Minerva (Achilles Neo-Human)

Merctown Armored Recon Services: A multipurpose small unit built around the idea of reconnaissance, infiltration, retrieval (of persons or items), and information and intelligence gathering.
GM: Sum of All Fears
AGM: Clear and Present Danger
#6 POST RATE

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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: 7
XP Points: 44,316 (The Apothecary 5 June 2020)
Next Level @ XP: 52,001
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.: 402
H.P.: 117
S.D.C.: 177
M.D.C.: 294 (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
☞ Cost: 50 I.S.P.
☞ Max Weight: M.E.x 100+100 lbs/level (3000 lbs)
☞ Range: 100' +50'/level (400')
☞ Duration: 2 minutes per level of experience (14 minutes)
☞ Bonuses:
  • +3 to strike with Telekinesis, physical/skill bonuses to strike do not apply when Telekinesis is used.
  • +4 to parry with Telekinesis by using a controlled object to parry or sheer telekinetic force to block an attack.

Telekinetic Flight
☞ Speed: 100 mph
☞ Cost: 15 I.S.P.
☞ Duration: 2 minutes/level (14 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+7 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: 59% (+5% @ levels 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 Enhance Reflexes (10)
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 Electrokinesis (varies)
Ψ Hydrokinesis (varies)
Ψ Mind Block Auto Defense
Ψ Mind Wipe (special)
Ψ Psi-Sword (30)
Ψ Psionic Invisibility (10)
Ψ Psychic Body Field (30)
Ψ Psychosomatic Disease (30)
Ψ Pyrokinesis (varies)
Ψ Radiate Horror Factor (8)
Ψ Telekinetic Force Field (30)
Ψ Telekinesis (Super) (10+)

R.C.C. Skills
Language: Spanish--112% (+1%)
Literacy: Spanish--124% (+5%)
Language: American--94% (+3%)
Radio Basic--96% (+5%)
Intelligence--77% (+4%)
Disguise--76% (+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--101% (+5%)
☞ Walk tightrope--89% (+3%)
☞ Climb Rope--103% (+2%)
☞ Back Flip--101% (+5%)
☞ Climb--51%
☞ Prowl--41%

Fencing
Kick Boxing
Physical Labor
Lore: D-Bee--56% (+5%)
Basic Mechanics 51% (+5%, 3rd Level)
Pilot: Robots and Power Armor 80% (+3%, 2nd Level)
Robot (and Power Armor) Combat: Elite (Light Power Armor Ground) (2nd Level)
Streetwise 41% (+5%, 1st Level)
Find Contraband 37% (+4%, 1st Level)

Secondary Skills
General Repair and Maintenance--76% (+5%)
Pilot: Motorcycles and Snowmobiles--105% (+4%)
Mathematics: Basic 66% (+5%, 3rd Level)
Philosophy 51% (+5%, 3rd Level)

Combat Data
HTH Type: Assassin
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +7
Strike w/ Thrown Weapon: +1
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +20
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Entangle: +2
Bonus to Disarm:
Other:
  • Karate Punch: 2D4
  • Backhand Strike: 1D6
  • Kick: 1D8
  • Karate Kick: 2D6
  • Roundhouse Kick: 3D6
  • Axe Kick: 2D8
  • Knee Strike: 1D8
  • Leap Kick: 3D8 (2 APM)
  • KO/Stun: 17-20

When Transformed:
  • Restrained Punch: 5D6 S.D.C.
  • Full Strength Punch: 4D6 M.D.
  • Power Punch: 1D4x10 M.D.


PA Combat: Elite – Light Power Armor (Ground)
Number of Attacks: 7 (+1 @ Levels 3, 5, 10 and 15)
Initiative Bonus: +4
Strike Bonus:
  • +10 in hand to hand combat
  • +9 to strike with energy and long-range weapons
Strike w/ Thrown Weapon: +1
Parry Bonus: +10
Dodge Bonus: +10
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +6
Bonus to Entangle: +2
Bonus to Disarm: +3
Other:
  • Restrained Punch: 1D4 MD
  • Full Strength Punch: 1D6 MD
  • Power Punch: 2D6 MD (2 APM)
  • Kick: 2D4 MD
  • Leap Kick: 2D8 MD (2 APM)
  • Tear or Pry: 1D4 MD
  • Body Block/Ram: 1D6 MD
  • Full Speed Running Ram: 2D6 MD, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.
  • KO/Stun: 17-20


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--+4 to strike
    +1 to strike at levels 9, 11, 13, and 15.
W.P. Energy Rifle--+3 to strike
    +1 to strike at levels 8, 10, 12, and 14.
W.P. Paired Weapons
W.P. Sword--+4 to strike and parry, +2 to strike when thrown, +1D6 to damage (fencing)
    +1 to strike at levels 9, 12, and 15. +1 to parry at levels 10, and 13. +1 to strike when thrown at levels 8, and 12; not designed for throwing.

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 Fri May 29, 2020 11:33 pm, edited 7 times in total.
Grace Minerva
Ledger

  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)

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Minerva
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Posts: 156
Joined: Sat Jun 03, 2017 11:55 pm

Minerva's Equipment

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

Equipment

M.A.R.S. Garage
Minerva's Room Storage @ M.A.R.S. Compound
Minerva's Bank Account @ MercTown State Bank

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.


Carried/In Hand

Worn on Person
NG Stalker Suit
Ring of Invisibility
Resist Fire Ring
Talisman of Invincible Armor
Worn Black Cloak
Heads-Up Display Goggles
Black Leather Motorcycle Gloves
Secure Universal Credit Card: 1,443,760 (14 June 2020; Sum of All Fears)
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: Hand Radio
• Attachment: Portable Language Translator
• Attachment: Survival Knife
• Attachment: Wilks Laser Sword
• Attachment: NG-35 Heavy Laser Pistol
• Attachment: LP3-D Dual-Shot Laser Pistol
• Attachment:
• Attachment:
• 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: Gas Mask
• Space: One week's rations
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:




Gear Stats

NG-UELX42 Sabre
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M.D.C. by Location:
  • * Head: 80
  • Arms (2): 60 each
  • Legs (2): 90 each
  • *UEL Power Cables (2; forearms): 6 each
  • Main Body: 180
  • N-F50A Superheavy Force Field: 160
* Requires a called shot at -4 to strike (-6 for UEL cable, -10 when Sabre is moving)
Statistical Data:
Running: 50 mph max (-90% fatigue)
Leaping: 12' up and across
Flying: None without jet-pack
Underwater: Swim or walk on bottom at half normal speed (-80% fatigue); 2,000' max depth
Class: Medium Armored Infantry Exoskeleton with UEL
Crew: One
Dimensions: 5.6-7' high, 2-3' wide, 2' long, 215 lbs.
Physical Strength: Robotic P.S. 26
Cargo: None
Power System: Nuclear
Weapon Systems
Vibro-Saber
  • Range: close combat
  • Damage: 2D4 M.D
Hand to Hand Combat: per Robotic P.S. 26
Features of Note:
  • Features Common to All NG Power Armor (p.61, WB34)
  • Helmet Multi-Optics System: Passive nightvision (1,600'), infrared (1,600'), ultraviolet vision (400'), telescopic (2 miles), macroscopic (x12 magnification)
  • Soft Palms: +2% to climbing skills
  • Soft Soles and Stealth Features: no penalties to prowl & physical skills
  • N-F50A Superheavy Force Field: 160 MDC
Modifiers: None
Book Reference: p.139, WB34


NG Stalker Suit
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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


Wilk's Laser Sword
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  • Range: 3' length, cannot be thrown (deadman switch)
  • Damage: 5D6 M.D.
  • Rate of Fire: N/A
  • Payload: 10+3D6 minutes use per E-Clip
  • Weight: 1.5 lbs.
  • Features:
  • Modifiers: cannot parry with this weapon
  • Book Reference: p.104, MercOps


NG-35 Heavy Laser Pistol
Image
  • Range: 800'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 14 shots per E-clip, 22 per LE-Clip
  • Weight: 4.5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.191, WB33


LP3-D Dual-Shot Laser Pistol
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  • Range: 700'
  • Damage: 2D6 M.D. or 4D6 M.D. burst
  • Rate of Fire: Single shot & 2-shot bursts only
  • Payload: 18 shots per E-Clip, 36 shots per LE-Clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.145, Black Market


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


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


Talisman of Invincible Armor
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Talisman
Magic Features
  • Invincible Armor (9th level)
  • Charges: 2/3
Book Reference: p.150, BoM
Last edited by Minerva on Sun Jun 04, 2017 12:29 am, edited 2 times in total.
Grace Minerva
Ledger

  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)

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Minerva
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Posts: 156
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.
Grace Minerva
Ledger

  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)

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Minerva
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Diamond Level Patron
 
Posts: 156
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
Grace Minerva
Ledger

  • I.S.P.: 390
  • H.P.: 109
  • S.D.C.: 177
  • M.D.C.: 286 (during Supernatural Transformation)

Image
User avatar
Minerva
Diamond Level Patron
Diamond Level Patron
 
Posts: 156
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]/59%
JIC: [dice]1d20[/dice]/[dice]1d100[/dice]


Achilles Neo-Human Experience
Experience Point Tables
1 0,000-2,600
2 2,601-5,000
3 5,001-10,000
4 10,001-20,000
5 20,001-30,000
6 30,001-39,000
7 39,001-52,000
8 52,001-70,000
9 70,001-100,000
10 100,001-140,000
11 140,001-190,000
12 190,001-240,000
13 240,001-290,000
14 290,001-350,000
15 350,001-520,000



Level Up Dice Rolls
Level 4: HP: 2d6 = 9
Level 5: HP: 2d6 = 3
Level 6: HP: 2d6 = 5
Level 7: HP: 2d6 = 8
Let the GAMES begin.
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Posts: 834
Joined: Sun Dec 14, 2008 1:39 am
Location: DIMENSION MASTER: CENTURY STATION


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