Fiona Maccalister (Human Psi-Tech)

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Fiona Maccalister (Human Psi-Tech)

Postby Fiona » Tue Mar 07, 2017 2:52 pm

Player Name: John
G-Mail: Matheis81

Character Name: Fiona Maccalister
Alias: Fi
Race: Human
O.C.C.: Psi-Tech
Alignment: Unprincipled
XP Level: 5
XP Points: 20,801 (The Bos, 06.08.19)
Next Level @ XP: 25,401
Sentiments/Non-Humans: Sees D-Bees and all nonhumans as people to be exploited (cheap labor, slaves, cannon fodder, sex toys, etc.) They're all worthless, lazy, and liars anyway.
Sentiments/Coalition: Dislikes and distrusts the Coalition, the character is well informed and knows a lot about the CS's philosophies, laws, and activity, and the seem to be pretty unjust, if not outright evil.
Disposition: Gung-ho. Guts and glory type who sees herself and a hero, and enjoys tackling obstacles, challenges and participating in combat.
Insanity: Phobic reaction to sewers, basements, and other damp, dark places

ATTRIBUTES
I.Q.: 18
M.E.: 18
M.A.: 9
P.S.: 15 (21 w/ armor)
P.P.: 10
P.E.: 13 (50% Fatigue Rate w/ Armor)
P.B.: 15
Speed: 20 (30 w/ armor)

PHYSICAL DATA
P.P.E.: 7
I.S.P.: 158
H.P.: 29
S.D.C.: 22
Age: 23
Sex: Female
Height: 5'
Weight: 110 lbs.
Description: Short, Blonde, and spunky are the best descriptive words for Fiona Maccalister. Fiona is a short and surprisingly buxom young woman with bleached blonde hair done up in 50's pinup style and bright blue eyes. Her wardrobe on the other hand screams mechanic. Well worn cargo pants, faded heavy metal t-shirts and loosely draped mechanics shirts covered in patches from various shops, wrapped up with worn work boots.

Natural Abilities
Perception Bonus: 32% (+3%) (+15% additional when dealing with electronics, machines, or a combination)
Charm/Impress: 25%
Invoke Trust/Intimidate: 5%
Max. Encumbrance: 33 lbs (66 lbs w/ Armor)
Max. Carrying Weight: 100 lbs (360 lbs w/ armor)
Max. Lifting Weight: 200 lbs (720 lbs w/ armor)
Max. Jumping Ability: 5 feet lengthwise and 2.5 feet high. (15' Lengthwise & 12.5' High w/ armor)

Special Abilities
Telemechanics (as per Super Psionic of the same name)
• 0 I.S.P. cost and double duration. 93% (+1%)
Machine and Electrical Diagnosis: A specialized form of object read.
• Range: Touch, Duration: 2 minutes/level, I.S.P.: 6
Soup-Up Machines:
• Can increase the speed, fuel efficiency/range (when applicable), and M.D.C. of vehicles and Bots by 10%, and the speed and performance of computers by 15%. They can even tweak weapon systems to increase the effective firing range by 10%, and can jury-rig parts together in an emergency three times faster than what's normal. They perform all mechanical and computer skills two time faster than normal.
Mental Link to Robots, Power Armors, & Vehicles:
• +1 attack per melee, +1 initiative, +2 pull punch, Run or fly 10% faster, leap 10% higher, +10% to piloting skill for that particular machine.

Psionics
Master Psychic
Physical
Mind Block (4)
Range: Self; Duration: 40 min +10 min/level; Prevents Telepathy, Empathy, Hypnotic Suggestion, and Empathic Transmission. +1 to save versus all psionic/mental attacks.
Nightvision (4)
Range: Self, 600 ft range; Duration: 40 min +10 min/level; Amplifies available light, exposure to sudden light causes temporary blindness for 3d4 melees. Night vision also can act as polorized sunglasses.
Enhance Reflexes (10) Rifter 25 pg 76
Range: Self. Duration: Two minutes/level; Bonuses: +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P., +15% to all Physical skills that rely on coordination or balance.
Sensitive
Machine Ghost (12)
Range: Self, computer by touch; Duration: 12 min +3 min/level; R:UE pg 173
Object Read (6)
Range: Touch; Duration: Varies, usually 2d6 min; Save: None; Base skill: Impression 62%(+2%), Images: 54% (+2%), Present: 44% (+2%)
Sixth Sense (2)
Range: 90 ft; Duration: Until danger passes; Save: None; +6 Initiative, +2 Parry, +3 Dodge, Cannot be surprised by a sneak attack from behind.
Speed Reading (2)
Range: Self; Duration: 12 min +3 min/level; Can read 30 pages of information per minute. Highly technical text are done at half speed.
Telepathy (4)
Range: Surface thoughts up to 60 ft away or two-way communication 520 ft +140 ft/level; Duration: 8 min +2 min/level; Save: Conditional; if undetected no save; Can read surface thoughts or initiate two-way communication.
Total Recall (2)
Range: Self; Duration: Permenant; 01-50% Perfect recall, 51-80% Details forgotten but essence is remembered, 81-100% Can only recall basic concepts no details.
Super
Electrokinesis (Varies)
Electrical Resistance: Range: Self; Duration 12 min +3 min/level; I.S.P.: 4; Under 60,000 volts (No Damage), over 60,000 or Magical/Lightning Attacks (Half Damage).
Electrical Discharge: Range: Up to 2 feet; Duration: Instant; I.S.P.: 2; 1d6 S.D.C. once per melee.
Electrical M.D. Attack: Range: 40 ft +10 ft/level; Duration: Instant; I.S.P.: 6, 12, or 18; 1d6 M.D., 2d6 M.D. or 3d6 M.D.
Manipulate Electrical Devices: Range: 60 ft +5 ft/level; Duration: 8 min +2 min/level; I.S.P.: 4; can effect up to 12 electronic devices at any time. Doesn't need to see the devices to manipulate them, senses them nearby.
Sense Electricity: Range: 60 ft +5ft/level; Duration: 2 min; I.S.P.: 2; 70% (+5%) Failure means only 1d6*10% of items can be sensed.

Telekinesis (Super) (10+)
Range: 400 ft +100 ft/level; Duration 8 min +2 mi/level; I.S.P.: 10 per 100 lb increments; Damage: 1d4*10 S.D.C. per 100 lbs of weight. +3 to Strike w/ TK (Super), +4 to Parry w/ TK (Super) either w/ item or pure force. (Costs 8 I.S.P.), R:UE pgs 182-183.
Telemechanic Mental Operation (12)
Telemechanic Paralysis (20)
Telemechanic Possession (50)

O.C.C. Skills
Language: American 98%
Language: Spanish 86% (+3%)
Literacy: American 74% (+5%)
Literacy: Techno-Can 64% (+5%)
Radio: Basic 84% (+5%)
Computer Operations 84% (+5%)
Computer Repair 64% (+5%)
Computer Programming 64% (+5%)
Basic Electronics 74% (+5%)
Basic Mechanics 74% (+5%)
Automotive Repair 59% (+5%)
Mechanical Engineering 59% (+5%)
Pilot: Automobile 82% (+2%)
Pilot: Motorcycles 90% (+4%)
Pilot: Robots & Power Armor 82% (+3%)
Read Sensory Equipment 64% (+5%)
W.P. Blunt

O.C.C. Related Skills
Hand to Hand: Basic
Electrical Engineering 69% (+5%)
Weapons Engineering 69% (+5%)
Robot Mechanics 54% (+5%)
Robot Electronics 64% (+5%)
Computer Hacking 54% (+5%; 4th level)
Vehicle Armorer 69% (+5%; 4th level)
Field Armorer & Munitions Expert 49% (+5%; 2nd level)
Salvage 44% (+5%; 2nd level)

Secondary Skills
Basic Mathematics 69% (+5%)
Advanced Mathematics 69% (+5%)
W.P. Energy Pistol
Running
Swimming 69% (+5%; 4th level)
Climbing 59% (+5%; 4th level) (69% w/ Armor)
Rappelling 49% (+5%; 4th level)
Recycle 39% (+5%; 2nd level)

Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: (+2 when competing with/against Machines)
Strike Bonus: +1
Parry Bonus: +2
Dodge Bonus: +2
HTH Damage Bonus: -- (+6 w/ Armor)
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm: +1
Other: Kick (1D8)

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. Blunt (+2 to Strike, +2 to Parry, +1 to Strike when Thrown)
W.P. Energy Pistol (+3 to Strike)
W.P. Energy Rifle (+1 to Strike; 2nd level)

Saving Throw Bonuses
Coma/Death: --
Magic (varies): --
Lethal Poison (14+): --
Non-Lethal Poison (16+):
Insanity (12+): +2
Psionics (10+): +2
Horror Factor (varies): +5
Possession: +1
Last edited by Fiona on Wed Mar 08, 2017 3:02 pm, edited 1 time in total.
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Fiona
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Posts: 75
Joined: Tue Mar 07, 2017 6:26 pm
Location: G.I.R.L.S. of Merctown Member

Equipment

Postby Fiona » Tue Mar 07, 2017 2:53 pm

Equipment

Road Buster Armored Combat Truck
Image


Carried/In Hand

Worn on Person
Clothes (Undergarments, Heavy-Duty Cargo Pants, Worn MotorHed T-Shirt, Grey Mechanics Shirt (with patches), Steel-Toed Work Boots)
Wallet
--MercTown ID
--Secure Universal Card: 10,300 credits

Multi-Optics Band
Folding Knife (1D4)
Tinted Goggles
Pen Flashlight
T-11 Enhanced Body Armor

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: Duct Tape
• Attachment: Pistol holster: NG-35 Heavy Laser Pistol
• Attachment: Knife Holster: Knife (1D6)
• Attachment: Wilk's Laser Scalpel

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: Portable Tool Kit
• Space: Magnifying Glass
• Space: Flashlight
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle
Expansive Tool Kit
Several Sets of Utility-Type Clothes
Soldering Iron
3 Rolls of Duct Tape
4 Rolls of Electrical Tape
6 Flares
200' Lightweight Rope
3 Large Sacks
Work Coveralls (Multiple Pockets)

Reinforced Padded Briefcase (10 M.D.C.)
PDD Recorder/Player
Hand-Held Computer
Notebook
Mechanical Pencil



Gear Stats

NG-35 Heavy Laser Pistol
Image
• Weight: 4.5 lbs (2 kg)
• Range: 800 feet (244 m)
• Mega-Damage: 3D6 M.D.
• Rate of Fire: Each shot counts as one melee attack
• Payload: 14 shots, 22 with a long E-Clip


T-11 Enhanced Body Armor
M.D.C. by Location:
• Helmet: 70
• Arms: 60 each
• Legs: 80
• Main Body: 100
Modifiers: -5% to prowl, +6 to P.S., +10 to Spd, +10' to leaps, +10% to climb, reduce rate of fatigue by 50%. Takes 2D4+4 melees to suit-up.


Road Buster Armored Combat Truck
Image
Model Type: NG-AT26
Class: All-Terrain Armored Truck and Reconnaissance Vehicle.
Crew: One driver with room for up to three passengers; one in the front and two in the back (three under cramped and uncomfortable conditions). Six troops can sit or kneel in the truck bed, eight under cramped conditions.
M.D.C. by Location:
* Plexiglas Cab Windshield (1, front) – 40
* Plexiglas Cab Windows (2 on each side) – 20 each
* Doors (2) – 50 each
Rear Hatch – 50
* Sliding Roof Hatch – 40
* M.D.C. Armored Back Wheels (4) – 30 each
* M.D.C. Armored Front Wheels (4) – 50 each
* Rearview Mirrors (2) – 5 each
* Headlights (2) – 10 each
* Roof Lights (4) – 5 each
* Winch (2, front and back) – 15 each
** Main Body – 245
* 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.
** Depleting the M.D.C. of the main body will shut the vehicle down completely, making it useless.
Statistical Data:
Ground: 90 mph maximum on paved streets, dirt roads, gravel, rocky deserts, grassy plains, shattered roads and rough terrain. Half that speed (or less depending on conditions) on sandy deserts, and driving through water or snow deeper than one foot up to five feet (1.5 m) deep. Woodland environments and thick underbrush are likely to be impassable by this vehicle unless there is a well-traveled path to take; maximum speed is likely to be less than 10 mph if passable at all.
Maximum Range: unlimited for Solid Oxide
Penalties: None on paved streets, grass, dirt roads, gravel, stony deserts, and shattered roads. -5% to piloting skill on sand, and in mud as deep as one foot. -10% driving through water or snow deeper than one foot up to five feet deep or on ice. Forests and dense vegetation are likely to be impassable. This vehicle can ride across sand dunes and underwater!
Flying: None.
Water: Can drive through water up to five feet deep.
Dimensions: 10' tall, 11' wide, 24' long, 3.3 tons, empty.
Cargo: The truck bed measures 8 feet long, 5 feet wide, with 2 foot high walls. Inside the cab is space for several weapons and 5-6 backpacks and other small items. Extra gear can be strapped down on the running boards, the sides of the bed and roof.
Power System: Solid Oxide
Weapon Systems: For an extra cost, a weapon may be added. One hovercycle weapon option can be added to the Road Buster, usually on the roof. Wiring a weapon into the vehicle’s power supply is only feasible with Solid Oxide and nuclear systems.
Sensor Systems and Features of Note: This is a bare bones, non-environmental vehicle with a basic short-range radio, cigarette lighter, disk player, and front and back winch.
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Fiona
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Posts: 75
Joined: Tue Mar 07, 2017 6:26 pm
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Background

Postby Fiona » Tue Mar 07, 2017 2:53 pm

Background Story

Fiona Maccalister would seem like a complicated person with a equally complex background, but that's untrue for the most part. Born to what could be considered right proper Irish Catholic parents, in the great City-State of MercTown. Fiona is the fourth of a dozen children, and was treated no better than a dog by her parents. Her father sold her off to a vile man named Derus Fike when she was still a child, her parents did this to most of the children they had. Fike was a bastard in every sense of the word, taking young Fiona with him to the Burbs of Chi-Town. Here Fike forced Fiona to cook and clean for him along with even less savory tasks. At the age of ten Fiona had had enough and killed Fike in his sleep and stole what possessions she could before fleeing deeper into the burbs. It was around this time that her latent psychic abilities started manifesting. She ended up working in a machine shop of one of the many black market operations that run there. Here she started to hone her skills, jumping from shop to shop learning the finer details of Automotive Mechanics and Engineering.

When Fiona turned eighteen she tired of being the Black Markets slave. She fled back to the only place she knew, MercTown. Once back in the City-State of MercTown, Fiona joined up with Booster's Boys and worked in their Chop Shops, not knowing much more of a life, she bounced around from job to job, collecting up an impressive array of coworkers. All the while Fiona tried to keep out of the eyes of the Black Market not truly knowing their reach. It is only recently that Fiona has considered the idea of joining one of the merc groups and making a real fortune.
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Fiona
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Posts: 75
Joined: Tue Mar 07, 2017 6:26 pm
Location: G.I.R.L.S. of Merctown Member

Re: Fiona Maccalister (Human Psi-Tech)

Postby Fiona » Thu Mar 09, 2017 3:57 pm

Fiona's Religious beliefs
Fiona has no proper religious upbringing, her parents were Irish Catholic (and not very good at that), and her slave master was an atheist. Over her short life Fiona has felt the need for devotion to some form of higher being and this comes in the form of abstract, mechanically themed, angels.

Angel of Combustion
This deific being is what could be considered a patron of automobiles. The Angel of Combustion wants her followers to build the greatest cars possible. Using the best parts available and modifying them to work past their original parameters. All worshipers of the Angel of Combustion seek to build their "Magnum Opus" a work of automotive perfection.

The Lord of Fire
This deific being is a primordial idea of fiery vengeance. It seeks to right wrongs made against the worshiper, usually in the most extreme manner possible. Fiona follows the concept of this being because of her time as a slave.

Black on Black
This deific concept is the purest form of freedom, signified by wind through your hair as you drive across the blacktop. This being only wishes for his followers to experience the freedom of the open road.

The Forge Father
This deific being is the truest master craftsman, he forges great works upon the anvil of creation. Fiona gives him praise while working on most non-vehicle projects.




Theme Song:
Fuel (Metallica Re-load)

Wishlist
Item One:

Goals
Short Term Goals:
Goal 1:
Goal 2:
Goal 3:

Mid Term Goals:
Goal 1:
Goal 2:
Goal 3:

Long Term Goals:
Goal 1:
Goal 2:
Goal 3:




Level 4 Level Up:
HP: 1d6:
2

I.S.P.: +10
Mind Block & Electrokinesis
O.C.C. Related: Field Armorer & Munitions Expert, Salvage
Secondary: W.P. Energy Rifle, Recycle
Level 5 Level Up:
HP: 1d6:
2

I.S.P.: +10
Enhanced Reflexes
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Fiona
Diamond Level Patron
Diamond Level Patron
 
Posts: 75
Joined: Tue Mar 07, 2017 6:26 pm
Location: G.I.R.L.S. of Merctown Member


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