PFC Drummond Leighton

The 40-4th Coalition States Special Operations Group.
GM: CS High Command
AGM: Merchant of Death

Moderators: Game Masters, Group Leaders

PFC Drummond Leighton

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)
Alignment: Scrupulous
XP Level: 4
XP Points: 14,676 (01OCT2018 - MaA)
Next Level @ XP: 17,201 (WB 11 p224)
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.

I.Q.: 12
M.E.: 20
M.A.: 14
P.S.: 26 (Robotic)
P.P.: 24 (Robotic)
P.E.: N/A
P.B.: 10
Speed: 132

M.D.C.: See Bionics and Cybernetics
Age: 19
Sex: Male
Height: 7'
Weight: 1000lbs
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: 24% (+3%)
  • +15% - Multi Optic Eyes
  • +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: 1040lbs (limited by current strength to 650lbs)
Max. Carrying Weight: 650lbs
Max. Lifting Weight: 1300lbs
Max. Jumping Ability: 26' long, 14' 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 - 60 M.D.C.
  • Main Body - 180 M.D.C.
  • Left Hand – 33 M.D.C.
  • Right Hand – 33 M.D.C.
  • Left Forearm - 33 M.D.C.
  • Right Forearm - 33 M.D.C.
  • Left Upper Arm - 47 M.D.C.
  • Right Upper Arm - 47 M.D.C.
  • Left Foot - 13 M.D.C.
  • Right Foot - 13 M.D.C.
  • Left Leg - 60 M.D.C.
  • Right Leg - 60 M.D.C.

Base Augmentations:
  • Eyes:
    Multi-Optic Eyes
    Telescopic: 4-8X30 Magnification (6,000ft), Macro Lens: 2x-20x (3ft), Passive Night vision: (2,000ft), Thermal-Imaging: (2,000ft), Light Filters, Targeting Display: +1 Strike with Ranged Weapons.
  • Ears:
  • Head: Headjack, Language Translator, Built in Radio Transceiver [size=85]IFF Code: Leighton, CSSE,PFC (E-3)
  • Right Arm:
      Energy Clip Arm Port
      Retractable Silver Plated Vibro-blade
      • Damage: 2d4 M.D.
  • Left Arm:
      Energy Clip Arm Port
      Particle Beam Forearm Blaster
      • Range: 1000'
      • Damage: 6d6+6 M.D.
      • Rate of Fire: Each shot counts as one attack
      • Payload: 10

  • Right Leg:
      Concealed Ion Rod
      • Range: 2000'
      • Damage: 4d6 M.D.
      • Rate of Fire:
      • Payload: 10

    Left Leg: Large Secret Compartment
  • Body: Bionic Lung with Gas Filter & Oxygen Cell (2hrs of air)[/size]

Remaining Upgrade Slots Available:
  • Hand: 3 (each)
  • Wrist/Knuckles/Fingers/Shoulders: 1 (each)
  • Forearm: 3 (each)
  • Head: 3
  • Ears: 4
  • Mouth/Jaw: 5
  • Neck/Throat: 3
  • Chest: 3
  • Foot: Clawed toes and blades only.
  • Left Leg: 2 weapon systems and one small or medium compartment, or 4 compartments of varying sizes and/or other features, like sensors, hooks, etc.
  • Right Leg: 2 weapon systems and one small or medium compartment, or 4 compartments of varying sizes and/or other features, like sensors, hooks, etc.
  • Cosmetics (general body): 10

O.C.C. Skills
Math: Basic-- 70% (+5%)
Language: American--98%
Radio: Basic--70% (+5%)
Pilot Jetpack--74% (+4%)
Land Navigation--59% (+5%)
Climbing 70%/60% (+5%)
  • Sense of Balance--64% (+3%)
  • Work Parallel Bars & Rings--74% (+3%)
  • Back Flip--81% (+2%)
  • Prowl--30%
Swimming--75% (+5%)
Intelligence--55% (+5%)
Demon & Monster Lore--55% (+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 (+1 @ 4) (Other future skills traded for AT)
Electronics: Basic--45% (+5%)
Sensory Equipment--45% (+5%)
Field Armorer & Munition Expert--65% (+5%)
  • Basic Mechanics 55% (+5%)
Military Etiquette--55% (+5%)

Salvage Expert Advanced Training:
Appraise Goods 55% (+5%)
Barter 50% (+4%))[/size]
Basic Mechanics 45% (+5%)
Find Contraband, Weapons, & Cybernetics 42% (+4%)
Mathematics: Advanced 60% (+5%)
Recognize Weapon Quality 40% (+5%)
Recycling 55% (+5%)
Salvage 60% (+5%)
Recognize Salvage and Quality (special; see HOH p. 94): 60% (+5%)

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

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +7 (+9 w/sword)
Parry Bonus: +10 (+12 w/sword)
Dodge Bonus: +10
HTH Damage Bonus: +11
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +3
Bonus to Disarm: +0
Other: Knock-Out on Natural 20, Body/Flip Throw, Any hand/strike punch, Any foot strike except leap kick

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 +2 (+1 @ 5, 7, 9, 11, 13, and 15)
W.P. Energy Rifle +2 (+1 @ 6, 8, 10, 12, and 14)
W.P. Heavy Energy Weapons +2 (+1 @ 7, 10, and 13)
W.P. Sword +2 Strike (+1 @ 6, 9, 12, and 15), +2 Parry (+1 @ 7, 10, and 13), +1 Thrown (+1 @ 8, and 12)
W.P. Targeting +2 (+1 @ 7 and 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: 38
Joined: Sat Jan 27, 2018 7:36 pm

Re: Drummond Leighton (CS Strike Trooper)

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


Carried/In Hand
N/A as yet

Worn on Person
DS-45AT Reinforced Custom Fitted Tuxedo
IFF Tag: Leighton, CSSE, PFC (E-3)
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
    • 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.
Concealed Holster containing: (Requires Perception at -30% to spot)
    CP-20 Laser Pistol (Small of Back, on dominant side)
    • Range: 800'
    • Damage: 2d6 MD
    • Rate of Fire: Single shots only
    • Payload: 21 shots per E-clip or 30 shots per LE-Clip
Pistol Ammo Pouch: 2/2 Pistol E-Clips (small of back; non-dominant side)

Undercover Leg Sheath Containing:
    Covert Slim Vibro-Knife (Dominant Side)
    Damage: 1D6 M.D.

Stored at Armory
Utility Belt: (4 lb)
    Canteen (half gallon).
    Walkie Talkie Pouch: Communicator (with 10-mile range and 72-hour continual use battery)
    Compass/inertial mapper.
    Firestarter kit (solar-powered lighter and flint & steel).
    Flashlight/signal light (with bright halogen and infrared options).
    Mini first aid kit (+1 Healing check, only one use).
    Power bars (three, each can sustain a normal human for a day).
    Hip Holster containing:
      C-20 Laser Pistol
      C-20 Laser Pistol
      • Range: 800'
      • Damage: 2d6 MD
      • Rate of Fire: Single shots only
      • Payload: 21 shots per E-clip or 30 shots per LE-Clip
    Knife Sheath Containing:
      Damage: 1D6 M.D.
    Pistol Ammo Pouch: 2/2 Pistol E-Clips
    Rifle Ammo Pouch:
Combat Boots - Boot-Sheath
    Survival Knife
    Damage: 2D4 S.D.C.

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.
CS-S2 Basic Survival Pack
• 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

Stored in Vehicle
N/A as yet

Salary: 1980 credits/month
Secure Universal Card: 5940
Last edited by Drummond Leighton on Sun Jan 28, 2018 8:27 pm, edited 4 times in total.
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Drummond Leighton
Posts: 38
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

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

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

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)
• 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
• 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
Last edited by Drummond Leighton on Mon Jan 29, 2018 12:14 pm, edited 8 times in total.
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Drummond Leighton
Posts: 38
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
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