Megan Price (Human Headhunter) -- LEVEL UP

Jezebel's joynt: General Investigation, Resolution & Liberation Services of Merctown
GM: Underguard
AGM: The Bos

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Megan Price (Human Headhunter) -- LEVEL UP

Postby Megan Price » Thu Sep 19, 2019 5:57 pm

Player Name: Jonathan
Link to Ledger: Jonathan's EP Ledger

Character Name: Megan Price
Alias: Jammer
Race: Human
O.C.C.: Headhunter
Alignment: Unprincipled
XP Level: 4
XP Points: 13,601 (The Bos, 06.05.20) LEVEL UP!
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

I.Q.: 21
M.E.: 10
M.A.: 9
P.S.: 15
P.P.: 24
P.E.: 17
P.B.: 10
Speed: 20

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

M.D.C. By Location
  • Left Hand: 25
  • Left Forearm: 25
  • Left Upper Arm: 35
  • Retractable Forearm Weapon: 30
  • Retractable Grapnel Launcher: 10

Special Abilities
Headhunter's Find Contraband (Tech): 69% (+3%)
Contacts (Fixer Jones)

Bionics & Cybernetics
  • Amplified Hearing
    • At 75' sounds as quiet as 1 DB, softer than a whisper, can be heard
    • At 150' sounds as quiet as 10 DB, can be heard clearly
    • At 360' sounds at 30 DB can be heard as if standing a few feet away. This is the maximum range for eavesdropping on conversations
    • Only sounds of 70+ DB can be accurately heard and the location pinpointed from 500-1,000' away
    • Estimate distance & location of sound source & recognize specific sounds: 35% (+5%)
    • Background noise & physical barriers decreases range & clarity of what can be heard (G.M. discretion)
    • Bonuses: +1 to parry, +2 to dodge, +3 to initiative (when activated)
  • Sound Filtration System: automatically diminishes potentially damaging sounds
  • Universal Headjack & Ear Implant: receives transmissions attached devices & transmits to ear receiver (3 miles)
Left Eye
  • Multi-Optic Left Eye
    • Telescopic (4-8x30 magnification, 6,000'), Macro (2x-20x magnification, 3'), Nightvision (2,000'), Thermal-Imaging (2,000'), Light Filters
    • Targeting Display: +1 to strike with ranged weapons
Left Arm
  • Bionic Left Arm (P.S. 15, P.P. 15)
  • Hidden E-Clip Port
  • Concealed Particle Beam Weapon System
    • Range: 800'
    • Damage: 5D6 M.D.
    • Rate of Fire: Single shots only
    • Payload: 8 per E-Clip (e-clip port is part of the system; routed into the concealed compartment)
    • Weight: N/A (built into bionic arm)
    • Features: Pops out of the top of the left arm when triggered by mental command.
    • Book Reference: p.52, R:UE
  • Grapnel & Launcher
    • Damage: None
    • Range: 100' of lightweight cord (retractable, 2,000 lbs test)
    • Weight: N/A (built into bionic arm)
    • Book Reference: p.52, R:UE

O.C.C. Skills
Language: American (Native Tongue) 98% (+1%)
Language: Spanish 86% (+3%)
Computer Operation 72% (+5%)
Detect Ambush 62% (+5%)
Detect Concealment 62% (+5%)
Electronic Countermeasures 97% (+5%) (Level 11)
Land Navigation 65% (+4%)
Lore: Demons & Monsters 62% (+5%)
Lore: Faeries & Creatures of Magic 57% (+5%)
Lore: D-Bee 57% (+5%)
Pilot: Tanks & APCs 65% (+4%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 96% (+3%)
Pilot: Robots and Power Armor 82% (+3%)
Robot (and Power Armor) Combat: Elite (Flying Power Armor)
  • Robot (and Power Armor) Combat: Basic (Automatically granted from RPA Combat: Elite)
Radio: Basic 82% (+5%)
Sensory Equipment 62% (+5%)
Recognize Weapon Quality 62% (+5%)
Tracking: People 57% (+5%)
Weapon Systems 72% (+5%)
Wilderness Survival 62% (+5%)
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
W.P. Sword
W.P. Paired Weapons
HTH Expert

O.C.C. Related Skills
Demolitions 91% (+3%)
Demolitions Disposal 91% (+3%)
W.P. Quick Draw
Prowl 47% (+5%)
Wrestling (2nd level)

Secondary Skills
Cook 57% (+5%)
Climbing/Rappelling 62/52% (+5%)
Gambling: Standard 52% (+5%)
Mathematics: Basic 67% (+5%)
Salvage 57% (+5%)
Recycling 42% (+5%, 2nd level)
General Repair & Maintenance 47% (+5%, 2nd level)

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

Saving Throw Bonuses
Coma/Death: +15%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): --
Psionics (15+): --
Horror Factor (varies): +1
Last edited by Megan Price on Mon Aug 31, 2020 6:11 pm, edited 48 times in total.
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Megan Price
Posts: 75
Joined: Thu Sep 19, 2019 5:53 pm

Re: Megan Price (Human Headhunter) WIP

Postby Megan Price » Mon Sep 23, 2019 11:35 am


Vehicles/Mounts are listed first.
PA-09-AVT Bandito "Wild Weasel" SAMAS

Carried/In Hand

Worn on Person
ATEA-50 Supai Stealth Armor
CAF Elite Corps Load-Bearing Chest Rig
Secure Universal Credits: 175 credits (ID: Megan Price)
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-Knife
• Attachment:

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:
• Space:

Stored in "Wild Weasel" SAMAS
N/A--no cargo space.

Gear Stats

  • Damage: 3D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • 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.
  • Features: None
  • Modifiers: None
  • 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
  • *Head: 110
  • *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
  • Range: 1000'
  • Damage: 4D6 M.D., 8D6 M.D. dual blast
  • Rate of Fire: Single or dual blasts only
  • Payload: Unlimited
  • 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
  • Chaff-Flare Decoy
    • Effect: cumulative 15% chance per packet to decoy incoming enemy missiles
    • Payload: 24
  • 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:
  • Helmet: 50
  • 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
  • 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:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Last edited by Megan Price on Fri Jul 31, 2020 9:06 pm, edited 12 times in total.
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Megan Price
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Re: Megan Price (Human Headhunter)

Postby Megan Price » Wed Sep 25, 2019 3:43 pm

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.

Headhunter XP Chart
1: 0,000 - 2,100
2: 2,101 - 4,200
3: 4,201 - 8,400
4: 8,401 - 17,200
5: 17,201 - 25,400
6: 25,401 - 35,800
7: 35,801 - 51,000
8: 51,001 -71,200
9: 71,201 - 96,400
10: 96,401 - 131,600
11: 131,601 - 181,800
12: 181,801 - 232,000
13: 232,001 - 282,200
14: 282,201 - 342,400
15: 342,401 - 402,600
Last edited by Megan Price on Sun Sep 29, 2019 3:35 pm, edited 4 times in total.
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Re: Megan Price (Human Headhunter)

Postby Megan Price » Tue Oct 22, 2019 6:26 pm

Fortune and Glory 1d10:

Fortune Favors the Bold 1d4:

Receive 3 Automatic Critical Successes to use at your discretion (includes skill rolls, combat actions, scroll study, tinkering attempt, etc.)
Megan Price
HP: 21/21
SDC: 45/45
ATEA-50 Supai Stealth Armor: 100/100
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Megan Price
Posts: 75
Joined: Thu Sep 19, 2019 5:53 pm

Re: Megan Price (Human Headhunter) -- LEVEL UP

Postby Megan Price » Fri Jun 05, 2020 6:24 pm

HP increase: 1d6:
Megan Price
HP: 21/21
SDC: 45/45
ATEA-50 Supai Stealth Armor: 100/100
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Megan Price
Posts: 75
Joined: Thu Sep 19, 2019 5:53 pm

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