Kat Porter (Human City Rat)

Jezebel & Kat's new enterprise: General Investigation, Resolution & Liberation Services of Merctown
GM: Townsend
AGM: The Bos

Moderators: Game Masters, Group Leaders

Kat Porter (Human City Rat)

Postby Kat Porter » Thu Apr 23, 2009 2:58 pm

Player Name: Dash
Gmail: arcticfrogstudios

Character Name: Katherine Porter
Alias: Kat
Race: Human
O.C.C.: City Rat
Occupation: Independent Entrepreneur
Alignment: Aberrant
XP Level: 8
XP Points: 50,551 (The Bos, 02.04.19)
Next Level @ XP: 51,201
Sentiments/Non-Humans: Money spends fine, unless you’re a Greenskin
Sentiments/Coalition: Money spends fine, but don’t preach against non-humans to me
Disposition: Professional and Detached
Insanity: Obsession: Power (a means to exact a vendetta against the Black Market kingpins and Boss Dutcher in particular)

I.Q.: 17
M.E.: 10
M.A.: 21
P.S.: 11 (25 Robotic)
P.P.: 12 (16)
P.E.: 11 (Fatigues at 25% normal rate)
P.B.: 14
Speed: 29 (49)

P.P.E.: 19
H.P.: 27
S.D.C.: 39
Age: 19
Sex: Female
Height: 5'5”
Weight: 127 lbs.
Description: To those of you paying attention, under the perpetual dye job there was always a natual pigment, which falls somewhere in the light brown to dirty blond range. There's still some rapidly fading color at the bottom. Kat frequenty wears body armor and still favors improvised ponchos over them. Kat still wears loose-fitting clothing most of the time, but isn't as fastidious about hiding her scars, which are quite numerous. There's a faint burn scar around her datajack, tell-tale cigar burns along her arms and legs, and evidence of both whipping and being dragged along a rough surface on her back. Her eyes are brown, and you might actually see them because the mirrorshades are only on half the time.

Natural Abilities
Perception Bonus: +5
-Perception as a skill: 59% (+3%/lvl)
Charm/Impress: 20%
Invoke Trust/Intimidate: 65%
Max. Encumbrance: 39 lbs. (76 lbs.)
Max. Carrying Weight: 120 lbs.
Max. Lifting Weight: 240 lbs.
Max Jumping Abilitiy: 5 feet long, 2 feet high (25 feet long, 12 feet high)

Bionics & Cybernetics
Universal Head jack & Ear Implant (Bionics pg. 40)
Optic Nerve Video Implant (Bionics pg. 35)

Knowledge Upload Skills
Mythology (Greek) 53% (4th Level)
Sensory Equipment 53% (4th Level)

O.C.C. Skills
Literacy: American 93%
American 97%
Dragonese 84%
Barter 76%
Computer Operation 93%
Streetwise 71%
Tailing 83%
Pilot: Automobile 87%
Pilot: Bicycle 85%
Pilot: Hovercycles, Skycycles & Rocket Bikes 106%
Math: Basic 93%
W.P. Energy Pistol
HTH: Expert
-W.P. Paired Weapons (1st level)

O.C.C. Related Skills
Radio: Basic 93%
Advanced Math 83%
Computer Programming 78%
Seduction 60%
Find Contraband, Weapons & Cybernetics 72%
I.D. Undercover Agent 73%
Prowl 78%
Appraise Goods 78%
History: Post-Apocalyptic (MercTown Area) 83/78%
Computer Hacking 63% (6th Level)
Lore: Magic 63% (4th Level)
--Recog. Magic Circles, Runes, etc: 53%
--Recognize Enchantment: 46%
Computer Repair 43% (2nd Level)

Secondary Skills
Pilot: Hover Craft 88%
Lore: D-Bee 63%
Climbing 78/68%
Gemology 63%
Recognize Weapon Quality 63%
W.P. Knife
W.P. Energy Rifle
W.P. Handguns
General Repair & Maintenance 58% (4th Level)
Gambling: Standard 43% (2nd Level)

Combat Data
HTH Type: Expert
Number of Attacks: 5
Initiative Bonus: -- (+3)
Strike Bonus: +3 (+4)
Parry Bonus: +3 (+6)
Dodge Bonus: +3 (+6)
HTH Damage Bonus: --
Bonus to Roll w/Punch: +2 (+7)
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Critical Strike: Natural 18-20
Body Flip/Throw

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
W.P. Energy Rifle: +4 to Strike
W.P. Knife: +3 to Strike, +3 to Parry, +4 to Strike when Thrown
W.P. Handguns: +4 to Strike

Saving Throw Bonuses
Coma/Death: +0%
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (15+): +0 (+2)
Possession: +0 (+2)
Magical Mind Control: +0 (+1)

Annotations in purple indicate use of the NE-BA-26.
Last edited by Kat Porter on Tue Feb 21, 2017 10:31 pm, edited 9 times in total.
User avatar
Kat Porter
Group Leader
Posts: 309
Joined: Fri Feb 17, 2017 1:18 pm
Location: Rifts PC (G.I.R.L.S. of MercTown)

Re: Kat Porter (awaiting approval)

Postby Kat Porter » Thu Apr 23, 2009 3:10 pm


Carried/In Hand
NE-80 Slim-Line Lever-Action Rifle (slung on back)
NEMA Liberator Multi-Rifle (in Hands)

Worn on Person
NE-BA-26 Special Body Armor
Improvised poncho made from a bedsheet, smeared with blood and caked with dirt and dust
Black Pants (outside armor- probably ragged, and caked in dust)
Black 'Radiation Winds' Band T-Shirt (outside armor- probably ragged and caked in dust)
Sunglasses (hooked on poncho)

Pants Pockets
2 standard e-clips
20 standard plasma cartridges

Tucked in a Boot of the NE-BA-26
Secure NGMI Card: 1,031,940 (T-Rex 1/16/18: Shopping Per Townsend -157,750)
Non-Secured Universal Card: 30,000 (CapCook Aug12 2015)
MercTown State Bank Card: View Balance
Folded in a piece of paper:
3 carats onyx
1 carat pearl(white)
3 carats fire agate
3 carats red-orange agate

Cowboy-Style Double Holster 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: NE-6SL Slim-Line "Magnum" Revolver
• Attachment: Big Pouch: PDD player, Flashlight
• Attachment: Ammo Pouch: 1x Speed Loader for NE-6SL (Full); 1 Standard Naruni Plasma Cartridge; 1x Speed Loader for NE-6SL (Empty)
• Attachment: 1911 Colt .45

Backpack (In Fiona's truck)
Baseball Cap
Improvised facemask made from a bedsheet
Black jeans
Black P.A.S. logo shirt, longsleeve
Black, band t-shirts 'Radiation Winds' (x2)

Stored in Vehicle

Naruni Duffle Bag (Fiona's Truck)
(All firearms have been safetied and taped to prevent accidental discharge)
Spare Colt 1911A1 magazines (2, Full, silver ammo)
Colt .45 Revolver (x2)
2x TX-30 Ion Pulse Rifle with FSE-Clip
NE-6SL Slim-Line "Magnum" Revolver
6 data disks (1 contains footage of Magefire, with a gargoyle sub-demon acting as security)
2 gun sight wireless cameras
2 remote wireless cameras
1 Box of Standard .45 ACP (50/50 box)
1 Box of Silver Colt .45 (50/50 box)
2x Speed Loader for NE-3 'Gambler' (Full)
NE "Classic Beretta 9mm"[/list]
NE-3 Slim-Line "Gambler" Revolver
NG-SL20 Sniper Laser Rifle
Box of 80/100 NE-003PC Standard Plasma Cartridges
Box of 50/50 NE-001PC Light Plasma Cartridges
4 standard E-Clips
2 LE-Clips
Wallet (contains only MercTown Citizen's ID)

At the Base
L-20 Laser Pulse Rifle
LE-clip (1, for L-20)
Garbage Bag full of dead Horseman's belongings
Black jeans
Black P.A.S. logo shirt, long-sleeve
Longcoat (Black, torn right sleeve)
NE-CS1 Cermalyte Black Nightsuit
Plastic-Man EBA

Stashed in Pockets of Longcoat
4x Speed Loader for Colt .45 (Full, silver)

Gear Stats

NE-CS1 Cermalyte Black Nightsuit
M.D.C. by Location
Head: 14
Arms: 14 each
Legs: 14 each
Main Body: 28
☞ NF-F10A Force Field: 45
Modifiers: +5% bonus to Prowl due to non-reflective color and sound-absorbing material

NE-BA-26 Special Body Armor
M.D.C. by Location
• Helmet: 50
• Main Body: 90/90
• Arms: 40 each
• Legs: 50 each
• Force Field: 75
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
• Masks Infrared & Thermal Emissions (Only 1-25% chance of showing up a thermal scan, even if detected scan will be unclear)
• Kinetic Dampening & Cushioning System [1/2 Damage from Explosions, High Spd Impacts (rail guns, arrows, bullets)]
• 1/2 Damage from MD Fire/Heat/Plasma (Magic Included)
Additional Modifications
• 1: HUD Visor
• 4: Robotic Exoskeleton: PS - 25 (Robotic), PP - +4, SPD - +20, +10ft to Leaps, +10% Climb Skills, Reduce Fatigue by 75%
• 5: N-F20A Force Field
• 6: Laser Distancer & Targeting: +1 Strike with hand-held ranged weapons (2000ft)
• 7: Optics Enhancements: Passive Nightvision (3000'), telescopic (20x Magnification - 1 mile range), macro-lens (6x Magnification), thermo imager (2000'), light polarization.
• 8: Mini-Radar/Sonar System: Radar can track up to 12 targets (2 mile range)
• 9: Integrated Sensor Pod: +3 to Initiative, +2 to Parry, +2 to Dodge, +5 to roll with impact (mini radar and motion detector, can dodge all attacks, even those from behind and/or surprise)
• 11: IFF & Targeting System (same as Wilk's PC-2020 Field Identifier System - Identify up to 6000 targets with a 92% level of accuracy)
• 12: Psionic Electromagnetic Dampeners: +2 to save vs psionic attacks and possessions; +1 to save vs illusions and mind control
• 14: Identification Package: Laser, Holographic, Portable Computer programmed according to needs.
• 17: Climbing Package: Grappling Hook (500' range), 6 Hooks and 200' of lightweight line.

Plastic-Man EBA
M.D.C. by Location
☞ Helmet: 30
☞ Arms: 15 each (Left Currently 0/15, Right Currently 10/15)
☞ Legs: 22 each
☞ Main body: 35
☞ NF-F10A Force Field: 45
Modifiers: -10% movement penalty.

Damage: 1D6 M.D.

NE "Classic Beretta 9mm"
Left Holster
Range: 200'
Damage: 3D6 MD
Rate of Fire: Single shots only
Payload: 14 NE-001PC Light Plasma Cartridges

NE-6SL Slim-Line "Magnum" Revolver
(Right Holster and Left Holster)
• Range: 500'
• Damage: 1D4x10 M.D. per each plasma round.
• Rate of Fire: Single shots only.
• Payload: 6 NE-003PC or 12 NE-001PC in a cylinder. (right: 6/6, left: 5/6 currently)
• Modifiers: +1 to strike on an aimed shot.

NE-3 Slim-Line "Gambler" Revolver
(Tucked in left long coat pocket)
• Range: 200'
• Damage: 3D6 M.D.
• Rate of fire: Each shot counts as one melee attack
• Payload: 3 shots cylinder, reloading takes one melee action per cartridge or one melee action to reload all 3 if a speed loader is used
• Bonuses: +1 to Strike on an aimed shot

TX-30 Ion Pulse Rifle with FSE-Clip
• Range: 1600'
• Damage: 2D6 M.D. per single shot, 6D6 M.D. per burst
• Rate of Fire: Single shots & 3-pulse bursts only
• Payload[/u] 20 shots per E-clip, 50 shots per FSE-clip each 32/50 currently
• Modifiers: -2 to strike one handed, +1 strike two handed

Colt .45 Revolver
☞ Range: 130'
☞ Damage: 5D6
☞ Rate of Fire: Single shots only.
☞ Payload: 6 rounds (6/6 silver currently)
☞ Modifiers: none

1911 Colt .45
• • Range: 160'
• • Damage: 4d6
• • RoF: Single Shot Only
• • Payload: 7 round box magazine (.45 ACP)

L-20 Laser Pulse Rifle
Range: 1600'
Damage: 2D6 (single), 6D6 (pulse)
Rate of Fire: Standard
Payload: 40 shots/E-clip, 50 shots/ LE-clip 35/50 currently

NEMA Liberator Multi-Rifle (Patron Item)
The incredible experimental gun looks very much like a cross between a grenade launcher and a particle beam rifle. It fires either a powerful particle beam or grenade-sized gel pellets that explode with the force of energy within them - exotic particles that freeze or flash burn. Only a five hundred were made for NEMA Special Forces due to their incredible cost. The people who sold them were quite unhelpful when it came to revealing their source. Technically A.R.C.H.I.E.-3 has the design specs for this weapon, but it is flagged as a failed weapon experiment.
• Range:
• • Particle Beam: 2,500'
• • Absolute Zero: 300'
• • Incendiary Gun: 300'
• Damage & RoF:
• • § Particle Beam: Single shot: 5d6, 3-shot burst: 2d4x10
• • ※ Absolute Zero: 7d6
• • † Incendiary Gun: 6D6 for impact and initial rupture plus 3D6 damage per each round thereafter until it bums out!
• Payload:
• • Particle Beam: 50 shots per canister E-clip
• • Absolute Zero: 6 pellets per magazine
• • Incendiary Gun: 6 pellets per magazine
• Modifiers: +1 to initiative, +2 to strike; two-handed weapon
• Features:
☞ Custom Grip
☞ Laser Targeting
§ Disintegration: When rolling a twenty-sided die to strike a target, the normal rules are modified. On a natural 5-10, the base damage is halved; on a natural 11-17 the target receives full damage; critical strike on a natural 18-20; if a natural critical strike is landed on a called shot, the called location is disintegrated regardless of the location's damage capacity. (Not applicable to main body.)
† On impact a pellet ruptures to spread a flaming gel that covers a 10' area which sticks to most surfaces and burns incredibly hot for 1d4 melees.
※ Each time a character takes damage from this cold blast, he must save vs non-lethal poison. A failed save means the location struck goes numb from the cold. Combat bonuses are reduced by 10% with each successful strike. (See p.173 of AU for further details.)
Note: Incendiary and flash-freeze pellets of this design must be custom made by highly skilled weapons shops and have a base cost of 1000 credits per pellet.

NG-SL20 Sniper Laser Rifle
  • Range: 3000' (Laser); 1000' (Ion)
  • Damage: 4d6 M.D. (Laser); 3d6 M.D. (Ion)
  • Rate of Fire: Single shots only
  • Payload: 5 laser or 10 ion blasts per E-clip
  • Weight: 10 lbs.
  • Features: Superior balance, Laser targeting
  • Modifiers: +3 to strike with laser on aimed shots, +1 to strike with ion blaster
  • Book Reference: p.194, WB33

NE-80 Slim-Line Lever Action Plasma Rifle
  • Range: 2,000’
  • Damage: 1D4x10 M.D.
  • Rate of Fire: Single shots only (1 APM per shot for men-at-arms, 2 APM for all others)
  • Payload:
    • 8 round magazine or 24 round drum (NE-003PC)
    • 16 round magazine or 48 round drum (NE-003PC; 3D6 M.D.)
  • Weight: 12 lbs.
  • Features: None
  • Modifiers: +1 to strike on aimed shots; W.P. Rifles
  • Book Reference: p.27, DB8
Last edited by Kat Porter on Wed Mar 08, 2017 6:07 pm, edited 16 times in total.
Do Not PM this account. PM Tyrannosapiens Rex.
Kat Porter
P.P.E.: 19
H.P.: 24
S.D.C.: 39
Perception Bonus: +5
Charm/Impress: 20%
Invoke Trust/Intimidate: 65%

User avatar
Kat Porter
Group Leader
Posts: 309
Joined: Fri Feb 17, 2017 1:18 pm
Location: Rifts PC (G.I.R.L.S. of MercTown)

Re: Kat Porter (awaiting approval)

Postby Kat Porter » Thu Apr 23, 2009 3:12 pm

Background Story

The Heroic Epic of Porter and her Merconauts

The Tale of the Merconauts

Part I- The Paragons


Born and raised in MercTown, Kat's parents got the raw end of the deal in the changeover from the old New Paducah government. So they ended up in the Warrens. Her father was killed in a drive-by by the Greenskins when she was 11, and her mother was crippled at the same time. After that, Kat hit the streets, learning the 'game' and supporting herself, her mother and her kid brother Jason. She avoided most gang entanglements, out of personal malice toward them for ruining what was left of her childhood. The one part of MercTown she enjoys better than the Warrens is the Mystic Quarter. All the stuff there is so neat!

Kat Porter is starting to build herself a bit of a reputation in the Warrens as a girl who can find whatever needs finding, as long as you're not asking about slaves. She has managed to date to avoid entanglements with the Defenders, even on those occasions when she leaves her beloved Warrens to deliver packages to the Hub or Spokes. She banks heavily on her life-long citizen status to avoid suspicion, and only stepped outside the city gates twice in her life before becoming a mercenary, to smuggle long-arms into the city for the Black Market. One of those trips didn't turn out so well, and she ended up getting some rough treatment at the hands of Boss Dutcher. When she wouldn't give up her colleagues or the gun's location without getting her pay, Dutcher decided her loyalty might be useful in the future. He let her go. (That's his mistake, he just doesn't know it yet.)

Kat doesn’t much care about most people, and wouldn’t think twice of plugging anyone who crosses her, but on the street loyalty is a valuable commodity, so she will not betray those she regularly associates with unless betrayed first. Her primary loyalty is to her mother (who she has been saving to buy a cyber-spinal replacement for), her 14-year-old brother (who she wants to send to Headhunter Academy, to keep him out of her line of work), and a mere handful of friends she has had since she quit school (all of whom are also into the same business).

Chapter One: The Princess and the Warrens Trash

Then the criminal Kat met a giant named Iacchus, and the thought of becoming a real mercenary got in her head. Why not? Seems like every merc I've met is loaded. Kat joined Paragon Acquisition Services as it formed, and did her part in securing information and goods from the Black Market. (Not to mention, the Black Market and half the Warrens got a good look at her hanging out with a giant who went on to join Heroes for Hire.) She even got her mom's spine fixed by a cyber-doc named Branimir Zhuko. Too bad the group's management changed, and the giant left. The drunk Sardonis doesn't strike the impression the giant did in the City Rat.

Rather, this is the kind of mercenary the girl got her first illegal money from. The drunks who pass out in alleyways often had such nice stuff to pawn. Sometimes she could even strip them without them waking up. Something about that as a boss turned the girl off, and Kat stayed behind as the group left, and made sure her mother got back on her feet properly.

Kat couldn't stop worrying about Bran, Pieter Dravos, Cries Tears of Blood, Beanpole, or even the drunk Sardonis. She felt a responsibility to join them, and the return of a recruit named Tanner with news that she needed to come with reinforcements.

The City Rat also felt a responsibility to Iacchus to track his gems down further. She caught up with Tommy, one of the men responsible for stealing the gems. While in the process of talking to him, she was made and he went for his weapon and ended up quite dead. It was only after that she found out he had a debt to the Greenskins, and they had his sister for collateral. Now, the Greenskins want Kat for the money Tommy supposedly owed them, and Kat's ready to leave town for a minute. Only the paid-off bartender and the well-tipped bouncer managed to get her safely out of the Firewaters Bar.

Deciding to heed the call for reinforcements, Kat tried twice to contact Izon at the Collegiate Arcane, and then was approached by two mages and a cowboy who knew her by name. Along with the girl picked up at the gate, that seemed 'reinforcy' enough for Kat.

She arrives in Lazlo to meet up with the group just in time to see the drunk get himself thrown in jail. The assembled select Pieter Dravnos to lead and Kat takes her role as second in command. After losing a few more allies, and gaining back Dakota, the group prepared to depart Lazlo for the northern reaches.

Encountering a Coalition patrol in the process of slaughtering D-Bees, the group sprung into action. Unfortunately only a single person was saved from the slaughter.

Not long after that, the group successfully rescued the princess, but Magnus, the evil Diabolist, managed to escape through a rift. Flush with their success the group makes its way back to MercTown.

Chapter 2: Greenskin Bop
On return from the North, Kat made the somewhat rash decision to sell several valuable items at the Hub Swap Meet, where after placing some calls, the bidding on a Power Armor reached 25 million Universal credits before all hell broke loose- someone coordinated the Greenskins and the Mephisto's Horsemen to cause problems while their high tech bandits made a move to claim the armor. Kat took the best bid left standing, while Alexandrea flexed her considerable mental powers defending the team. The Coalition was the winning bid and they helped a little as well.

A week later and Kat was ambushed by some Greenskins and rendered unconscious. She wasn't coherent for some time. Meanwhile the rest of the group found out Kat's mother had been kidnapped by the Greenskins, who expected ransom- outrageous ransom. The group teamed up with the Red Terror and took the fight to the Greenskins. During this time, Kat was 'invited' to join the local Black Market in exchange for 20% of her take from the Swap Meet debacle. (Invited being a polite term for being threatened with her brother's continuing safety.)

They discovered Deevil backing to the Greenskins new aggressiveness and the group converged on a warehouse as Kat returned to the fight. Even the Defenders helped a little. Unfortunately the Deevils managed to escape, kidnapping Kat's mother and several other residents of MercTown in the process.

Chapter 3: In the Desert

The group quickly determines to follow the Deevils, and are offered a small reward by the MercTown Defenders. Kat quickly put her affairs in order, ensuring her brother's survival by leaving Ted Dutcher his percentage of her earnings, payable after six months.

Quickly things on the desert planet Inculta went a little sideways. It appeared demons and deevils were having a battle royale over a fragment of a pulsar star, or something of that sort. Teaming up with local Eandroth tribals unhappy with the otherworldly invaders, the Paragon team managed to steal the fragment & free a whole load of slaves (including Mother Porter) and return to Earth victorious.

Kat was initially happy, but losing her close ally Alexandrea, followed by the realization nobody else wanted to even consider selling the Star Heart got our erstwhile champion of capitalism very heated. She left her resignation stuck to Pieter's hotel door, affixed with a sharp knife, after splitting the company's payout from the Defenders as she saw fit.

Part II- A New Day: Templar

Chapter 4: In the Woods

Kat spent some time in MercTown, twiddling her thumbs and considering revenge against her erstwhile colleagues. That Star Heart surely would have set them all for life. Nice penthouses, and owning the buildings underneath. Oh, and Kat could have done in Dutcher. But no, Kat understands majority rule, and if Pete's so damned keen on keeping it for P.A.S., may Zeus strike them down, cause Kat doesn't have the stomach for it (they were her friends, after all), nor the firepower.

Instead, Kat paid her obligations to Dutcher like a good soldier, and joined up with another established group as a Acquisition Specialist. The Templar, having just lost their sponsors, were happy to take on anyone who could help keep them afloat. The Templar aren't all that used to being mercenaries, you see. They did good deeds, and the Warrior's Temple kept them comfortable. That all ended shortly before Kat arrived. So, unsurprisingly the first mission was a good deed, although it was one that did pay, somewhat. A boy brought word of his village, not far from here, paying a bounty for killing some demons. Kat lent the boy a firearm for his return trip, as he hadn't been provided one by his village. The Templar found another group after the same bounty. They agreed to team up, sort of. The Templar then stumbled across the remains of the boy from earlier, and a Mutant Bear fighting some demonically strong wolves. Kat tried on 'Weapons Technician' as a job hat, but it didn't really stick. Through only marginal assistance from Kat, the group manages to survive both the demons and the traitorous Quebecois mercenaries.

Disappointed with her performance, Kat kind of wanders off after patching herself up. The next six months, Kat scrapes by as a laborer and hired gun for local farms, spending all she earned during this time making appropriate offerings to the twelve gods.

Catalog of the Merconauts

Paragon Acquisition Services

Sir Sardonis Lamir- Drunk Human Cyberknight and former leader, banished to alien dimension in Lazlo (Alumni of Badgerbold's Cartographers)
Beanpole– Glitter Boy Pilot, retired without leave en route to Lazlo after skirmish with Corrupted. (Later Joined AA Protection Services)
Blake Mertylson- Human Burster, retired without leave before leaving MercTown due to conflicts with Sardonis.
Tanner- Human Mercenary, retired with leave en route to Lazlo under condition of passing message to Kat Porter.
Dr. Branimir Zhuko- Polzinik Cyberdoc, missing after fleeing skirmish with Corrupted.
Iacchus Nikeophorus- Titan Magus and former leader. disappeared at the Quiet Warrior Inn in MercTown. (Later joined Heroes for Hire, helped found group)
Alexander- Titan Juicer, killed during a bounty hunt in the MercTown National Park & Botanical Gardens in MercTown. (impetus for group forming-not officially a member but was admitted to the group before he made an ass of himself and was banned by TGM)
Dreakon Vanes/'Drake' – Operator, retired with leave in Lazlo.
Sicahowa Istamnihapi We/Cries Tears of Blood – Fetish Shaman, retired with leave in Lazlo.
Gryx/El Poqueno – Goblin Crazy (M.O.M.), deserted in Lazlo after being sneezed on by a camel.
Dakota/Allith- Dakotan Pure One, retired after Iacchus disappeared, reappeared after Sardonis departed.
Pieter Dravnos – Techno-Wizard
Katherine Porter – 'Adventurer'
Kyle Edwards – Shifter, retired with leave after the first mission
Thoar Darksbane – Asgardian High Elf Ley Line Walker
Marion Hayha – Rogue Scholar, retired with leave in Lazlo
Alexandria Westing/'Alex' – Phlebus Mind Melter
Dr. Coleson Daniels 'Cole' - Human Rogue Scientist
Rudderick- Dwarf Full Conversion Cyborg, KIA during Greenskin Bop
Magellan Piangi- Mutant Wilderness Scout, MIA during Greenskin Bop
Ezekiel- Auto-G Paratrooper, left to infiltrate Greenskins
Samantha Beckett- Human A.T.A.C. pilot
Sun Yi- Human Chun Tzu
Rocky Rhodes- Psi-Ghost, former leader of the Dirty Rotten Scoundrels
(Kat's record ends when she left)

The Templar
(Kat's record begins when she joined)
Galan Sharpe- Human, Ex-Coalition; went AWOL from Templar before Kat's first mission
Marcus Hawk- Mutant Human Body Fixer
Sifnos- Octurill Operator
Jason Long- Human A.T.A.C. pilot, Group Leader of The Templar
Sakura Asuna Masamori; 'Asuka'- Human Mystic Ninja
Katherine Porter- Human 'Adventurer', joined immediately prior to Entering the Wolves' Den.
Max the Bear-CS Ursa Warrior; came to aid of group while searching for honey during Entering the Wolves' Den.
Kilo- Ogre Titan Juicer
(Kat's record ends when she left.)

Catalogue of Foes

Tommy the Gem Thief- Killed by Kat Porter in Firewaters in MercTown.
Tentacled Bum- Captured by P.A.S. outside of MercTown.
Corrupt- Defeated by P.A.S. in a skirmish en route to Lazlo.
Coalition Skelebots- Destroyed en route to Magnus' lair.
Coalition Glitter Boy Killer- Destroyed en route to Magnus' lair.
Lots of Greenskins- Killed by P.A.S. with the assistance of the Red Terror and the MercTown Defenders
Giant Worm- Killed on Inculta by P.A.S. and the Eandroth
Demons at the Oasis- Killed on Inculta by P.A.S. and the Eandroth
Demons and Wolf-demon things- Killed by Templar near MercTown
French Mercenary Jerks- Killed by Templar near MercTown
Mephisto's Horseman- Killed by Kat Feb 10, 111 PA

At Large
Magnus - Diabolist, foiled kidnapper, escaped through a rift.
Dex- Ogre Greenskin gang member. Threatened Kat's life in Firewaters in MercTown. May or may not have been killed by other PCs in an unrelated Greenskin-killing adventure.
Gur- Orc Greenskin gang member. Threatened Kat's life in Firewaters in MercTown
Deevils who infiltrated the Greenskins
Leader of the French Mercenary Jerks

Catalog of Allies & Associates
Creepy Larry- Drug Dealer, hired rat and spy for Kat Porter in MercTown
Bouncer at Firewaters- Well tipped, beat up Dex in Firewaters in MercTown
Joshua & Family- Orphan child, escorted to grandparents home in Lazlo
'Glowing Band' TW Gang- Based in Lazlo, Kat has purchased gems and helped identify Lazlo undercover police infiltration.
Geb- Alien pilot hired to drive APC in Lazlo.
Dez- Tattooed Woman, defected from Magnus.
Emperor Pongor Pal- Lord of another dimension, first client. Rescued daughter from Magnus.
Elizabeth Porter (maiden name Preston)- Kat's mother
Jason Porter- Kat's brother
Hatsheput- Leader of a tribe of Eandroth
Eandroth- Natives of Inculta at war with both demons and deevils.
The farmers around the area outside MercTown the Templar saved.

The Hellenes of Porter

The Twelve Olympians of Kat Porter

Zeus, as the King of the Olympians, God of Thunder & Lightning
(Offerings: Bulls, Oak Branches. Invocations: Calls for strength)
Demeter, as Goddess of the Harvest
(Offerings: Wheat, Pomegranate, Blood offerings)
Hercules, as the Hero God and Patron of Adventurers
(Offerings: Lions, Boars, and Apples)
Hecate, as the Titaness of Magic and Crossroads and Patron of Spellweavers
(Offerings: Dogs, Nightshade, Poppy, Garlic, Yew Branches. Invocations: Magical aid, crossroads.)
Ares, as the War God
(Offerings: Puppies, Frankincense, Weaponry. Invocations: Force of Arms)
Aphrodite, as the Goddess of Passion
(Offerings: Apples, Pearls, Limes. Invocations: Seduction)
Hades, as the Lord of Tartarus
(Offerings: Black Sheep & other Black Animals. Invocations: Intent to Kill)
Athena, as the Goddess of Wisdom
(Offerings: Olive products (branches, olives, olive oil), Owl feathers. Invocations: Calls for Wisdom, Strategy)
Helios, as the Sun God and Patron of Vampire Hunters
(Offering: A horse-drawn chariot, charged over a cliff. Invocations: Killing creatures of darkness)
Nike, as the Goddess of Victory
(Offerings: Wreath of Bay Leaves, Shoes & Other Goods that carried her Name or Image. Invocations: Calls for victory)
Hephaestus, as the Mechanic God
(Offerings: Crafted Goods. Invocation: Acts of Artisanship (Tinkering))
Hermes, as God of Commerce and Border Crossings and Patron of Messengers, Thieves, and Athletes
(Offerings: honey, cakes, pigs, goats, and lambs. Invocations: Criminal Acts, Calls for Wealth)

Other Hellenic Deities

Posiedon, as God of the Seas (Doesn't factor into Kat's equation, she's hundreds of miles from the ocean. She'll make sure to dedicate a shrine to him before any sea voyage.)
Hera, as the 'Traitor to Women' (Demonized by Kat, who is a female adherent to Zeus.)
Artemis, as Goddess of the Hunt (not central to a metropolitan understanding of the Greeks(Hellene))
Apollo, as the Silver-Bowed Slayer of Achilles (Kat isn't a fan.)
Charun, as the Boatman of the River Styx, Guide to Tartarus
Dionysus (or Bacchus), as the god of the party, patron of the wasted

Deities not of Hellenic Origin
Thor- Thunder God, introduced to Kat by Thoar.
'Spirits'- Various nature spirits, introduced to Kat by Dakota/Alith
-Bright Father

A ripped out magazine article Kat keeps with her.

Ravenshome Thieves' Guild wrote:Tragedy in the Hub
Twenty-one innocent civilians killed, yes twenty-one innocent civilians were killed by a missile meant for the mercenary team known as the Paragon Acquisition Specialists (“PAS”). First, the fifteen names of the known innocent victims who were citizens of Merctown:

1. Shanae Madon – Single mother of four children, who are now all orphans.
2. Annamaria Huyler – Newly married and mother of a 6 month old girl, survived by her husband of 1 year and daughter.
3. Stan Botcher – Single father of three children, who are now all orphans.
4. Aurore Kimoto – sixteen year old orphan girl who dreamed of being a merc.
5. Antoine Dechico – a retired merc who was selling a few of his old treasures, survived by his wife of 45 years.
6, 7 & 8. Sheridan, Nicki & Marie Dickhaus – Mother and two daughters, survived by a father/husband who was last seen leaving Merctown swearing he will have vengeance against PAS.
9. Providencia Marder – Wife survived by her husband of 10 years.
10 & 11. Yulanda & Vincent View – Mother and Father of two, who are now orphans.
12. Aide Smithj – 13 year old student.
13. Alita Harmann – 19 year old who was about to begin training at the headhunter academy.
14. Argelia Shiverdecker – Single mother of three.
15. Cheree Bodi – Mercenary

The six other victims are as yet unidentified.

How did these poor innocent people end up victims to a missile meant for the Mercenary Team, PAS? Let me start from the beginning. PAS was returning from a mission up north with a very rare suit of armor constructed in a serpent style. This armor was built by the Splugorth minions know as the Kittani. Several dealers in rare tech have informed me that this type of armor, if sold to the right government/company/individual, could go for as much as one hundred million credits. If sold in a properly notified auction it could easily sell for fifty million credits and if sold quickly it would still sell for twenty-five million credits.

Now you ask why was an item, with that high a market value, up for sale at the Merctown Swap Meet? Well Pieter Dravnos, team leader of PAS, allowed his second in command, Kat Porter (lifelong citizen of Merctown) to put this eight figure worth of tech up for sale at the Merctown Swap Meet, in the Hub. As the buyers and sellers in the Swap Meet know, it is a huge deal if a damaged Sampson suit of power armor is put up for sale there. So as soon as the Kittani armor was put up for sale it instantly started to attract a crowd.

You ask what kind of security precautions were put in place for the sale of such a valuable piece of tech in the open air Swap Meet? Stated simply, absolutely none! Did Dravnos and Porter even inquire into security precautions for such a high profile sale in an area where it was obvious that no regular customer could afford this kind of tech? Again, the answer is no they didn’t.

This reporter interviewed several security specialists regarding this sale and each one stated that they would not take the job to secure such a sale in the Swap Meet. Each one said it was too dangerous and that such a sale should be conducted in a private secure location. Furthermore, they claimed that the risk to innocent bystanders was too great to have such a sale in such a location.

As most of Merctown knows, a group of criminals made a grab for the valuable tech. It was reported that Naruni and Titan representatives were whisked away by their security teams when the attack commenced. On a side note, no representative from Northern Gun appeared at the Swap meet. I interviewed a PR person at Northern Gun and found out that no one attended because they thought it was a hoax that someone would be selling such a suit at the Swap Meet.

The PAS and apparently a group of Coalition agents fought side by side to protect the valuable suit of armor. As the teams protected themselves and the armor with force fields, they watched the death of the above noted civilians as the missile detonated mere yards from their position. What would it have taken to set up a field to protect the civilians too? Obviously, I don’t expect anything from the Coalition agents, but the “Paragons” could have done something to protect the civilians from the PAS’ folly. PAS also allowed the Coalition agents to smuggle out of town one, if not two, of the criminals that perpetrated this vicious assault on Merctown, but for that they will have to answer to the Defenders.

Next, what did these “Paragons” do after so many civilians were killed and injured by the attack on PAS? Did they assist with the injured or dead? No they didn’t, instead they went shopping! Yes, I’ll say it again, they went shopping! What kind of miscreants create a situation that causes the deaths of twenty-one people and then ignore it and go shopping? Enough said.

PAS should, at a minimum, pay compensation to the families of the victims. For the unknown victims this reporter recommends that PAS create and fund an orphanage here in town, but not in the Warrens. If Dravnos refuses to perform these simple and necessary steps, this reporter recommends that the city renounces the citizenship of Ms. Porter and that all merchants in town start charging any member of the Paragon Acquisition Specialists at least double for any purchases they wish to make in the city. The PAS must pay for their folly!

Byline: Anonymous Reporter

Another Random Note in Kat's Pocket

Nicodemus Preston wrote:
(The penmanship on the letter is neat and precise; each individual letter of the alphabet exactly the same as its identical counterparts. There is almost a machine-like quality in regards to the writing, down to the "typewriter a's".)

To Which Member of the Porter Family Is Holding This,

Greetings. My name is Nicholas Pressman, and I am a would-be writer. My planned work is a collection of old stories and legends concerning various families in MercTown, and your name has come up in my research. I am hoping to meet with you at some point in order to discuss any old family tales or legends you would be willing to share with me. If you would be so kind as to oblige me request, please leave a message with Fixer, and he will deliver the note to me.

I thank you in advance for your time.

(The letter is unsigned.)
Last edited by Kat Porter on Tue Feb 21, 2017 9:16 pm, edited 7 times in total.
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Kat Porter
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Re: Kat Porter

Postby Kat Porter » Sat Mar 26, 2011 11:41 am

Kat's Skills to Learn or Upload
(Knowledge is Power. See insanity for how Kat feels about power.)
(In order of preference)
-Leadership* (from Robotech)
-Weapon Systems
-Combat Driving
-Military Etiquette
-Basic Electronics
-Basic Mechanics
-Computer Repair
-Military History
-Pilot: Robots & Power Armor
-Robot Combat: Basic
-Artificial Intelligences
-Undercover Ops
-Lore: Dimensions
-Lore: Demon & Monster
-Chemistry: Analytical
-Crime Scene Investigation
-Literacy: Dragonese
-Literacy: Latin
-Sing (Willing to pay 2000 XP for professional quality)
-Play Musical Instrument (Bass Guitar) (Willing to pay 2000XP for professional quality)
-Lore: Psychics
-Language: Latin
-Language: Koine Greek
-Law(MercTown & Greco-Roman)
-Principles of Magic* (PFRPG)
-Pre-Rifts History (American Empire & Greco-Roman)
-Literacy: Koine Greek
-Cross-Dimensional Piloting & Navigation* (TTMNT)
-Lore: American Indians
-Post-Apocalyptic History(New West)
-Demolitions: Disposal
-W.P. Paired Weapons
-W.P. Sharpshooting (Energy Pistols)

The ones with * are from other games, or are class-specific skills, and therefore long shots.

Kat's List of Bribes
Bribes paid, as well as illegal transaction are compiled here.
This list is incomplete. An ~ preceding a notation is an approximate value.

Bouncer at Firewaters
~400 U.C. (approx. January 110)

Creepy Larry
(a small-time MercTown fence/dealer/snitch)
~1,500 U.C. (approx. January 110)

Cyber Street Gang
~30,000 B.M.C. (approx, January 110)

Old Lady at Celestial Dragon
2,097 U.C. (approx, January 111)

MT Black Market
1,765 U.C. (December 109) (Hunting a Gem Thief and getting forged papers for a doctor)
~4,500 U.C. (December 109)
~11,000 B.M.C. (January 110)
~240,000 U.C. (March 110) (Dutcher's Extortion)
200 U.C. (approx, January 111) (bribe to keep guns handy at One-Eyed Jacks)
140,000 NGMI in One-Eyed Jacks chips (approx January 111) (Dutcher's cut)
Last edited by Anonymous on Sat Aug 25, 2012 9:46 am, edited 2 times in total.
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Re: Kat Porter

Postby Kat Porter » Tue Nov 08, 2011 8:38 pm

Theme Song:
Oldest: Devo - Girl U Want
Second Oldest Greenskin Bop (written by Carradoc to the tune of Blizkrieg Bop)
Older: DJ Khalid - All I Do Is Win Remix(feat P. Diddy, Nikki Minaj, Busta Rhimes, and others)
Recently: Dr. Dre - The Watcher
Now: The Pretty Reckless- Take Me Down

    Item 1: A rune dagger (not really picky but it's magic Kat can use)
    Item 2: magic rings (same story)
    Item 3: a splugorth Armor of Ithan talisman
    Item 4: NE-80 Slim-Line Lever Action Plasma Rifle (DB8: pg 27)
    Item 5: 50 Robot Drones of various types
    Item 6: Naruni Stock
Short Term Goals:
    Goal 1: Keep her family's home 'protected' (purchased as a personal quarters in the Warren)
    Suggested Solutions (Goal 1):
    Continue paying Boss Dutcher 10% of her earnings (roughly... Kat never specified if that was before or after expenses.)
    Goal 2: Move up the ladder in Dutcher's organization
    Suggested Solutions (Goal 2):
    Do dirt for the Black Market, within limits.
    Act as contact for PC group.
    Build a Black Market business.
    Goal 3: Dedicate a shrine to Hecate for what Kat believes was her assistance on the Planet Inculta.
    Suggested Solutions (Goal 3):
    Purchase some land at a major MercTown street intersection.
    Hire a sculptor.
    Get permits.
Mid Term Goals:
    Goal 1: Get Some Magic
    Suggested Steps and Solutions (Goal 1):
    Dedicate herself to the Greek Pantheon and become a rifts priest (TGM previously approved this option), or
    Find a more general magic class TGM will let Kat dual into like Shifter or Ley Line Walker.
    Goal 2: Host 'MercTown Olympics'
    Suggested Steps and Solutions (Goal 2):
    Lease out the Hub Battledome.
    Create a list of competitions (I kind of wanna include craftsmanship trials, skill trials, as well as traditional olympic sports)
    Find sponsors. (Ideally put Naruni and NG on the road to one-upmanship.)
    Recriut competitors from amongst EU's PCs.
    Shanghai GMs and AGMs as needed.
    Goal 3:
    Suggested Steps and Solutions (Goal 3):
Long Term Goals:
    Goal 1: Kill Ted Dutcher, Black Market Boss
    Suggested Steps and Solutions (Goal 1):
    Get in Good and close.
    Make Kat indespensable.
    Smuggle in Glitter Boy (maybe. I've really been stuck on the mental image of chasing him accross the Warrens in Beanpole's suit. For six years. After she 'borrows' it, reduces it to itty-bitty components, and brings all the parts inside the walls.)
    Recruit a bunch of EU's PCs.
    Goal 2: Get Kat's brother a good life
    Suggested Steps and Solutions (Goal 2):
    Keep him away from the Warrens.
    Enroll him in a swanky technical school or get him a magic apprenticeship.
    Pay for whatever he needs to succeed.
    Stalk him to make sure he does.
    Goal 3: Rule the Warrens
    Suggested Steps and Solutions (Goal 3):
    Kill Boss Dutcher.
    Dismantle R.T.G.
    Fully exterminate the Greenskins.
    Retire. Torture the Next Generation of PCs.
Last edited by Kat Porter on Tue Feb 21, 2017 10:27 pm, edited 2 times in total.
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Re: Kat Porter (Human City Rat) -- LEVEL UP!

Postby Tyrannosapiens Rex » Mon Nov 05, 2018 1:37 pm

Of all the things encountered in the Megaverse, the most vile and evil are not the demons, or Alien Intelligences. No, even the Old Ones pale in vileness to the Human Tyrant King. For, only he treats his own kind, every day of his life, with the kind of careless attitude the Old Ones treated the so-called lesser races.
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