Character Name: Megan Price Alias: Jammer Race: Human O.C.C.: Headhunter Alignment: Unprincipled XP Level: 4 XP Points: 16,226 (The Bos, 10.04.20) Next Level @ XP: 17,201 Sentiments/Non-Humans: Understands that humans can be some of the biggest monsters out there while non-humans can show more humanity than some humans. That being said she will never fully trust faeries and never trust a demon under any circumstance. Sentiments/Coalition: They talk a big game, but mostly just gang up on people who can't defend themselves just to make them feel better and sleep better at night. Disposition: For many years she had been hard and bitter, but recently she has found herself not necessarily peace but coming to terms with her life which has allowed her to let some joy into her life. Insanity: None
PHYSICAL DATA P.P.E.: 8 H.P.: 21 S.D.C.: 45 Age: 20 Sex: Female Height: 5'10 Weight: 156 Description: Her features are whipcord lean and fit, Megan has read hair and some scars on her face around her eyes. Her exterior gives off the impression that she doesn't give a damn.
Natural Abilities Perception: 66% (+3%) (+15% when either Amplified Hearing or Multi-Optic Eye are active, +30% when both are) Charm/Impress: 0% Invoke Trust/Intimidate: 5% Max. Encumbrance: 61 lbs Max. Carrying Weight: 150 lbs Max. Lifting Weight: 300 lbs Running Speed: 300' per melee max. / 60' per action Max. Jumping Ability: 7' 6" long, 3' 3" high
Combat Data HTH Type: Expert Number of Attacks: 6 Initiative Bonus: +5 (+8 w/Amplified Hearing) Strike Bonus: +7 Parry Bonus: +10 (+11 w/Amplified Hearing) Dodge Bonus: +10 (+12 w/Amplified Hearing) HTH Damage Bonus: Bonus to Roll w/Punch: +7 Bonus to Pull a Punch: +6 Bonus to Disarm: +2 Other: +1 to Disarm on called shots with any known W.P. Kick: 1D8 Karate Punch: 2D4 Body Block: 1D4 Pin/Incapacitate: Natural 18-20 KO: Natural 20 Crush/Squeeze: 1D4
Robot Combat Data: Flying Power Armor Number of Attacks: 8 Initiative Bonus: +7 Melee Strike Bonus: +9 Ranged Strike Bonus: +2 Parry Bonus: +13 Dodge Bonus: +12 HTH Damage Bonus: Bonus to Roll w/Punch: +8 Bonus to Pull a Punch: +9 Bonus to Disarm: +4 Other: Dodge (When Flying/Leaping): +15 Tear/Pry 1d4 MD Full Speed Running Ram: Damage per power armor PS plus Knock Down 60% if the target is same size or smaller (reduce chance by half if target is up to twice as big)
Robot Combat Data: Basic Number of Attacks: 7 Initiative Bonus: +5 Melee Strike Bonus: +8 Ranged Strike Bonus: Parry Bonus: +11 Dodge Bonus: +11 HTH Damage Bonus: Bonus to Roll w/Punch: +5 Bonus to Pull a Punch: +6 Bonus to Disarm: +2 Other: Body Block/Tackle 1d4 MD Knock Down 50% (Counts as Two attacks)
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 to strike W.P. Energy Rifle: +2 to strike W.P. Heavy M.D. Weapons: +2 to strike W.P. Sword: +2 to strike, +2 to parry W.P. Paired Weapons
Vehicles/Mounts are listed first. PA-09-AVT Bandito "Wild Weasel" SAMAS
Worn on Person N-F20A Medium Force Field CAF Elite Corps Load-Bearing Chest Rig NE-4 Plasma Cartridge Pistol (with holster) 12 E-Clips 1 clip of 10 Plasma Cartridge Rounds 2 Vibro-Sword Secure Universal Credits: 175 credits (ID: Megan Price) Non-secure Universal Card: 215,400 credits (The Bos 9/29//2020) Non-Secure Black Card: 3,000 credits
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 • Attachment: Canteen • Attachment: Vibro-Sword • Attachment: Vibro-Sword
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 and Air Filter • Space: Tinted Goggles • Space: RMK and IRMSS kit • Space: 3 weeks of Combat Rations • Space: Urban Camo Fatigues • Space: Woodland Camo Fatigues • Space: Black Fatigues • Space: Denim jeans and sleeveless shirt. • Space: E-Clip • Space: E-Clip
Stored in "Wild Weasel" SAMAS N/A--no cargo space.
Damage: 3D6 M.D.
Payload: 1 E-Clip will last for approximately 1 hour of use
Weight: 4 lbs.
Book Reference: p.259, R:UE
Damage: 1D6 M.D.
Payload: 1 E-Clip will last for approximately 1 hour of use
Weight: 1 lbs.
Book Reference: p.259, R:UE
PA-09-AVT Bandito "Wild Weasel" SAMAS
M.D.C. by Location:
Shoulder Wings (2): 95 each
Shoulder/Wing "Black Boxes" (2): 75 each
*Main Turbines (2, rear): 120 each
*Lower Maneuvering Jets (4, rear): 30 each
*Leg Maneuvering Jets (1 per leg): 12 each
*Waist Maneuvering Jets (4): 15 each
*Hands (2): 30 each
Arms (2): 90 each
Legs (2): 150 each
*Forearm Guns (2): 18 each
*Bandit 6000 Grenade Launcher or Rail Gun: 80
Main Body 320
* A single asterisk indicates a called shot at -4 to strike Statistical Data: Running: 60 mph (-90% fatigue) Leaping: 15' up or across, 100' high & 200' across w/booster assist Flying: 220 mph max, maximum altitude 6,000', hover to 1,000' Flying Range: 10 hours before required cooldown Underwater Capabilities: walk on bottom at 15 mph, swim at 4 mph, 50 mph on surface, 40 mph underwater, 1,000' max depth Class: Vectored Thrust Strategic Armor Military Assault Suit Crew: 1 pilot Dimensions: 9' tall, 5.6' wide, 11' wingspan, 5' long, 540 lbs. Physical Strength: Robotic P.S. 30 Cargo: None Power System: Nuclear (10 year life) Weapon Systems: Arm Mounted Short Range Plasma Ejectors
Damage: 4D6 M.D., 8D6 M.D. dual blast
Rate of Fire: Single or dual blasts only
Modifiers: +1 to strike
Hand to Hand Combat: per Robotic P.S. 30 Features of Note:
WWECM 6 Black Boxes
Range: 100 miles
Radar & Computer Tracking System: Can Track/ID 144 different target
Directional, narrow, & wide band radio & laser communications
Radio Scrambler and Encryption System
Targeting Uplink: The Wild Weasel can uplink data to as many as 24 Sidewinder SAMAS, aircraft, or ground troops within 50 miles
Modifier: All units receiving data receive +1 to initiative & +1 to dodge
Full Jamming Suite:
Jamming Communications: 65% total interference, 66%-100% transmission discernible, but includes interference
Jamming Missiles: Weapon Systems or Electronic Countermeasures skill check required (roll for each missile in a volley)
Success: targeting systems of all incoming missiles are scrambled (-7 to strike); alternatively, target 1 or 2 missiles within 2,000' w/laser signal (-9 to strike)
Effects only guided missiles or projectiles
Effect: cumulative 15% chance per packet to decoy incoming enemy missiles
P.E. 16+ & P.P. 15+ required or receive only Power Armor Combat Training bonuses & -3 to roll w/impact
+3 to initiative, +1 to strike, +1 to parry, +2 to dodge, +1 to roll w/impact, +1 to pull punch
Book Reference: p.184-187, WB14
ATEA-50 Supai Stealth Armor (Patron Item)
M.D.C. by Location:
Arms: 35 each
Legs: 50 each
Main Body: 100
Weight: 12 lbs. Modifiers: +10% to prowl, palming, and concealment skills; no modifiers to physical skills Features:
Experimental Cloaking Technology
Functional equivalent of the Cloaking major super power (p.256, HU2)
Cloak is the functional equivalent of 1st level; does not increase with experience
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
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: sidearm holster with NE-4 Plasma Cartridge Pistol • Attachment: Spare clip of Plasma Cartridge rounds • Attachment: E-Clip • Attachment: E-Clip • Attachment: E-Clip • Attachment: E-Clip • Attachment: E-Clip • Attachment: E-Clip • Attachment: E-Clip • Attachment: E-Clip • Attachment: E-Clip • Attachment: E-Clip
Background Story "Megan! Megan, come here please!" Carol Price, Megan's mother, called out. A few minutes later, a young teenage girl ran into view, a younger boy following her closely. A sturdy backpack bounced awkwardly on both of their backs, obviously weighted down with something inside each of them. Both of the children had bright smiles and dirty faces, wearing ragged clothing, and panting from running. The young girl had hazel eyes and vibrant red hair while Charlie, her younger brother, had strawberry blonde hair and sparkling blue eyes. Charlie wasn't really her brother, but rather her cousin, but his parents, Megan's aunt and uncle, had been killed when he was a little under a year old, so her mom took him and raised him as their own, so for all practical purposes, Charlie was her brother.
"Don't tell me that you and your brother were playing in that old battlefield?" Carol asked sternly as Megan grinned sheepishly and opening her backpack and began to retrieve high technological items from there and passed them over to her mother's waiting hand. "We weren't! Honest, mama! I was trying to find anything valuable and Charlie came along to help me bring some more back. I know we need the extra money!" Megan said, a pleading tone in her voice because she didn't want her mother to forbid her from going into the decades old battlefield. While most of the more valuable things of note have already been taken from the battlefield, it was still a large area with hundreds of smaller things that were previously overlooked as not worth their time to salvage. Her father was a small time operator, earning a meager living fixing agriculture equipment for the most part, though the odd adventurer came through needing some armor or robot vehicle or powered armor fixed and they needed it don't immediately and they were concerned that they would not be able to make it the rest of the way to MercTown without further trouble.
"You know I don't like you going down there, whatever the reason. Now go get washed up and help your brother with his math homework until dinner is finished. We have something to tell you after dinner time" Carol told her daughter, her tone leaving no room for misinterpreting what she had said. Charlie had emptied his bag and the two of them washed their hands before he pulled out a workbook of medium thickness, and Megan began helping her brother where he needed it. An hour later, their supper was ready and Megan saw what her nose had her mouth watering and distracting her mind for the last 60 minutes, steaks! HUGE steaks! So large that her mom had to cut one up to serve all four of them and then save the rest to make pulled meat sandwiches for maybe some sort of pulled meat Spanish dish later that week. "Mama, how'd we afford steaks, and what kind of steaks are these?""These are tri-top steaks, and daddy had a customer who couldn't pay for all the work he did with credits, but was willing to trade with this." Carol informed her daughter.
Tri-top steak! WOWEE! Megan thought as she stared in amazement. She rushed to the sink, grabbed a clean glass, and filled it to the top with clean water that they had access to because her father had repaired the water filtration system that works for the small community and takes a long draw from the glass before turning and taking her place at the dinner table to be served. In addition to the tri-top steak, they were having fresh baked potatoes and corn on the cob. Megan felt like she was eating like Chi-Town nobility, until a dark thought crossed her mind. Something is wrong and they are trying to make us feel good before breaking the bad news to us. Megan started to try and clear that thought from her mind and not let it show on her face, but her mother obviously must have been looking at her as the thought entered her mind and intuited what was bothering her because her mother said "Nothing is wrong sweetheart, but we have a big family talk we need to have after dinner."
Megan was able to keep the worry off of her face, despite the fact that it had gripped her heart no matter how hard she tried not to worry. Once everyone was done eating, they all congregated in the living room where Charlie and Megan sat on the floor in front of the sofa where Carol and her husband, Irving, sat. They looked at one another nervously for a moment, trying to silently figure out who was going to start talking and what to say, but eventually Carol was the one who broke the ice by saying "Your father and I are having to go away for a short while next week." Carol was about to continue but Megan shouted in shock and surprise made anything Carol was about to say fall on deaf ears. After getting the two children to calm down, she continued. "We'll be gone for three up to no more than eight days. Someone who your father used to work with before you were born had said they needed both him and me to help on a job and that we would be well compensated."
"But why do you have to go too, mama?" Megan practically wailed. A sour expression passed over Carols features for a moment as she took a hand and tucked her hair behind an ear, and as she did that, Megan couldn't help but notice something she had never noticed about her mother, that she had a cybernetic implant, a Universal Head Jack by the looks of it. Her mother took a large breath and said "Because they need me to use skills that I had acquired years before I had you, my darling little daughter." Megan wanted to ask what skills but she got the impression that her mother wasn't going to tell her, at least right now. So instead she got off of the floor and plopped down in her mother's lap and threw her arms around her neck, curling up to her and crying at the thought of her not being around, even for a little while. "Now, now. It may seem like it's taking forever while we're gone, but once it's all over you will realize just how fast it really was." Carol said reassuringly to her daughter while Irving placed a hand on Megan's shoulder and squeezed it tightly. Charlie had wrapped his arms around Iving's legs, rocking back and forth, whining low.
Next week the time came for Megan's parents to leave, and just like Carol had promised, the days seemed to drag on, even when she tried her best to keep herself busy. Each night she tried to cook dinner for her and Charlie, and most of it could only be called edible in the technical sense that it wasn't going to kill the person who eats it, even if it tasted like it might. The morning of the eighth day, her dad's brother, her Uncle Buck had came with a serious look on his face. Megan's parents had been arrested in a raid on a Coalition facility that had went south. By the way their uncle had told it, they were the lucky ones. Of a group of 10, seven had been killed, the remaining three were arrested and taken to CS Labor farm.
Buck helped them pack their belongings and take anything of value that he could fit into his Mountaineer, then brought them to his home in MercTown. The entire ride there, Charlie cried about leaving mama and papa, but Megan was able to get him to finally calm down after promising to take care of him and always be there for him. Charlie and Uncle Buck were the only family she had now, and she didn't intend on letting them go. Upon getting back to MercTown, Buck put them up in a hotel for a week while he looked for a suitable apartment for three people to live in because he knew his single room studio would be unacceptable for him to bring a young girl and boy home to, plus the neighborhood wasn't one that he felt safe bringing them into.
For the next couple of years, Megan and Charlie would keep the apartment clean while they went to school. In the beginning, Buck was frequently gone taking jobs to pay for the rent and things they needed around the house. Then Christmas of the year after Megan turned 16, Buck brought home a puppy for them and announced some exciting news, he was semi-retiring taking a steady job as a body guard for a local rich citizen. Life was beginning to seem good again.
Eight months later, Buck was working a night shift and Megan was out walking the dog, she heard a commotion from the apartment followed by Charlie crying out for a moment before being silence again. Terror gripped at Megan's heart as she raced back inside just as an assailant in full environmental body armor with a tinted visor jumped out of the nearest window while activating the jet pack they wore, flying off into the night. On the table next to the window they jumped out was a ransom not addressed to her uncle, warning him not to contact the police or they would kill Charlie. Not knowing what to do, she called Buck on his personal cell phone and lied saying she was sick and needed him to take her to the hospital. When he got home, she explained everything that had happened.
After that night, she made Buck teach her everything he knew about what he did, learning all that he had to teach her. She trained and studied night and day because she was afraid that if she stopped and allowed herself to think, that she was going to break down completely. At the same time, Buck was in contact with the kidnappers and what they wanted from him wasn't money, but access to his client he worked for when they were ready for it. In return, Buck received daily confirmations that Charlie was in fact still alive.
Months had flown by and Buck was teaching Megan about explosive ordinance outside of the city limits. On one training incident she was practicing when she had rushed and skipped a step, causing the explosive to go off. By the time that Buck was able to get her back to the hospital in MercTown, her left arm had to be amputated and she had lost both of her eyes. Buck had immediately gotten her a bionic limb replacement and cybernetic eyes. After she had fully healed from the surgeries, Buck taught her how to box and the art of the quick draw, both as exercises for her to get more used to her new bionic arm.
Almost a year and a half after Charlie had been abducted, Buck had been informed that it was time for him to make good on his promise to the kidnappers. Buck sent Megan on an errand to the MercTown garage where his suit of power armor was stored. By the time she got back, Buck was gone. The next morning MercTown was all a buzz about how a wealthy citizen and all of the body guards had vanished. The daily confirmations that Charlie was still alive had stopped coming in as well. With nothing in the world left holding her back, she decided to strike out on her own and try and track down Charlie, Buck, and maybe even her parents, if they were still alive.
Features: W.P. Heavy M.D. Weapons; Generator recharges at 8 shots per hour; 1 hour to charge when connected to nuclear power supply
Book Reference: p.104, MercOps
NG Self-Charging Pack
Payload: 6x E-Clip capacity
Regenerates 4 shots per hour; regenerates 6 full reloads before requiring factory recharge
Weight: Class Two 12 lbs. (Rifles & Medium Weapons)
Carried in hand:
N-F20A Medium Force Field
M.D.C. by Location:
Force Field: 75
Weight: 10 lbs. Modifiers: none Features:
10 hour duration per E-clip
Book Reference: p.122, DB2
NE-4 Plasma Cartridge Pistol (with holster)
Damage: 1D4x10 M.D.
Rate of Fire: Single shots only
Payload: 10 NE-003PC "Standard" Plasma Cartridges per magazine
Weight: 6 lbs.
Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot; W.P. Energy Pistol
Book Reference: p.117, DB2
- e-clips (2) - Extra NE-4 Magazines (2) - Box of 96 NE-4 plasma cartridge rounds
280,000 credits deducted from Non-secure Universal Card at NG store... 79,600 credits deducted from Non-secure Universal Card at Naruni store... 150,000 credits deducted from Non-secure Universal Card at Wilk's store...