Minerva (Achilles Neo-Human)

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AGM: Ace of Spades

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Minerva (Achilles Neo-Human)

Postby Minerva » Sat Jun 03, 2017 11:57 pm

Player Name: Alex
Hangouts: dmblackhaunt
Character Name: Martina Graciela Minerva Valdez
Alias: Minerva, Grace Minerva, Diamond (Spook Squad Callsign)
Race: Achilles Neo-Human
O.C.C.: None.
Alignment: Aberrant
XP Level: 4
XP Points: 13,601 (Ace of Spades, 6/2/18)
Next Level @ XP: 20,001
Sentiments/Non-Humans: Her brothers and sisters are non-human. She has love for all creatures that don't fit the “normal” mold.
Sentiments/Coalition: Prejudiced bigots who will have their day in court. Will take down any skullhead she sees... within reason of course.
Disposition: A calm, collected woman even in the face of adversity. Will always stand up for those who can't.
Insanity: Phobia: parasitic beings of all kinds. From the lowly leech to the highly evolved psi-stalker, these beings and their nature terrify her to such an extent that all courage and reason will flee her when so confronted by these beings.

ATTRIBUTES
I.Q.: 25
M.E.: 24
M.A.: 16
P.S.: 31
P.P.: 24
P.E.: 27
P.B.: 24
Speed: 17

PHYSICAL DATA
P.P.E.: 9
I.S.P.: 366
H.P.: 101
S.D.C.: 177
M.D.C.: 278 (when transformed)
Age: 24
Sex: F
Height: 5'8”
Weight: 200 lbs.
Description: Long flowing red hair, lightly tanned skin with freckles about the cheekbones. Wearing a body suit, gloves and a cloak at almost all times.

Racial Abilities
Supernatural Transformation
☞ Supernatural Strength
☞ S.D.C. and H.P. combine to become M.D.C.
☞ Cost: I.S.P. Points halved, -2 I.S.P (unreplenishable during transformation) per hour until depleted.

Hyper-Telekinesis
☞ Max Weight: M.E.x 100+100 lbs/level (2700 lbs)
☞ Range: 100' +50'/level (250')
☞ Cost: 50 I.S.P.
☞ All other features are identical to telekinesis

Telekinetic Flight
☞ Speed: 100 mph
☞ Cost: 15 I.S.P.
☞ Duration: 2 minutes/level (8 minutes)

Mind-Wave:
The neo-human can attempt to disorient an opponent's mind by sending it on a “trip.” Victims of this attack get to save vs psionics at -2 to save (so even a master psionic must roll a 12 or higher to save). A successful save means the character is suddenly overwhelmed by a splitting headache and is -2 on initiative and -10% on skill performance for 2D4 minutes.
A failed roll sends the character's mind on an uncontrollable mind trip, as if riding a gentle wave on the ocean or among clouds in the sky. The victim feels warm, at peace and awestruck. He or she loses all sense of time, his mission, goal, danger, and everything around him. While in this euphoric state, the character slumps to his knees and does absolutely nothing for 2D4 melee rounds +1 per level of the neohuman (2D4+4 melee rounds). Nothing can rouse the character from the mind wave except being struck with serious physical damage! The shock and pain brings the character around but all his attacks per melee, bonuses, speed and skill performance are half for 2D4 minutes! If allowed to snap out of the trance at the end of its natural duration, the character suffers no ill effects whatsoever. Only one person can be affected by a mind wave per psionic attack, and each attack counts as the equivalent of two melee attacks. This power costs 30 I.S.P. to activate, and has a maximum range of 300'.

Touch of Health
☞ Effect: Subject regains 1D6x10 S.D.C. or M.D.C., any non-magical diseases, infection and fractures (but not missing limbs) are cured. +30% vs Coma
☞ Range: Touch (will work through body armor, but not power armor or vehicle)
☞ Cost: 15 I.S.P.

Touch of Death
☞ Effect: Save vs Psionics or 1D4x10 S.D.C. or M.D.C. and must then make a save vs lethal poison or fall unconscious for 1D4 melee rounds. If the save vs psionics is made, 1D6 S.D.C. or 2D6 M.D.
☞ Range: Touch (will work through body armor, but not power armor or vehicle)
☞ Cost: 15 I.S.P.


Natural Abilities
Perception Bonus: 51% (+5% @ levels 7, 10, 13)
Charm/Impress: 70%
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 60 lbs.
Max. Carrying Weight: 620 lbs.
Max. Lifting Weight: 720 lbs.
Max. Jumping Ability: 21.5' in length, 9.25' high

Psionics
Master Psionic
Healing
Ψ Bio-Regenerate (self) (6)
Ψ Deaden Pain (4)
Ψ Meditation (0)
Ψ Stop Bleeding (4)
Physical
Ψ Nightvision (4)
Ψ Resist Hunger (2)
Ψ Telekinetic Push (4)
Ψ Telekinesis (varies)
Sensitive
Ψ Mask I.S.P. & Psionics (7)
Ψ Object Read (6)
Ψ See Aura (6)
Ψ See the Invisible (4)
Ψ Sixth Sense (2)
Ψ Telepathy (4)
Super-Psionic
Ψ Bio-Regeneration (Super) (20)
Ψ Mind Block Auto Defense
Ψ Psi-Sword (30)
Ψ Psionic Invisibility (10)
Ψ Psychic Body Field (30)
Ψ Radiate Horror Factor (8)
Ψ Telekinetic Force Field (30)
Ψ Telekinesis (Super) (10+)

R.C.C. Skills
Language: Spanish--109%
Literacy: Spanish--109%
Language: American--85% (+3%)
Radio Basic--81% (+5%)
Intelligence--65% (+4%)
Disguise--61% (+5%)
W.P. Energy Rifle
W.P. Energy Pistol
W.P. Sword
Hand to Hand: Assassin

R.C.C. Related Skills
Acrobatics
☞ Sense of Balance--86% (+5%)
☞ Walk tightrope--80% (+3%)
☞ Climb Rope--97% (+2%)
☞ Back Flip--86% (+5%)
☞ Climb--51%
☞ Prowl--41%

Fencing
Kick Boxing
Physical Labor
Lore: D-Bee--41% (+5%)

Secondary Skills
General Repair and Maintenance--61% (+5%)
Pilot: Motorcycles and Snowmobiles--93% (+4%)

Combat Data
HTH Type: Assassin
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +7
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +20
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm:
Other: Karate Punch: 2D4, Kick: 1D8, Karate Kick: 2D6, Roundhouse Kick: 3D6, Axe Kick: 2D8, Knee Strike: 1D8, Leap Kick: 3D8 (2 APM).
When Transformed: Restrained Punch: 5D6 S.D.C., Full Strength Punch: 4D6 M.D., Power Punch: 1D4x10 M.D.

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. Paired Weapons
W.P. Sword--+3 to strike and parry, +2 to strike when thrown, +1D6 to damage (fencing)

Saving Throw Bonuses
Coma/Death: +24%
Magic (varies): +7
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +7
Psionics (10+): +5
Possession: +3
Mind Control: +3
Horror Factor: +6
No fear of heights.
Last edited by Minerva on Mon Jun 05, 2017 11:25 pm, edited 6 times in total.
Minerva
Grace Minerva
HP: 92/92
SDC: 177/177
ISP: 334/334


NG-A8 Scout Armor:
M.D.C. by Location
• Helmet: 35/35 • Main Body: 50/50
• Left Arm: 25/25 • Right Arm: 25/25
• Left Leg: 40/40 • Right Leg: 40/40

Modifiers: -5% to movement and physical skills

Wilk's Laser Sword: 5D6 MD. Duration: 15 + 5D6 minutes per E-Clip. Modifiers: cannot parry with this weapon
Wilk's-Remi 104 Derringer: 2D4 MD. 4/4. Range: 300'. ROF: 2 simultaneous shots.


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Minerva
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Posts: 59
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Minerva's Equipment

Postby Minerva » Sat Jun 03, 2017 11:57 pm

Equipment

Allocate your items into the categories listed in green!

Streetwolf
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Carried/In Hand
Harvester
NG-IR5 Ion Pulse Rifle Slung over back

Worn on Person
☞ Secured Universal Credit Card: 126,960 credits
☞ Non-Secure Black Card: 800 credits
☞ Secure Universal Card: 1,500,000 (From Carl 11-27-17)

NG Stalker Suit
Psionic Crystal Armor
Heads-Up Display Goggles
Black Leather Motorcycle Gloves
Ring of Fleet Feet
Ring of Invisibility
Ring of Resist Fire
Cloak of Protection
Amulet of Armor of Ithan

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: Hand Radio
• Attachment: Survival Knife
• Attachment: Language Translator
• Attachment: NG-45LP Long Pistol


Web Harness
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: Wilks Laser Sword
• Attachment: Wilk's-Remi 104 Derringer
• Attachment: Vibroknife Grenade
• Attachment: Vibroknife Grenade
• Attachment: Vibroknife Grenade
• Attachment: Vibroknife Grenade
• Attachment: Vibroknife Grenade
• Attachment: Horsetail Potion (Breathe without Air; 20 minutes)


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
• Space: One week's rations
• Space: 2x Dwarf Elder Potion (Prevents drunkenness/instant sobriety; 1 hour)
• Space: 2x Dwarf Elder Potion (Prevents drunkenness/instant sobriety; 1 hour)
• Space: 2x Horsetail Potion (Breathe without Air; 20 minutes)
• Space:
• Space: Bedroll
• Space: "---------"
• Space: Survival Kit
• Space: "---------"

Stored in Vehicle (Black Talon)
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle (Streetwolf)
• Space:
• Space:



Stored in Haunt (Room/Garage)
Flowers
  • Weekly flower delivery featuring Dahlias, Marigolds and Ranunculus (covers a wall in her room; paid until July 111)
Wine
  • 12x Los Alamos Riesling (cheap; 20 credits/bottle)
  • 4x Quebec Riesling: Aprogine 10 year cask (200 credits/bottle)
  • Lazlo Malbec: Vintage (2000 credits/bottle)
  • German Riesling (5,000 credits/bottle)
  • Golden Age Malbec (probably not pre-cataclysmic but obviously very old; 20,000 credits/bottle)

Motorcycle Goggles
Worn Black Cloak
NG-A8 Scout Armor
Black Talon Motorcycle
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Gear Stats

Harvester
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Unique Crystal Sword
A.R.: 18
M.D.C.: 900
Bonding Level: 5
Damage: 5D6+8 M.D. (+2 per level of bond)
Duration: 4 minutes/1 ISP.
Magic Features (Numbers represent level of bond. Powers not active until level reached.)
  1. Energize: Sword blade appears. Damages creatures vulnerable to magic.
    • Damage: 5D6+8 M.D. (+2 per level of bond)
    • Bonuses: +1 to strike, +2 to parry.
    • Duration: 4 minutes/1 ISP.
  2. Combat Awareness. The crystal sword's owner is +1 on initiative, +1 to dodge and cannot be surprised by sneak attacks.
  3. Protection from Energy Attacks. Fire, heat, electrical and all energy attacks, including magic, do half damage.
  4. Resist Cold. One hour per level of the owner. Cold does half damage. Once per day.
    • I.S.P: 12
  5. Enslave and Bind creature. Any one creature can be magically bound and enchanted. The creature is prevented from going more than 60 feet (18 m) away from the wand, cannot attack the wand holder, and its hands and feet appear to be restrained by invisible shackles (reduce the number of attacks, combat bonuses and speed by half). High level creatures can roll to save vs magic. A roll of 14 or higher is a successful save and the creature is not bound or enchanted. But if it saves, the power of the wand can be tried again on the same beast. Dragons, high level men of magic (8th and higher), and powerful or high level supernatural beings are not effected at all.
    • I.S.P.: 20 per 15 minutes.
  6. Psychic Omni-Sight
    • Duration: 30 minutes
    • I.S.P.: 15
• Personality: Does not have a completely independent personality, but rather an imprint from its creator. Cold-hearted and grim, Hades is immune to most pleas for mercy. He considers his duty as jailor and torturer to be sacred, and is proud of the fact that those who enter his realm never leave (with only a few exceptions) He does not consider himself evil, just a person doing his job Hades has his own twisted view of the world and sense of honor.
••Aberrant alignment
• Description: Black core with a purple aura.
• History: Created by Hades for his wife, Persephone, this blade sat unused for centuries. The core is black, the color of the aura determined by the user's alignment.



Wilk's Laser Sword
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☞ Damage: 5D6 MD
☞ Duration: 15 + 5D6 minutes per E-Clip
☞ Modifiers: cannot parry with this weapon


Wilk's-Remi 104 Derringer
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• Range: 300'
• Damage: 2D4 MD
• Rate of Fire: 2 simultaneous shots
• Payload: 4 shots


NG-45LP Long Pistol
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• Weight: 5 lbs (2.25 kg)
• Range: 1,200 feet (366 m)
• Mega-Damage: 5D6 M.D. per shot
• Rate of Fire: Each shot counts as one melee attack
• Payload: 8 shots


NG-IR5 Ion Pulse Rifle
• Range: 2,000 feet (610 m).
• Mega-Damage: Two settings, 2D6 or 4D6 M.D.
• Rate of Fire: Each shot counts as one melee attack.
• Payload: 20 shots per standard E-Clip at the low setting, 11 shots at the higher setting. 36 and 15 shots with a long E-Clip.
• Weight: 11 lbs (5 kg).
• Cost: 24,000 credits.


5x Vibroknife Grenade
Weight: One pound (0.45 kg).
Range: Grenade knives are much heavier than normal throwing knives and have a limited range of about 30 feet (9 m).
Mega-Damage: S.D.C. Blade: 1D6 S.D.C. on blade impact. Vibro-Blade: 1D6 M.D. on blade impact/impalement. The secondary explosion occurs one melee action (about 3 seconds) later and delivers 4D6 M.D. to the target in which the Grenade knife is imbedded and 1D6 M.D. to those within a 4 foot (1.2 m) blast radius.
Only individuals on the same side of the target where the knife struck are affected; those on the opposite side are protected from the blast by the main target’s body/armor. Note that S.D.C. blades will bounce off Mega-Damage armor and the skin of most Mega-Damage creatures – bounces 2D4 feet (0.6 to 2.4 m) away and may inflict collateral damage to any person or object within the blast radius. But that’s true of all grenades and explosives, which is why they should always be used with extreme caution.
Note: The blade of the grenade is destroyed in the explosion.
Cost: S.D.C. Grenade Knife: 450 credits each. Vibro-Blade: 9,500 credits each. Add 500-1,200 credits for a silver-plated blade.


Psionic Crystal Armor
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Weight: 11 lbs
M.D.C.: Armor: 35
Psionic Force Field: 70 (4 activations per 24hrs, or recharge with 20 I.S.P.)
Bonus: +2 to save vs psionics.


2x NG Stalker Suit
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M.D.C. by Location:
• Head: As per separate helmet.
• Arms: 5 each
• Legs: 7 each
• Main Body: 12
The suit covers the entire body, except for the head; a separate helmet is suggested.
Features:
• Thermal Reduction: The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer's IR heat signature, making him more difficult to detect with thermal-imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Read Sensory Equipment skill.
Size: human equivalent, 3 lbs.
Modifiers: None


NG-A8 Scout Armor
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M.D.C. by Location
• Helmet: 35
• Arms: 25 each
• Legs: 40 each
• Main Body: 50
Modifiers: -5% to movement and physical skills


Ring of Fleet Feet
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Uncommon Enchanted Ring
Magic Features
• Fleet Feet: 10 minutes; three times daily


Ring of Invisibility
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Uncommon Enchanted Ring
M.D.C.: 5
Magic Features
• Invisibility
• • Duration: 10 minutes per activation.
• • Charges: 3 renewed every 24 hours.


Ring of Resist Fire
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Common Enchanted Ring
Magic Features
• Resist Fire: Two hours; three times daily


Amulet of Armor of Ithan
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Rare Enchanted Amulet
M.D.C.: 50
Magic Features
• P.P.E. Cost: 20 P.P.E.
• • Duration: 5 Minutes or until M.D.C. is depleted, can be reactivated with an additional P.P.E. or I.S.P. input


Cloak of Protection
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Unique Magic Armor
• A.R.: 12
• M.D.C.: 150
• +2 to all saving throws
Note: Can only be repaired by magic craftsmen (costs vary, but will always be at least ten times normal armor repair costs)


Black Talon Motorcycle
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Model Type: MBT-300
Class: All-Terrain Combat Motorcycle.
Crew: One pilot, with room for one passenger.
M.D.C. by Location:
    * Headlight (1, small concealed under weapon) – 6
    * Storage Compartment (3, rear, small) – 20 each
    * Plexiglass Windshield – 25
    * Front-Mounted Weapon (1 or 2) – 25 each
    * Armored Tires (2) – 15 each
    ** Main Body – 125
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike. (-8 when shooting at the tires of a speeding vehicle).
Destroying one of the tires reduces the bike’s speed 90% and may damage the bike more by riding on the rim. Destroying both tires render the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 220 mph (352 km) maximum; 180 mph (288 km) on dirt roads and stony deserts, 72 mph (115 km) or less on grassy plains and rough, broken terrain. Woodland environments and thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to be less than 8 mph (13 km).
Maximum Range: Unlimited with Solid Oxide.
Penalties: None on paved streets, dirt roads, and in stony deserts, but -10% to piloting skill on gravel and grass, -15% on shattered roads, tall grass, and snow deeper than three inches (7.6 cm). Forest, thick underbrush and any dense vegetation are likely to be impassable. Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D6 melee rounds.
Statistical Data:
Height: 3.5 feet (1.1 m).
Width: 3 feet (0.9 m).
Length: 7 feet (2.1 m).
Weight: 420 lbs (189 kg).
Cargo: Saddlebags with limited storage space. A rifle can be attached to the bike’s side.
Power System: Solid Oxide.
Cost: 720,000 for Solid Oxide.
Weapon Systems:
1. BT-50 Laser Blaster (1): Built into the bike is a forward facing laser. This is the standard weapon for the Black Talon.
Primary Purpose: Assault.
Secondary Purpose: Defense.
Range: 2,000 feet (610 m).
Mega-Damage: 3D6 M.D. per laser blast.
Rate of Fire: Each blast counts as one melee attack.
Payload: Effectively unlimited for Solid Oxide.
Alternative and Additional Weapons: The laser can be replaced with a different nose gun, but for the cost of that weapon and a 25,000 credits fee for the work to change it out. As many as two additional weapon systems can be added to the Black Talon, but such extras are discouraged as each additional weapon system creates airdrag, adds weight and drains energy; reduce maximum speed 10% for each additional weapon. Any of the weapon systems available to hovercycles can be added to this bike.


Streetwolf
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Model Type: NG-CM12
Class: Motorcycle.
Crew: One pilot.
M.D.C. by Location:
* Headlights (2, small) – 4 each
* Storage Compartment (back, small) – 20
* Plexiglass Windshield – 15
* Tires (2) – 5 each
** Main Body – 80
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike. (-8 when shooting at the tires of a speeding vehicle).
Destroying one of the tires reduces the bike’s speed by 90% and may damage the bike more by riding on the rim. Destroying both tires renders the bike immobile.
** Depleting the M.D.C. of the main body destroys the vehicle beyond repair.
Speed: 240 mph (384 km) maximum; half that speed on dirt roads and stony deserts, one third that speed on grass, gravel, and rough terrain. Best suited to paved streets and other smooth, hard surfaces. Woodland environments and thick underbrush are likely to be impassable by this bike (and most motorcycles) unless there is a well-traveled path to take; maximum speed is likely to be less than 10 mph (16 km) if passable at all.
Maximum Range: Electric battery, 1,800 miles (2,880 km) per charge. It takes two hours to charge to full capacity.
Penalties: -5% to piloting skill on short grass, -15% on gravel, -20% on shattered roads, and mud or snow deeper than two inches (5 cm), and -30% in tall grass, deep snow or mud up to six inches (15 cm). Forest and any wilderness environments are likely to be impassable. Cannot ride across sand as the air intake and engine become clogged, stalling the engine within 1D4 melee rounds.
Bonuses: On paved streets, dirt roads, and other smooth surfaces, only: +5% to piloting skill even when taking evasive action and performing trick maneuvers and +1 to dodge.
Statistical Data:
Height: 3 feet (0.9 m).
Width: 2.6 feet (0.79 m).
Length: 7 feet (2.1 m).
Weight: 240 lbs (108 kg).
Cargo: None.
Power System: Available as gasoline, electric battery, Solid Oxide and nuclear.
Cost: 45,300 credits for the improved electric battery system.
Weapon Systems: None. Period. To add even a nose gun will make the bike less balanced (reduce speed by 10% and it negates the piloting bonus, above).


Heads-Up Display Goggles
Language Translator (Portable)
Last edited by Minerva on Sun Jun 04, 2017 12:29 am, edited 2 times in total.
Minerva
Grace Minerva
HP: 92/92
SDC: 177/177
ISP: 334/334


NG-A8 Scout Armor:
M.D.C. by Location
• Helmet: 35/35 • Main Body: 50/50
• Left Arm: 25/25 • Right Arm: 25/25
• Left Leg: 40/40 • Right Leg: 40/40

Modifiers: -5% to movement and physical skills

Wilk's Laser Sword: 5D6 MD. Duration: 15 + 5D6 minutes per E-Clip. Modifiers: cannot parry with this weapon
Wilk's-Remi 104 Derringer: 2D4 MD. 4/4. Range: 300'. ROF: 2 simultaneous shots.


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Minerva
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Posts: 59
Joined: Sat Jun 03, 2017 11:55 pm

Minerva's Background

Postby Minerva » Sat Jun 03, 2017 11:58 pm

Martina was always different. Whether it was her long red hair standing out as a bright beacon, her love for life outside the city of Cordelia or her fighting spirit, she made her mark on anyone who met her. This meant both positive and negative, as there were many of the mutant animals of Cordelia that hated her for her radiant looks and charming personality. This made what should have been an easy childhood, difficult at best. But she never gave up on her brethren.

From ages 18-22, Martina joined the Achilles Army and learned how to put her great powers to their best use. She was given the option, upon the end of her contract to leave the army or stay on as an agitator in the enemy nation of Cordoba. She chose the latter.

Sneaking into Cordoba by sea, Martina used the identity of Graciela “Grace” Minerva and settled in to a life there. Working at a fruit stand by day, she actively sowed chaos amongst the people at night. Tearing down walls with her mind, setting fires, and spreading dissent amongst the D-Bee slaves were her modus operandi.

All it takes is one person who doesn't want to be saved to rat you out. In this case, it was a literal mutant rat that gave Martina up to the Cordoban Internal Security Agency. The next morning, they had her surrounded at her fruit stand and taken into custody for questioning. The following is an transcribed (and translated into American) excerpt from the tapes of that interrogation.

ISA: Tell me. Do you know why you're here?
Martina: I am here because you doubt my dedication to this fine nation of Cordoba, though I put in my labor day in, day out. Just like everyone else.
ISA: Yes. But it's your nights that we are here to talk about. What do you do at night time?
M: I do what the rest of the citizens of this nation do. I sleep. It's much too dangerous outside what, with those awful mutants being allowed to exist. You should really do something about that, with all that military might you have.
ISA: Oh, sleep? Well, then this has all been a case of mistaken identity! Surely if you're sleeping you couldn't possibly be the woman in black armor with bright red hair going around at night, planting explosives, telling the slaves to revolt and breaking our things, now could you? And this couldn't possibly be your image that we pulled from the camera eye of a mutant rat you were talking to earlier, could it, Minerva?
M: That rat bastard gave you my name.
ISA: Clever. So, now you know why you're here and what we intend to do with you, don't you spy?
M: Your intentions matter not. By the time you come to, I will be a shadow, long gone from here.
ISA: There's no way for you to leave this room. The door is locked and...

[3 minutes of silence]

Subject: Minerva has escaped Cordoban custody and is believed to be armed and dangerous. Use caution when approaching.

Wanted for: Associating with D-Bees, assaulting humans, theft, destruction of property.


Escaping into the night and surviving off of the land, Martina decided to see the rest of the world and not go back to her homeland where she was appreciated by some, but hated by others for who she was. She used what little money she had and booked passage to the North. The rest, only time will tell...
Last edited by Minerva on Mon Jun 05, 2017 11:26 pm, edited 1 time in total.
Minerva
Grace Minerva
HP: 92/92
SDC: 177/177
ISP: 334/334


NG-A8 Scout Armor:
M.D.C. by Location
• Helmet: 35/35 • Main Body: 50/50
• Left Arm: 25/25 • Right Arm: 25/25
• Left Leg: 40/40 • Right Leg: 40/40

Modifiers: -5% to movement and physical skills

Wilk's Laser Sword: 5D6 MD. Duration: 15 + 5D6 minutes per E-Clip. Modifiers: cannot parry with this weapon
Wilk's-Remi 104 Derringer: 2D4 MD. 4/4. Range: 300'. ROF: 2 simultaneous shots.


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User avatar
Minerva
Diamond Level Patron
Diamond Level Patron
 
Posts: 59
Joined: Sat Jun 03, 2017 11:55 pm

Minerva's Gallery

Postby Minerva » Sun Jun 04, 2017 12:06 am

minerva.jpg

minerva1.jpg

minerva2.jpg
Minerva
Grace Minerva
HP: 92/92
SDC: 177/177
ISP: 334/334


NG-A8 Scout Armor:
M.D.C. by Location
• Helmet: 35/35 • Main Body: 50/50
• Left Arm: 25/25 • Right Arm: 25/25
• Left Leg: 40/40 • Right Leg: 40/40

Modifiers: -5% to movement and physical skills

Wilk's Laser Sword: 5D6 MD. Duration: 15 + 5D6 minutes per E-Clip. Modifiers: cannot parry with this weapon
Wilk's-Remi 104 Derringer: 2D4 MD. 4/4. Range: 300'. ROF: 2 simultaneous shots.


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Minerva
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Re: Minerva (Achilles Neo-Human) LEVEL UP

Postby Blackhaunt » Sun Feb 04, 2018 1:23 pm

Code: Select all
Perception: [dice]1d100[/dice]/51%
JIC: [dice]1d20[/dice]/[dice]1d100[/dice]



Level Up Dice Rolls
HP: 2d6 = 9
Let the GAMES begin.
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Location: DIMENSION MASTER: CENTURY STATION


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