Angelika Kerensky (WIP Intelligence Agent)

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Angelika Kerensky (WIP Intelligence Agent)

Postby Kerensky » Tue Nov 28, 2017 12:44 pm

Player Name: Todd
G-Mail: dodskrigaren

Character Name: Angelika Kerensky
Alias: None in the Americas yet
Race: Human
O.C.C.: NGR Intelligence Division Agent
Alignment: Scrupulous
XP Level: 3
XP Points: 4301
Next Level @ XP: 8601
Sentiments/Non-Humans: As long as they are trying to be decent hardworking members of society, she has no issue with most D-bees.
Sentiments/Coalition: She doesn't like them, but understands they are a necessary evil, for now.
Sentiments/N.G.R.: Home sweet home. She loves her home, thinks it is a model for how human nations should be moving forward.
Sentiments/Gargoyle Empire: The world will be a better place when they have been purged from existence.
Sentiments/Mercenaries: Everybody needs to make a living. If they cannot find a way to be soldiers, they can be paid to take risks so more valuable troops can be put to use other places.
Disposition: She tends to be rather intense, throwing herself into whatever it is she is doing. Can be a bit grim and fatalistic, with a soldiers sense of gallows humor.

I.Q.: 22
M.E.: 16
M.A.: 29
P.S.: 20 (Augmented/Bionic)
P.P.: 20 (Augemtned/Bionic)
P.E.: 13 (N/A)
P.B.: 14
Speed: 110 (75 mph, Augmented/Bionic)

P.P.E.: 6
M.D.C.: By Location
• Main Body: 100
• Hands: 25 each
• Forearms: 35 each
• Upper Arms: 45 each
• Feet: 25 each
• Legs: 70 each
• Head: 75

Age: 26
Sex: Female
Height: 5' 3"
Weight: 217 lbs
Description: A attractive slim woman a little under average height. She tends to keep a neat appearance, and her natural green eyes. She used her cybernetics to change her hair color or style as she feels for the day. When needed for a job, alters her looks to whatever will work best at the time, including hair and eye color/style.

Natural Abilities
Perception Bonus: +4
Charm/Impress: 20%
Invoke Trust/Intimidate: 96%
Max. Encumbrance: 151.9 lbs.
Max. Carrying Weight: 400 lbs.
Max. Lifting Weight: 800 lbs.
Max. Jumping Ability: 30' long, 15' high

Special Abilities
Intelligence Division Branch Training: Military Counter-intelligence Service (MAD) - Military Intelligence:
+10% to Camouflage, Demolitions, and Demolitions: Disposal.
Cyber-Humanoid: The Intelligence Agent is actually a light Full Conversion Cyborg covered in a Bio-System skin covering.

Bionics & Cybernetics
Immune to psionic Bio-manipulation, Telemechanics (all) See Aura, and any attacks or weapons that do their damage direct to Hit Points
Combat Computer (+1 initiative, +1 dodge, +1 disarm, +2 pull punch, +2 roll with impact)
Psionic Electromagnetic Dampners (+1 save vs psionics, +2 save vs possession, +1 save vs magic illusion and mind control)
Universal Headjack
Multi-Optic Eyes (both) (+1 to strike with ranged weapon)
Amplified Hearing (+1 parry, +2 dodge, +3 initiative)
Radio and Scrambler Implant
Modulating Voice Synthesizer
Chemical Spray
Oxygen Storage Cell
Wilderness Survival Kit
Arms and Hands:
Attributes: P.S. and P.P. of 20.
Left Arm
Wrist Needle & Drug Dispenser
Left Hand
Multi-sensor hand
Finger Camera (Middle Finger)
Fingerjack (Index Finger)
Retractable Knuckle Blades (Vibroblades)
Right Arm
Concealed Mini-Machine Gun
Right Hand
Medical: Sensor Hand
Metal Detector
Laser Hand (Index and Pointer Fingers)
DNA Analyzer (Ring Finger)
Retractable Silver Plated Knuckle Spikes
Legs and Locomotion:
Speed Attribute: 110 (75 mph/120 km).
Other Leg Attributes: P.S. and P.P. of 20.
Left Leg
Pocket Survival Kit
Right Leg
Concealed Secret Compartment (Large)
Cyber-Disguise Type AA-1
    Hair colors Blond, Brown, Red, Blue, Pink
    Programmed Face 1
    Programmed Face 2
    Programmed Face 3
    Programmed Face 4
    Programmed Face 5
    Programmed Face 6
Cyber-Disguise Type ASH Supplemental

O.C.C. Skills
Skill name--Totaled %
Language: Euro 128% (+1%)
Language: English 84% (+3%)
Language: Demongogian 84% (+3%)
Literacy: Euro 88% (+5%)
Literacy: English 68% (+5%)
Literacy: Demongogian 68% (+5%)
Mathematics: Basic 73% (+5%)
Radio: Basic 83% (+5%)
Electronic Countermeasures 68% (+5%)
Computer Operation 68% (+5%)
Laser Communications 58% (+5%)
Cryptography 53% (+5%)
Surveillance 58% (+5%)
Disguise 63%/78% with Cyber-Disguise (+5%)
Escape Artist 68% (+5%)
Intelligence 68% (+4%)
Military Etiquette 73% (+5%)
Pilot: Jet Pack 78% (+4%)
Pilot: Tanks & APC's 72% (+4%)
Pilot: Robots and Power Armor: 75% (+3%)
Navigation 68% (+5%)
Tracking (People) 53% (+5%)
Weapon Systems 68% (+5%)
Climbing 68% (+5%)
  • Rappelling 58% (+5%)
Swimming 78% (+5%)
Prowl 53% (+5%)
General Athletics
W.P. Energy Rifle
W.P. Energy Pistol
W.P. Heavy M.D. Weaponry
W.P. Rifle
Hand to Hand: Commando

O.C.C. Related Skills
Skill name--Totaled %
I.D. Undercover Agent 56% (+4%)
Undercover Ops 68% (+5%)
Sensory Equipment 58%
Robot Combat Elite: Light Ground Power Armor
Robot Combat Elite: Ground Power Armor
Boxing (Acquired 3rd level)

Secondary Skills
Skill name--Totaled %
W.P. Knife (Acquired 2nd Level)
W.P. Handgun (Acquired 2nd Level)

Combat Data
HTH Type: Commando
Number of Attacks: 5
Initiative Bonus: +8
Strike Bonus: +4 (+5 in melee +8 ranged)
Parry Bonus: +10
Dodge Bonus: +12
Auto-Dodge Bonus: Delete if not applicable
HTH Damage Bonus: +5
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +6
Bonus to Disarm: +2
Other: Bodyflip/Throw
Backward Sweep Kick (Does no Damage, knockdown attack, cannot be parried, can be dodged at -2)
Punch: 1d4
Elbow: 1d6
Karate Punk/Strike: 2d4
Kick: 1d8
Knee: 1d6
Power Punch x2 damage
Power Kick x2 damage
Automatically knock out opponent on a Natural Roll of 20. Victim will remain unconscious for 1d6 melees. Does not have to be declared before the roll

Robot Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: +8
Melee Strike Bonus: +6
Ranged Strike Bonus: +4
Parry Bonus: +10
Dodge Bonus: +12
HTH Damage Bonus:
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +6
Bonus to Disarm: +2

Robot Combat Data: Light Ground Power Armor
Number of Attacks: 7
Initiative Bonus: +9
Melee Strike Bonus: +8
Ranged Strike Bonus: +6
Parry Bonus: +12
Dodge Bonus: +14
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +9
Bonus to Disarm: +5
Critical Strike is the same as the pilot's.
Punch Damage: As per Robot (or Augmented) P.S.
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

Robot Combat Data: Ground Power Armor
Number of Attacks: 7
Initiative Bonus: +9
Melee Strike Bonus: +8
Ranged Strike Bonus: +6
Parry Bonus: +12
Dodge Bonus: +14
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +9
Bonus to Disarm: +5
Critical Strike is the same as the pilot's.
Punch Damage: As per Robot (or Augmented) P.S.
Power Punch: Double damage, but counts as two melee attacks.
Tear or pry with hands: 1D4 M.D.
Kick Damage: As per Robot (or Augmented) P.S.
Body Block/Ram: As per Robot (or Augmented) P.S. punch damage.
Full Speed Running Ram: Double Robot (or Augmented) P.S. punch damage, plus 01-50% likelihood of knocking an opponent off his feet if the opponent is the same size or smaller (reduce by half if twice as big). Victim takes damage and is knocked off his feet, losing initiative and two melee attacks/actions.

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. name--List totaled bonuses from W.P. only
W.P. Energy Rifle +1
W.P. Energy Pistol +1
W.P. Handgun (Acquired 2nd Level) +1
W.P. Heavy M.D. Weaponry +1
W.P. Knife (Acquired 2nd Level) +1 to strike, +1 to parry, +1 to strike when thrown
W.P. Rifle +2

Saving Throw Bonuses
Magic (varies): +3
Illusion Magic (varies) +4
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +5
Psionics (varies): +6
Horror Factor (varies): +4
Torture (Varies): +4
Possession (varies) +7
Mind control: (varies) +1
Add others as needed
Last edited by Kerensky on Wed Dec 06, 2017 1:09 pm, edited 35 times in total.
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Re: Angelika Kerensky (WIP Quick Flex Intelligence Agent)

Postby Kerensky » Tue Nov 28, 2017 12:44 pm


T-100 Eagle Jet Pack

TX-30 Ion Pulse Rifle


Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
Utilility fatigues
Bodysuit (worn under clothes)
Combat boots

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:
• Attachment:
• Attachment:
• Attachment: Holster for sidearm

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: Flashlight
• Space: Handheld Computer
• Space: Language Translator
• Space: Storage with bugs: 4 keyhole bugs, 6 contact microphones, 2 wireless microphones, 6 tracer bugs
• Space:
• Space:
• Space: Binoculars
• Space: Combat and Survival Shelter (NG2 pg 254)
• Space: Utility Uniform
• Space: Dress Uniform

Stored in Vehicle

Gear Stats

T-100 Eagle Jet Pack
Maximum Speed: 200 mph
Maximum Range: 600 miles
Dimensions: 35 lbs., 3' long
M.D.C.: 30
Engine Type: Nuclear, with a 10 year life.

TX-30 Ion Pulse Rifle
• 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
• Modifiers: -2 to strike one handed, +1 strike two handed

• Range: 1,200'
• Damage & RoF:
• • Single Shot: 3D6
• • DUAP Single Shot: 4D6
• • 10-Round Burst: 1D6x10
• • DUAP 10-Round Burst: 2D4x10
• Payload: 20 or 30 round magazine
• Modifiers: none
• Weight: 2 lbs.

“All-in-One” Utility Belt: The companion to the Overland Frame Backpack, the All-in-One Utility Belt is designed with not only the explorer in mind, it’s a favorite of military personnel as well. It locks into the Overland Harness, providing for a complete load-bearing system perfect for long distance travel. It has four magazine pouches on the sides, each holding three standard E-Clips or six pistol-sized E-Clips. There is a large fanny pouch that can hold rations, a large first aid kit,
personal items, or a complete change of clothes. It has a separate radio pouch designed to fit most shortrange radios and a canteen pouch perfect for hauling a standard one quart (0.95 liter) canteen. It can accommodate a pistol holster at the
expense of one of the magazine pouches, or can be fitted with one or two hip-holsters without sacrificing storage space. Alternatively, instead of the hip-holsters, up to two leg pouches can be secured to the belt and strapped to the legs for extra cargo space.

“Overland” Harness and Frame Backpack: A compact but expandable, external frame, load-bearing pack used by many Wilderness Scouts and explorers who are used to carrying everything they own on their person. It comes in a variety of styles, including woodland camouflage, arctic, desert, black and olive drab. The chest straps feature three magazine/utility pouches, a small compass pouch and a quick-release connector enabling the main pack to be dropped to enable the wearer to move quickly in combat situations. The main compartment is capable of holding 3,000 cubic inches (49,000 cc) of gear, and has a detachable daypack that holds 500 cubic inches (8,200 cc). It also has numerous side pouches and loops perfect for holding items you might need quickly without having to dig around in the pack; things like extra E-Clips, flares, hand grenades, food rations, first aid kit, maps, a canteen and many other essentials. Constructed of heavy-duty materials (50 S.D.C.), it’s definitely an excellent buy for the money.

Keyhole or Tube Microphones: A microphone with a long, hollow tube which can be flexible or stiff, allowing it to be placed in cracks, mounted in walls or placed in similar, small, "keyhole" type crevices. Picks up sounds up to 34 feet (10.3 m) away and transmits up to 1000 feet (305 m). Cost: 150 credits; fair availability.

Contact Microphone: Translates vibrations into sound, but requires a sounding board such as a wall, window, large object, etc. Can be as small as a tie tack. Picks up sounds up to 10 yards/meters away, and transmits up to 1000 feet (305 m). Cost: 170 credits; fair availability.

Wireless Microphone: This compact microphone is about the size and thickness of a box of matches. It can pick up sounds up to 14 feet (4.3 m) away and broadcast up to 300 feet (91 m) away. Cost: 250 credits; poor availability.

Tracer Bug: This is a tiny device about the size of a checker which has a sticky or magnetic side that can be attached to a vehicle or slipped into a person's pocket, backpack, briefcase, etc. It can transmit a signal that can be followed up to 8 miles (12.8 km) away. Battery powered, it has a limited life of 72 hours of constant transmission. Cost: 140 credits; fair availability.
Last edited by Kerensky on Wed Dec 06, 2017 4:46 pm, edited 5 times in total.
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Re: Angelika Kerensky (WIP Quick Flex Intelligence Agent)

Postby Kerensky » Tue Nov 28, 2017 12:44 pm

Background Story
Post as a reply to your finalized character sheet

Born a soldiers child, Angelika grew up on military bases all over the New German Republic. Her father, Fyodor, was a power armor specialist, and her mother a mechanic. Her childhood was similar to many kids that grew up on military bases, strict but fair. When she was 8, her parents were transferred to a base near Munich, and less than a year later her father was killed in action near the border of Switzerland fighting against the Gargoyle Empire. Already a focused and driven child, she channeled her rage and her pain over her loss into making sure she would be able to enlist when she came of age. While her mother understood what her daughter was going through, they grew apart as they both threw themselves into trying to cope, instead of spending time trying to heal together.

At 17 Angelika enlisted in the N.G.R. military, and went through the normal battery of tests. Her scores were sufficient that she was selected for the Intelligence Division, which was not what she had wanted at first, but soon grew to accept, and enjoy. The discipline from training was easy enough for her, she had lived a fairly military lifestyle her whole life. The training itself she enjoyed, at least most of it. Originally selected for deep cover work, it was rapidly decided that her talents (and her anger) would be better suited to counter-intelligence operations. Power armor training was a joy to her, and she could understand why her dad had enjoyed it do much. It was after she completed her Signals training that trouble struck. Due to her steady hands and ability to focus, she had been selected for advanced E.O.D. training, and less than a week after arriving at training, a terrorist renegade detonated a bomb near her training class. Most of her class was decimated, and she was badly wounded.

After a month in the hospital, it was obvious she would never be able to serve without serious cybernetic and bionic reconstruction, and when the option was presented to carry on as a cyber-humanoid as compared to a full combat cyborg, she readily agreed. She may enjoy war machines, but she had little desire to be a war machine. While it added another 4 months to her training, for surgery and adapting to her new body, she looked at it as a small price to pay to be able to work to stop people like the one who detonated that bomb. After completing her adjustment and training with her new body, she was officially entered into active duty on August 19, 2390 (104 P.A.) and sent to her first assignment, a commando unit attached to the 3rd Power Armor Assault.

Barely two months after entering active duty, her unit was assigned to the assault on Zurich. It was the longest 48 hours of her life, as her commando unit was one of the ones sent in prior to the attack to ensure the assault had real time intelligence and reconnaissance on targets in the area. She found an odd sort of cheer in the work she did in Zurich, hunting down enemies of her nation, and either eliminating them or calling in heavy elements to deal with them. She even managed to kill a Gargoyle Mage on her own, mainly because it discovered her while she was designating it for a missile barrage. It was towards the end of the battle though that she began what has become a pattern of behavior that has held back her promotions. After finding a robot crew having to eject from their robot, she led them back to friendly lines, at first using her power armor as a shield, and by the end of the trip, her bionic body. While her actions were appropriate, her casual disregard for her bionics did not win her any favor with her superiors. "It is not flesh and blood. You can just rebuild me, you cannot rebuild a dead person." was not an attitude her commanders wanted to reward.

Of the next two years with the 3rd Power Armor Assault, she would end up having her bionic body rebuilt five times, one of which was a full rebuild, as the only thing left of her was most of her torso and her head. Every single time, it was the same situation, her putting her body on the line to ensure flesh and blood unit mates stayed alive and were kept intact. After the her last and most severe rebuild since her accident, she was transferred to a CID division, to track down threats and perform counter intelligence inside the borders. A job her superiors hoped would keep her from destroying any more bodies. It was a task she did quite well, although the number of 'accidents' that left suspects bruised or with broken limbs was a little high, her success rate more than made up for it. Eventually though, she was called back to the front lines.

In 2394 (108 P.A.) she was re-assigned to a Recon unit, and switched into an EIR Infiltration unit. Getting dropped deep into enemy lands to find command and control centers and other vital targets, she would blend in well enough to find what she needed, and then call in a strike. She was only caught once in the two years she was assigned to the recon unit, and that was right after she had radioed in an airstrike on a Gargoyle Nest. The sweeper team found her, and she was put into a new body and sent back out into the field. For the most part, this time was a way of burying the past for Kerensky, making the Gargoyle Empire pay in blood for the loss of her father. During her annual psych evaluation in 2396 (110 P.A.) her unit psychiatrist flagged her as needing to be pulled from her current assignment and to undergo some mandatory psychotherapy. After two months, considering how things were progressing in the war against the Gargoyle and Brodkil Empires, she was reassigned to counterintelligence, and stationed abroad in North America.

After some refresher courses and socialization time (she had after all, basically been in a Gurgoyle body for almost two years) she was shipped out to the Coalition States. While it was nice to catch up with some of her contacts who used to work in the embassy in Berlin, the blatant racism and attitudes of the CS had her preferring assignments in Ishpeming or Quebec. Her duties mainly fell into aiding and assisting local counter-intelligence forces, while looking out for ways to aid the N.G.R. foreign policy when she could. The wider variety of activities and nations than what are in Europe is a constant amazement to her, and the part of her assignment to the Americas she loves the most. While she does not have any desire to stay long term, the wide cultural variety adds a nice spice to what would otherwise be a somewhat unpleasant duty rotation.

Her current mission is to discover and develop contacts in the North American mercenary sphere, and be on the lookout for technologies Triax may not yet have. Her starting point is to be MercTown, which seems to be a mecca for the Eastern North American mercenary trade. She has not been sent in undercover, however she is to keep the fact that she is N.G.R. Intelligence as quiet as is possible while still achieving her mission goals. She is if necessary, allowed to admit her enlistment as a soldier in the N.G.R. military, and known intelligence operatives for the CS and Northern Gun are allowed to be told what they need to be told, no more. Her superiors expect her to develop assets and intelligence that can be used to verify reports from allied nation states, expand on what allies report, and in general keep the Intelligence Division up to date on the events in North America. Her current idea on prosecuting the mission is to join a mercenary group, and work her way towards her mission goals from there. Any aid or assistance she can provide to current N.G.R. intelligence assets is considered a bonus, but not her main priority.

Excerpt from Personnel File # FY01-9265-8DY2-86GR-33N7 N.G.R. Army Official Copy
Name: Kerensky, Angelika
MOS: Intelligence Division, Military Counter Intelligence Service
Pay Grade: E-5
Rank: Sergent
Born: January 20, 2371 (85 P.A.) Köln
Parents: Father: Captain: Fyodor Kerensky (Deceased) Mother: Master Sergeant Katarina Kerensky (Retired)
Enlistment Date: February 1, 2388 (102 P.A.)
Training Information:
    Basic Training: Berlin Infantry School
    Advanced Infantry Course: Berlin Infantry School
    Advanced Weapons and Tactics: Berlin Infantry School
    Basic Intelligence Operations: Dusseldorf Field Intelligence Divisional Training Facility
    Counter-Intelligence Operations: Munich Field Intelligence Divisional Training Facility
    Basic Armored Division Training: Munich Armor Operations Training Facility
    Advanced Armored Division Training: Munich Armor Operations Training Facility
    Basic Power Armor Operations: Munich Mechanized Operations Training Facility
    Advanced Power Armor Operations: Munich Mechanized Operations Training Facility
    Basic Power Armor Gunnery: Munich Mechanized Operations Training Facility
    Advanced Power Armor Gunnery: Munich Mechanized Operations Training Facility
    Linguistics Training: Munich Field Intelligence Training Facility
    Electronic Intelligence Gathering: Munich Advanced Communications Training Facility
    Advanced Cybernetics Adjustment Training: Köln Advanced Military Medical Facility
    Foreign Counter Intelligence and Operations: Berlin Field Intelligence Divisional Training Facility
    Foreign Customs and Etiquette: Berlin Field Intelligence Divisional Training Facility
Training Completed: August 19, 2390 (104 P.A.)
Duty Stations:
    3rd Power Armor Assualt, Specialist Teams 2390-2392 (104-106 P.A.)
    5th CID 2393-2394 (107-108 P.A.)
    5th Reconnaissance Battalion 2394-2396 (108-110 P.A.)
    1st Foreign Affairs Battalion, North America 2396-Current (110 P.A. - Now)
Missions of Note
Reconnaissance and Assault, Zurich 2390 (104 P.A.) - Served with distinction, verified solo kill of Gargoyle Mage, no awards granted in lieu of formal reprimand.
P.O.W. Extraction, Switzerland 2391 (105 P.A.) - All P.O.W.'s recovered, verified solo kill of 4 Gargoyles in hand to hand combat, no awards granted in lieu of formal reprimand.
Counter-Assault and Rescue, Wroclaw 2392 (106 P.A.) - Extreme valor displayed. Highest kill assist rate of any Intelligence Division agent participating, no awards granted in lieu of formal reprimand. Re-assignment to non-front-line duties recommended.
Counter-terror Operations -2394 (108 P.A.) - Assisted in shutting down terror cells seeking to assassinate key members of Triax. Only agent to apprehend all targets with no deaths. Awards pending de-classification of mission.
Operations from 2934-2936 (108-110 P.A.) - Multiple successful operations. All awards and information pending de-classification of operational files.
Awards and Badges of Note
Infantry Badge
Mechanized Infantry Badge
Ground Powered Armor Badge
Marksman Badge
NGR Defense Service Medal
Purple Heart - 8 clusters
Bronze Star, Valor - 3 clusters
Comments and Notes: Agent highly motivated to excel, pushes boundaries of Rules of Engagement to ensure mission success. Consistently displays a lack of regard for her bodies well being if it will preserve un-augmented troops/civilians without endangering the mission.

TBC, Work in progress

Kerensky's concealed Mini-gun functions much like Batou's concealed arm gun from GitS, when she needs to use it her forearm and hand splits open and apart to allow it to fire. Used as a holdout or when in cyborg armor (rare). Usually has armor modified to be able to strip off forearm and gauntlet if need be to access it in an emergency.

While she prefers regular body armor for day to day use, she does not have an issue with wearing cyborg armor, particularly Espionage or Light Combat armor. Needs of the mission and safety of her teammates is her motto in that regards. When possible, prefers to pilot power armor into combat.

While it is subconscious and minor, she displays a certain hesitation towards radically inhuman D-Bees, and hostility to openly supernatural beings (dragons, demons, faeries, anything that isn't mortal she tends to see as an enemy), although she will work with them if required. The needs of a mission will come first, but like many of her countrymen, she finds human-like D-bees easier to work with (weird skin or eye color, fine, scales fangs and claws, bit harder to deal with) Has an odd fascination with Dog Boys and Wolfen, although not so much that she gives them any extra trust, they just are interesting to her.

While she sees magic as a bit unnatural, since coming to America, the concept of Techno-Wizardry has captured her fancy. She hopes to find enough intelligence (better yet a Techno-Wizard who can be relied on and trusted, as much as you trust any intelligence asset anyway) to possibly allow the N.G.R. (and Triax by extension) to make more informed decisions about it. Reading intelligence reports from the Tolkien conflict that she has access to just confirms her opinion on its utility as a military asset. However more reliable and un-biased intel is required.
Last edited by Kerensky on Fri Dec 01, 2017 5:56 pm, edited 15 times in total.
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Re: Angelika Kerensky (WIP Intelligence Agent)

Postby Kerensky » Thu Nov 30, 2017 8:11 am

Kerensky Dice Rolls 2.0

Since she is going to be human instead (thank you Augur)

4, 4, 6, 4
= 14
5, 5, 1, 4
= 14
3, 3, 5, 5
= 13
6, 3, 6, 1
= 15
4, 6, 5, 5
Exploding Die 1d6 = 6 Exploding Die 1d6 = 3 = 25
4, 5, 2, 4
= 13
5, 5, 6, 1
Exploding Die 1d6 = 2 18
3, 1, 6, 3
= 12

OCC: 2d6+12 2d6+12 = 17
OCC Bonus: 2d4 2d4 = 5
Athletics (General) 1d8 1d8 = 6

2d6 = 2d6 = 6

Attribute Bonuses
IQ 1d4 1d4 = 4
ME 1d4 1d4 = 1
MA 1d4 1d4 = 4
Athletics (General)
Spd 1d6 1d6 = 5
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Re: Angelika Kerensky (WIP Intelligence Agent)

Postby Kerensky » Wed Dec 06, 2017 4:58 pm

So all that is left besides the wishlist is her starting money, the OCC just references the CS pay chart for rank, and her contacts. I haven't rolled to see how many she has, the OCC says 3d4 for military intelligence but I was not sure how it would be handled so I decided to wait to roll them to see how you wanted me to do it.
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