 12
Weight: 3 lbs.
Modifiers: None.
Features:
  • Non-environmental
  • Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Book Reference: p.58-59, WB 34


Ring of Invisibility
Image
Uncommon Enchanted Ring
Magic Features
  • Invisibility: 10 minutes; three times daily


Resist Fire Ring
Image
Uncommon Enchanted Ring
Magic Features
  • Resist Fire: Two hours; three times daily


MBT-300 Black Talon Motorcycle
Image
M.D.C. by Location:
  • *Headlight (1, small concealed under weapon): 6
  • *Storage Compartment (3, rear, small): 20 each
  • *Plexiglass Windshield: 25
  • *Front-Mounted Weapon (1 or 2): 25 each
  • **Armored Tires (2): 15 each
  • Main Body: 125
*Requires a Called Shot at -4 to strike
**Requires a Called Shot at -8 to strike; -90% if a tire is destroyed
Statistical Data:
Maximum Speed: 220 mph; 180 mph on dirt roads and stony deserts, 72 mph or less on rough terrain
Range: 2,000 miles per charge (takes two hours to charge to full capacity)
Flying: None
Underwater Capabilities: None
Modifiers: -10% to piloting skill on gravel and grass, -15% on shattered roads, tall grass, and snow deeper than 3"; sand is impassable
Crew: One pilot, with room for one passenger
Class: All-Terrain Combat Motorcycle
Dimensions: 3.5' high, 3' wide, 7' long, 420 lbs.
Cargo: Saddlebags with limited storage space. A rifle can be attached to the bike’s side.
Power System: Electric Multi-Battery System
Weapon Systems:
BT-50 Laser Blaster (1, fixed forward)
  • Range: 2,000'
  • Damage: 3D6 M.D. per blast
  • Rate of Fire: Single shots only
  • Payload: Unlimited if powered by Nuclear or Solid Oxide, 1% of charge per blast if electric
Features of Note:
Book Reference: p.201, WB34
Last edited by Minerva on Sun Jun 04, 2017 12:29 am, edited 2 times in total.
User avatar
Minerva
Diamond Level Patron
Diamond Level Patron
 
Posts: 109
Joined: Sat Jun 03, 2017 11:55 pm

Minerva's Background

Postby Minerva » Sat Jun 03, 2017 11:58 pm

Martina was always different. Whether it was her long red hair standing out as a bright beacon, her love for life outside the city of Cordelia or her fighting spirit, she made her mark on anyone who met her. This meant both positive and negative, as there were many of the mutant animals of Cordelia that hated her for her radiant looks and charming personality. This made what should have been an easy childhood, difficult at best. But she never gave up on her brethren.

From ages 18-22, Martina joined the Achilles Army and learned how to put her great powers to their best use. She was given the option, upon the end of her contract to leave the army or stay on as an agitator in the enemy nation of Cordoba. She chose the latter.

Sneaking into Cordoba by sea, Martina used the identity of Graciela “Grace” Minerva and settled in to a life there. Working at a fruit stand by day, she actively sowed chaos amongst the people at night. Tearing down walls with her mind, setting fires, and spreading dissent amongst the D-Bee slaves were her modus operandi.

All it takes is one person who doesn't want to be saved to rat you out. In this case, it was a literal mutant rat that gave Martina up to the Cordoban Internal Security Agency. The next morning, they had her surrounded at her fruit stand and taken into custody for questioning. The following is an transcribed (and translated into American) excerpt from the tapes of that interrogation.

ISA: Tell me. Do you know why you're here?
Martina: I am here because you doubt my dedication to this fine nation of Cordoba, though I put in my labor day in, day out. Just like everyone else.
ISA: Yes. But it's your nights that we are here to talk about. What do you do at night time?
M: I do what the rest of the citizens of this nation do. I sleep. It's much too dangerous outside what, with those awful mutants being allowed to exist. You should really do something about that, with all that military might you have.
ISA: Oh, sleep? Well, then this has all been a case of mistaken identity! Surely if you're sleeping you couldn't possibly be the woman in black armor with bright red hair going around at night, planting explosives, telling the slaves to revolt and breaking our things, now could you? And this couldn't possibly be your image that we pulled from the camera eye of a mutant rat you were talking to earlier, could it, Minerva?
M: That rat bastard gave you my name.
ISA: Clever. So, now you know why you're here and what we intend to do with you, don't you spy?
M: Your intentions matter not. By the time you come to, I will be a shadow, long gone from here.
ISA: There's no way for you to leave this room. The door is locked and...

[3 minutes of silence]

Subject: Minerva has escaped Cordoban custody and is believed to be armed and dangerous. Use caution when approaching.

Wanted for: Associating with D-Bees, assaulting humans, theft, destruction of property.


Escaping into the night and surviving off of the land, Martina decided to see the rest of the world and not go back to her homeland where she was appreciated by some, but hated by others for who she was. She used what little money she had and booked passage to the North. The rest, only time will tell...
Last edited by Minerva on Mon Jun 05, 2017 11:26 pm, edited 1 time in total.
User avatar
Minerva
Diamond Level Patron
Diamond Level Patron
 
Posts: 109
Joined: Sat Jun 03, 2017 11:55 pm

Minerva's Gallery

Postby Minerva » Sun Jun 04, 2017 12:06 am

minerva.jpg

minerva1.jpg

minerva2.jpg
User avatar
Minerva
Diamond Level Patron
Diamond Level Patron
 
Posts: 109
Joined: Sat Jun 03, 2017 11:55 pm

Re: Minerva (Achilles Neo-Human) LEVEL UP

Postby Blackhaunt » Sun Feb 04, 2018 1:23 pm

Code: Select all
Perception: [dice]1d100[/dice]/51%
JIC: [dice]1d20[/dice]/[dice]1d100[/dice]



Level Up Dice Rolls
Level 4: HP: 2d6 = 9
Level 5: 2d6 = 3
Let the GAMES begin.
ImageImageImage
User avatar
Blackhaunt
Dimension Master
 
Posts: 757
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION


Return to The Spook Squad (Independent, 6 Players, 2 Opening)

Who is online

Users browsing this forum: No registered users and 0 guests