Drummond Leighton (Human, CS Cyborg Strike Trooper)

The 40-4th Coalition States Special Operations Group.
(Characters in this game/group cannot transfer to a rifts group outside of it.)
GM: CS High Command
AGM: Major James Smith
#11 POST RATE

Moderators: Game Masters, Group Leaders

Drummond Leighton (Human, CS Cyborg Strike Trooper)

Postby Drummond Leighton » Sat Jan 27, 2018 7:38 pm

Player Name: Pete
G-Mail: pwiebens

Character Name: Drummond Leighton
Alias: Drum
Race: Human
O.C.C.: Coalition Cyborg Strike Trooper (WB 11 p69)
Rank: Private, First Class
Alignment: Scrupulous
XP Level: 7
XP Points: 40,235 Q2/2020 Major James Smith
Next Level @ XP: 52,001
Sentiments/Non-Humans: There's a huge difference between human eating monsters, and a three eyed dude just trying to survive. Actually has a few non human friends with a few while living in the burbs.
Sentiments/Coalition: Humanity's hope. Their methods can be debated, but the fact that humanity is still on the planet is due to their efforts. No one else stepped up save Drum's life.
Disposition: Having his life saved by becoming a cyborg, Drum will do what he needs to make sure he upholds his end of the bargain to obtain citizenship for his wife and children. In general, he will give everyone a chance to do the right thing.
Insanity: Technology is the answer - Thankful for a second chance at life as a cyborg, this soldier wants to make his second chance count. He tries to be as good and heroic as possible, and believes that technology will be humanity's salvation. He loves being a powerful cyborg, and tends to be a tech-obsessive, constantly seeking upgrades to his body and weapons, and loves gadgets. Maybe even alien tech despite the Coalition's warnings against it. Fears being decommissioned.

ATTRIBUTES
I.Q.: 12
M.E.: 20
M.A.: 14
P.S.: 36 (Robotic)
P.P.: 26 Arms/24 Legs (Robotic)
P.E.: N/A
P.B.: 10
Speed: 176

PHYSICAL DATA
M.D.C.: See Bionics and Cybernetics
Age: 19
Sex: Male
Height: 7.5'
Weight: 1400lbs
Description: Large humanoid mechanical body, generally wears a visor covering eyes but leaves his mouth exposed to be able to show some expression.

Natural Abilities
Perception Bonus: 33% (+3%)
  • +15% - Multi Optic Eyes
  • +15% - Amplified Hearing
  • +5% - Combat Computer
  • +25% on Perception Rolls to recognize salvage (special; see HOH p. 94)
    +20% on Perception Rolls to recognize contraband (special; see HOH p. 94)
Charm/Impress: 0%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 1456lbs
Max. Carrying Weight: 900lbs
Max. Lifting Weight: 900lbs
Max. Jumping Ability: 36' long, 18' high

Special Abilities
Chew gum
Kick ass
Play the drums

Penalties of Full Conversion Combat Cyborgs:
  • Simulated sense of touch is a mere 35-55%.
  • Prowl is -20%; impossible in Heavy armor.
  • Skills that require sensitive and nimble fingers and hands, such as Art, Forgery, Locksmith, Palming, Pick Locks, Play Musical Instrument, and similar are -40%.
  • Fear; Some people are afraid of cyborgs, and anyplace that is anti-technology (many barbarian tribes shun, fear or hate technology) will look at a cyborg as a sort of mechanical demon to be avoided or destroyed.

Bionics & Cybernetics
  • Head - 90 M.D.C.
  • Main Body - 280 M.D.C.
  • Left Hand – 50 M.D.C.
  • Right Hand – 50 M.D.C.
  • Left Forearm - 50 M.D.C.
  • Right Forearm - 50 M.D.C.
  • Left Upper Arm - 70 M.D.C.
  • Right Upper Arm - 70 M.D.C.
  • Left Foot - 30 M.D.C.
  • Right Foot - 30 M.D.C.
  • Left Leg - 90 M.D.C.
  • Right Leg - 90 M.D.C.

Base Augmentations:
  • Eyes:
    • Multi-Optic Eyes
      • Telescopic: 4-8X30 Magnification (6,000 ft)
      • Macro Lens: 2x-20x (3 ft)
      • Passive Night vision: (2,000 ft)
      • Thermal-Imaging: (2,000 ft)
      • Light Filters
      • Targeting Display: +1 Strike with Ranged Weapons.
  • Ears:
    • Amplified Hearing: +1 Parry, +2 Dodge, +3 Initiative
    • Sound Filtration System
    • Sound & Voice Analyzer w/500 specific patterns
  • Mouth/Jaw:
    • Built-in Loudspeaker
    • Molecular Analyzer
  • Head:
    • Combat Computer: +1 Disarm/Dodge/Initiative, +2 Pull Punch/Roll with Impact
    • Headjack
    • Language Translator
    • Built in Radio Transceiver [IFF Code: Leighton, CSSE,PFC (E-3)]
  • Chest:
    • Integral Energy Supply (Nuclear)
    • Internal Ammo Drum (3000 round capacity)
    • Bionic Lung with Gas Filter & Oxygen Cell (2hrs of air)
  • Left Knuckles/Fingers:
    • Fingerjack (Little Finger)
    • Laser Hand (Index and Middle Fingers)
      • Damage: 6d6 S.D.C., 2d4x10 S.D.C., 1d4 M.D., 2d6 M.D.
      • Range: 8 ft
  • Right Knuckles/Fingers:
    • Finger Camera (Little Finger)
    • Laser Hand (Index and Middle Fingers
      • Damage: 6d6 S.D.C., 2d4x10 S.D.C., 1d4 M.D., 2d6 M.D.
      • Range: 8 ft
  • Left Hand:
    • Radiation Sensor
    • Motion Detector
  • Right Hand:
    • Metal Detector
    • Air & Surface Temperature Reader
  • Left Wrist:
    • Climb Cord
  • Right Wrist:
  • Right Forearm Arm:
    • Energy Clip Arm Port
    • Advanced Speedometer
    • Radar Sensor (68%)
    • Retractable Silver Plated Vibro-blade
      • Damage: 2d4 M.D.
  • Left Forearm Arm:
    • Energy Clip Arm Port
    • Gyro-Compass
    • Particle Beam Forearm Blaster
      • Range: 1000'
      • Damage: 6d6+6 M.D.
      • Rate of Fire: Each shot counts as one attack
      • Payload: Unlimited - Connected to Internal Energy Supply
  • Right Leg:
    • Depth Gauge
    • Cyber Nano-Robot Repair System
    • Concealed Ion Rod
      • Range: 2000'
      • Damage: 4d6 M.D.
      • Rate of Fire:
      • Payload: 10
  • Left Leg:
    • Large Secret Compartment
    • Cyber-Nano Robot Repair System


Remaining Upgrade Slots Available:

  • Left Hand: 2
  • Right Hand: 2
  • Left Wrist: 1
  • Right Wrist: 1
  • Left Knuckles/Fingers: 3
  • Right Knuckles/Fingers: 3
  • Left Knuckles: 5
  • Right Knuckles: 5
  • Left Shoulders: 1
  • Right Shoulders: 1
  • Left Forearm: 3
  • Right Forearm: 3
  • Left Upper Arm: 1
  • Right Upper Arm: 1
  • Head: 2
  • Ears: 1
  • Mouth/Jaw: 3
  • Neck/Throat: 3
  • Chest: 1
  • Foot: Clawed toes and blades only.
  • Left Leg: 1 weapon systems and one small or medium compartment, or 3 compartments of varying sizes and/or other features, like sensors, hooks, etc.
  • Right Leg: 0 weapon systems and one small or medium compartment, or 2 compartments of varying sizes and/or other features, like sensors, hooks, etc.
  • Cosmetics (general body): 10


O.C.C. Skills
Math: Basic-- 85% (+5%)
Language: American--98%
Radio: Basic--85% (+5%)
Pilot Jetpack--86% (+4%)
Land Navigation--74% (+5%)
Boxing
Climbing 85%/75% (+5%)
Gymnastics
  • Sense of Balance--73% (+3%)
  • Work Parallel Bars & Rings--83% (+3%)
  • Back Flip--87% (+2%)
  • Prowl--30%
Swimming--90% (+5%)
Intelligence--70% (+5%)
Demon & Monster Lore--70% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
W.P. Sword
Hand to Hand: Martial Arts

O.C.C. Related Skills (Other future skills traded for AT)
Electronics: Basic--60% (+5%)
Sensory Equipment--60% (+5%)
Field Armorer & Munition Expert--80% (+5%)
  • Basic Mechanics 70% (+5%)
Military Etiquette--70% (+5%)
W.P. Rifle (Learned @ 4th Level)

Salvage Expert Advanced Training:
Appraise Goods 70% (+5%)
Barter 62% (+4%))[/size]
Basic Mechanics 60% (+5%)
Find Contraband, Weapons, & Cybernetics 54% (+4%)
Mathematics: Advanced 75% (+5%)
Recognize Weapon Quality 55% (+5%)
Recycling 70% (+5%)
Salvage 75% (+5%)
Recognize Salvage and Quality (special; see HOH p. 94): 75% (+5%)

Secondary Skills (+1@ 8 ) Other future skills traded for AT
Literacy: American 45% (+5%) (Learned @ 5th Level)
Play Musical Instrument: Drums--60% (+5%) (Learned @ 2nd Level)
W.P. Blunt (Learned @ 5th Level)
W.P. Targeting (Learned @ 2nd Level)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +5
Strike Bonus: +8 (+10 w/sword) [-1 for legs]
Parry Bonus: +11 (+14 w/sword) [-1 for legs]
Dodge Bonus: +13 [-1 for legs]
HTH Damage Bonus: +17
M.D. Damage: 1d4 Restrained Punch, 2d6 Full Strength Punch, 4d6 Power Punch, 3d8 Kicks, 5d8 Power Kick
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +5
Bonus to Disarm: +3
Bonus to Entangle: +2
Other: Knock-Out on Natural 20, Body/Flip Throw, Any hand/strike punch, Any foot strike including Leap Kick (3d8), Critical Strike on Natural 18-20, Paired Weapons


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. Blunt +1 Strike, +1 Parry +1 to strike and parry at levels 7, 10, 13, and 16. +1 to strike when thrown at levels 9, 14, and 19; not designed for throwing. (Learned @ 5th Level)
W.P. Energy Pistol +4 (+1 @ 9, 11, 13, and 15)
W.P. Energy Rifle +3 (+1 @ 8, 10, 12, and 14)
W.P. Heavy Energy Weapons +3 (+1 @ 10, and 13)
W.P. Rifles +2 +1 to strike @ 9, 12, 13, 15, and 17 (Learned @5th Level)
W.P. Sword +3 Strike (+1 @ 9, 12, and 15), +3 Parry (+1 @ 10, and 13), +1 Thrown (+1 @ 8, and 12)
W.P. Targeting +3 (+1 @ 10)

Saving Throw Bonuses
Coma/Death: +0%
Magic (varies): +3
Lethal Poison (14+):
Non-Lethal Poison (16+): +0
Insanity (12+): +3
Psionics (15): +3
Horror Factor (varies): +0
Possession: +5
Impervious to Bio Manipulation, Telemechanics (all), see aura, or any attacks that do damage direct to hit points
Last edited by Drummond Leighton on Wed Feb 07, 2018 9:11 am, edited 14 times in total.
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Drummond Leighton
 
Posts: 96
Joined: Sat Jan 27, 2018 7:36 pm

Re: Drummond Leighton (CS Strike Trooper)

Postby Drummond Leighton » Sat Jan 27, 2018 7:39 pm

Equipment

Vehicles/Mounts are listed first.

Carried/In Hand
C-200 "Dead Man's" Rail Gun (On Lanyard - Connected to internal Ammo Drum 3000 rounds)

Worn on Person
CA-6C Cyborg Armor
CA-7C Shadow Ops Helmet w/CS Motif
C-29 "Hellfire" Heavy Plasma Cannon (Back Clamp)
C-20 Laser Pistol (Leg Holster)
    Covert Slim Vibro-Knife (Boot Sheathe)
    Grenades
    • 2 Coalition States Smoke Grenades
    • 2 Coalition States Flash/Stun Grenades
    • 2 Coalition States Fragmentation Grenades
    • 2 Coalition States Heavy High Explosive Grenades
    • 2 Coalition States Plasma Grenades
    • E-Canister Pouch: 2/2 E-Canister
    Ammo Drum (2000 rounds - Silver)

    Utility Belt
    Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
    • Attachment: Canteen (half gallon)
    • Attachment: Walkie Talkie Pouch (CM-PRC-5 Secure Walkie Talkie)
    • Attachment: Compass/Inertial Mapper
    • Attachment: Flashlight/signal Light
    • Attachment: Firestarter kit (solar-powered lighter and flint & steel).
    • Attachment: Mini first aid kit (+1 Healing check, only one use).
    • Attachment: Power bars (three, each can sustain a normal human for a day).
    • Attachment: Pistol Ammo Pouch: 2/2 Pistol E-Clips
    • Attachment: Rifle Ammo Pouch: 0/2 Rifle E-Clips


    Backpack
    CS-S2 Basic Survival Pack
    • 2 Coalition States Smoke Grenades
    • 2 Coalition States Flash/Stun Grenades
    • 2 Coalition States Fragmentation Grenades
    • 2 Coalition States Heavy High Explosive Grenades
    • 2 Coalition States Plasma Grenades
    • 2 Flares
    • 2 Pistol E-Clips
    • 2 E-Canisters
    • CM-Ultra Pocket Laser Distance

    Stored in Vehicle


    Stored in Armory
    CA-6C Cyborg Armor
    DS-45AT Reinforced Custom Fitted Tuxedo


    Credits/Valuables
    Salary: 1980 credits/month
    Secure Universal Card: 5940

    Gear Stats

    CA-6C Cyborg Armor
    Image
    M.D.C. by Location:
    • Helmet: 100
    • Arms: 100 each
    • Legs: 120 each
    • Main Body: 200
    Weight: 60 lbs.
    Modifiers: -15% to climb, -30% to physical skills; +1 to strike targets within 1,000'
    Features:
    • All standard Dead Boy EBA features (p.100, WB11)
    • Multi-Screen HUD & Computer & Video Link
    • Optical Enhancements
      • Passive nightvision: 2,000'
      • Telescopic: 10x magnification, 6,000'
      • Macro-lens: 6x magnification
      • Thermo-Imager: 1,000'
      • Light filters
    • Laser Distancer: 1,000', 2,000' (20% error)
    • Laser Targeting: 1,000'; 2,000'
    Book Reference: p.102, WB11


    CA-7C Shadow Ops Helmet

    M.D.C. by Location:
    • Helmet: 100
    Weight: Not Listed
    Modifiers: +2 Initiative, +1 Parry/Dodge, +5% Perception Enemy Aggression and Troop Movement, +5% Detect Ambush, Intelligence, Land Navigation, Piloting Skills
    Features:
    • Multi-Screen HUD & Advanced Computer & Video Link
    • Sensory Enhancements
      • Amplified Hearing
      • Friend or Foe Recognition System
      • General Panoramic Vision Visor
      • Radio Signal Booster: +25% range
      • Laser Distancer: 1,000', 2,000' (20% error)
      Book Reference: p.143, Heroes of Humanity SB

      C-200 "Dead Man's" Rail Gun
      Image
      • Range: 4,000'
      • Damage: 1d4 M.D. per shot or 4d6 MD. per burst
      • Rate of Fire: Single shots or 20-round bursts only
      • Payload:
        • Short clip: 200 rounds (10 bursts)
        • Light drum: 600 rounds (30 bursts)
        • Heavy drum: 2000 rounds (100 bursts)
      • Weight: 45 lbs.; short clip is 10 lbs.; light drum is 30 lbs.; heavy drum is 100 lbs.
      • Features: Laser targeting & telescopic sight (x20 magnification, 6,000'), nightvision scope (2,000')
      • Modifiers: +1 to strike
      • Book Reference: p.96, WB11


      C-29 "Hellfire" Heavy Plasma Cannon
      Image
      • Range: 1,400'
      • Damage: 1D6x10 M.D.
      • Rate of Fire: Single shots only
      • Payload: 8 shots per E-Canister
      • Weight: 12 lbs.; 4 lbs. for an E-canister
      • Features: Telescopic and laser-distancing scope (x20 magnification, 2 miles)
      • Modifiers: +1 to strike to an aimed shot
      • Book Reference: p.93-94, WB11


      C-20 Laser Pistol
      Image
      • Range: 800'
      • Damage: 2d6 M.D.
      • Rate of Fire: Single shots only
      • Payload: 21 shots per E-clip or 30 shots per LE-Clip
      • Weight: 3.5 lbs.
      • Features:
      • Modifiers:
      • Book Reference: p.90, WB11


        Covert Slim Vibro-Knife
        Damage: 1D6 M.D.

      Coalition States Heavy High Explosive Grenade
      • Range: 120' thrown
      • Damage: 4D6 M.D. to 6' AoE


      Coalition States Fragmentation Grenade
      • Range: 120' thrown
      • Damage: 2D6 M.D. to 20' AoE


      Coalition States Plasma Grenade
      • Range: 120' thrown
      • Damage: 6D6 M.D. to 12' AoE


      Coalition States Smoke Grenade
      • Range: 120' thrown
      • Damage: -5 to combat actions in a 20-30' AoE


      Coalition States Stun/Flash Grenade
      • Range: 120' thrown
      • Damage: -1 APM, -1 to initiative, -8 to combat actions (w/o EBA or polarization) or -1 to initiative (w/protection) in a 20' AoE
      • Duration: 1D4 melees


      CS-S2 Basic Survival Pack
      Image
      • Two Person Tent (Folds up to the size of a paperback book; good for -40 degrees, Water filtration +20% to water supply)
      • Sleeping Bag
      • Flashlight with Concealed Pocket Knife (1D4 S.D.C.) and 6 Batteries (48 hours per battery)
      • Compass/Inertial Mapper (+10% Land Navigation) Mirrored for use as signal mirror.
      • Short Range Radio (Range: 5 Miles)
      • Mini-First-Aid Kit (Roll of Gauze, 48 Adhesive Bandages, Roll of Medical Tape, Small Scissors, Pocket Knife (1D4 S.D.C.) Tube of Protein Healing Salve (doubles natural healing rate))
      • Hunting/Fishing Kit (Wires, Fishing Line, Several Hooks, Pulleys)
      • Saw Wires (3)
      • Fire Starter (Pocket Cigarette Lighter, Flint Striker (with 6 extra Flints))
      • Survival Knife (1D6 S.D.C.), Small Hatchet (1D6 S.D.C.), Wooden Cross, 4 Signal Flares.
      • 30 feet lightweight climbing cord, climbing gloves, 4 ceramic spikes, small mallet.
      • Personal Hygiene Kit, including a bar of soap & washcloth
      • Canteen & Food Rations Bag.
      • Air filter and Gas Mask
      • Extra CS uniform
      • Dress CS uniform


      DS-45AT Reinforced Custom Fitted Tuxedo
      IFF Tag: Leighton, CSSE, PFC (E-3)
      Image
      Weight: 5 lbs. (3.2 kg)
      Mobility: Superior; no movement penalties of any kind.
      M.D.C. by Location:
      • Arms (left): 5/5
      • Arms (right): 5/5
      • Legs (left): 8/8
      • Legs (right): 8/8
      • Main Body: 15/15
      Features:
        • 1. Built-in Tracking Device: To aid in retrieval, the soldier can activate the built-in tracking beacon and strobe light for friendly forces to find them easily. Both subsystems can be activated independent of each other, or together, as needs dictate.
        • 2. Access Panels: The suit can be (and has been) configured to allow access to bionic weaponry without tearing the fabric.

Undercover Harness: Concealed as suspenders on the front and by an armored plate in the jacket on the back.
Last edited by Drummond Leighton on Sun Jan 28, 2018 8:27 pm, edited 4 times in total.
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Posts: 96
Joined: Sat Jan 27, 2018 7:36 pm

Merc Gear [Remove tag when done]

Postby Drummond Leighton » Sat Jan 27, 2018 7:39 pm

Mercenary Equipment

Vehicles/Mounts are listed first.
T-100 Jetpack

Carried/In Hand
NG-P7 Block III

Worn on Person
CA-6C Heavy "Dead Boy" Armor
IDF Commando Wristwatch
Wilk's PRC-5 Secure Walkie Talkie

Leg Secret Compartment
1 NG Smoke Grenade
2 NG Fragmentation Grenades

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Survival Knife
• Attachment: NG-45 Long Pistol
• Attachment: 1 e-Clip for NG-45 Long Pistol
• Attachment: 1 e-Clip for NG-P7 Block III

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: Wilk's FLIR Distancing and Recording Binoculars
• Space: Wilk's Ultra Pocket Laser Distancer
• Space: Protective case with 10 one-inch disks
• Space: Laser Gyro Navigation Aid
• Space: RMK robot medical kit
• Space: IRMSS Internal Robot Medical Surgeon System
• Space: Two Flares
• Space: Smoke Grenade
• Space: 1 e-Clips for NG-45 Long Pistol
• Space: 1 e-Clips for NG-P7 Block III

Stored in Vehicle
NG-S2 Survival Pack
2 NG Fragmentation Grenades
2 e-Clips for NG-45 Long Pistol
2 e-Clips for NG-P7 Block III
Air Filter & Gas Mask
C-40R and Powerpack
4 Ammo Belts for C-40R

How to list Credits/Valuables:




Gear Stats

CA-6C Heavy "Dead Boy" Armor (Disguised as Medium Borg Armor)

M.D.C. by Location:
• Helmet: 100
• Arms: 100 each
• Legs: 120 each
• Main Body: 200
• Integrated Light Naruni Force Field: 45
• Special Systems
HUD Multi-Screen
Computer & Video Link
Optical Enhancements: Passive Nightvision 2000', Telescopic (10x) 6000', Macro Lens (6x), Thermo-Imager 1000', Light Filters, Laser Distancer 1000', Laser Targeting 1000' +1 Strike
• Modified to look like Standard Medium Cyborg armor
Mobility: -15% to climb and -30% to prowl, swim, do acrobatics and similar physical skills/performance.
Weight: 60 lbs.


C40R Coalition Samas Railgun(Knock-Off)
image
• Weight: 92lbs; Powerpack: 60lbs
• Range: 4,000ft
• Mega-Damage: 1D4x10 M.D. per 40 rounds
• Rate of Fire: Each blast counts as one melee attack
• Payload: 400 round belt - 30lbs


NG-P7 Block III
Image
• Weight: 12lbs
• Range: 1,200ft
• Mega-Damage: 1D4x10 M.D., +50% Damage on a natural 19-20
• Rate of Fire: Each blast counts as one melee attack
• Payload:8 Shots with Standard E-clip, 12 with Long E-clip


NG-45LP "Long Pistol"
• Damage: 5D6 M.D. per shot
• Rate of Fire: Standard
• Range: 1,200 feet
• Payload: Long E-clip: 13 shots


NG Smoke Grenades
• Damage: None; Smoke 40' area
• Rate of Fire: Standard
• Range: 120' (typically)
• Quantity: 2


NG Fragmentation Grenades
• Damage: 2d4 M.D. 20' area
• Rate of Fire: Standard
• Range: 120' (typically)
• Quantity: 4


T-100 Eagle Jet Pack
Image
Maximum Speed: 200 mph
Maximum Range: 600 miles
Dimensions: 35 lbs., 3' long
M.D.C.: 30
Engine Type: Nuclear, with a 10 year life.
Last edited by Drummond Leighton on Mon Jan 29, 2018 12:14 pm, edited 8 times in total.
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Posts: 96
Joined: Sat Jan 27, 2018 7:36 pm

PFC Drummond Leighton Background

Postby Drummond Leighton » Tue Jul 24, 2018 12:21 pm

Personnel Record wrote:Name: Leighton, Drummond
Service Branch: Coalition Army
Service Number: IL00-202-091-E1F3-1827
Pay Grade: E-3
Pay Rate: 1980
Rank: Private First Class
Date of Birth: 91-02-02
Primary Specialty: Assault Infantry
Military Education:
    Basic Training (Chi Town, CS Army Training Facility (ATF))
    Cybernetics Integration Training (Chi Town, CS Army Training Facility (ATF))
    Communications School, Basic (Chi Town, CS Army Training Facility (ATF))
    Monster Identification and Elimination Training Course (Chi Town, CS Army Training Facility (ATF))
    Enemy Force Identification Course (Chi Town, CS Army Training Facility (ATF))
    Field Weapons/Armor Support and Maintenance Program (Chi Town, CS Army Training Facility (ATF))
    Heavy and Emplaced Weapons I Training Course (Chi Town, CS Army Training Facility (ATF))
    Close Quarters Combat School (Chi Town, CS Army Training Facility (ATF))
    Wilderness Survival Training Course (Chi Town, CS Army Training Facility (ATF))
Decorations, Medals, Badges, Citations, and Campaign: None
Disciplinary data and court martial record: None

Next of Kin:
Spouse: Caitlin Leighton, 19, shopgirl
Child: Saxon Leighton, 1, Dependent Child; Viola Leighton, 1 Dependent Child
Other Family: Piccolo Leighton, Father; Lisa Leighton, Mother


I was dead once. It didn’t stick.

I thought I was going to be a rock star playing the drums; however, when my girlfriend told me she was pregnant, the next day I went down to the recruitment office and signed up. The day after that I got married. Eight months later I got a two day pass to see my newborn twins. That was the best day of my life. A month later I died when that dumb ass Michaels tried to juggle live grenades on a dare. Three days later I opened my eyes to stare in the face a doctor telling me that my surgery was successful and my rehabilitation was to begin.

The Coalition gets a bad wrap in the burbs, but who else was willing to spend millions of credits to keep me alive? I signed the waiver about using extraordinary efforts to keep me alive without really thinking how far they would go.

But now I am an engine of death, and a shield protecting humanity from the hordes of darkness. I no longer fear death. I am already on borrowed time. Every day puts me one step closer with providing citizenship for my children and a possible life without fear. If this body breaks, I’ll get another and the MF who tried to take me out is going to learn why we are the hardest , baddest people on the planet!

...

Don’t get me wrong, I don’t hate non humans. I’ve lived next to many in the shanty town I grew up in. But resources are scarce and Earth is humanity's home. If you aren’t trying to kill me, I’ll let you live, but don’t expect me to give you my last morsel of food when I could give it to a human child instead.

...

Tour of Duty 1: First assignment was at Old Bones. We were charged with guarding a building in the area while the egg heads went in and investigated what secrets it contained. Almost like it was standard procedure some of them were captured by some band of cultists holed up in it. Never did learn what cult or what they were worshiping. We got almost everyone out except for the research team leader. The cult leader tried to use him as a bargaining chip with a knife to his throat, but he slipped on the blood on the altar killing the researcher himself. The hail of energy and metal after that pretty much ended the standoff after that.

Tour of Duty 2: My second assignment was also at Old Bones. We were called into hold the line at a rift, my god we used a lot of ammo that day. I have a photo of the foot that came out of the rift, it must have been 20' long.

Tour of Duty 3: Third tour I was sent to the Iowa side of Chi-Town. It was a police action then urban renewal by demolitions. We slogged for 3 months going house by house clearing out the squatters, then burning the building to the ground. We found some Federation of Magic stooge attempting to do some magic ritual in one building. A few grenades lobbed into the building took care of that.

ICMN Cover Identity wrote:Northern Gun ICMN Mercenary Report
[insert pic if desired]
Name: Doug Blackwood
Callsign or Nicknames:
Rank: Private
ICMN ID Number: IN23-AL6N-B0N3-Z78P
Specialty: Salvage/Equipment Recovery/Close Combat/Heavy Weapons
Trained: ICMN School of Soldiery, ICMN Product Reclamation
Experience: Initially Garrison Duty on NG's southern border. After the Tolkeen war trained in salvage duty to bring back equipment from various battlefields. Served with no distinction.
    Evaluation: Get in, get the job done, get out.
Extra-Martial Accolades: None

Best Suited for: Assault, Search and Destroy, Urban pacification
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Drummond Leighton
 
Posts: 96
Joined: Sat Jan 27, 2018 7:36 pm


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