G-Mail: dragonfett2@gmail.com
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: 18,776 (The Bos, 02.02.21)
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
ATTRIBUTES
I.Q.: 21
M.E.: 10
M.A.: 9
P.S.: 15
P.P.: 24
P.E.: 17
P.B.: 10
Speed: 20
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
M.D.C. By Location
- Left Hand: 25
- Left Forearm: 25
- Left Upper Arm: 35
- Retractable Forearm Weapon: 30
- Retractable Grapnel Launcher: 10
Headhunter's Find Contraband (Tech): 69% (+3%)
Contacts (Fixer Jones)
Bionics & Cybernetics
Head
- 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)
- 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
- 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
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)
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
Boxing
Prowl 47% (+5%)
Wrestling (2nd level)
Secondary Skills
Running
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