Quinn (Human, NGR Intelligence Division) [Dead]

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Quinn (Human, NGR Intelligence Division) [Dead]

Postby Quinn » Fri Apr 17, 2015 9:11 pm

Player Name: Quinn
YIM Handle: quinn.terrell

Character Name: Quinn
Alias: None Currently
Race: Human
O.C.C.: NGR Intelligence Division
Alignment: Unprincipled
XP Level: 2
XP Points: 3,595 (ARCHIE/Xy 6/24/15)
Next Level @ XP: 4240
Sentiments/Non-Humans: Suspicious but has had mostly good experiences.
Sentiments/Coalition: Suspicious regardless of good interactions.
Disposition: Bit of a gambler, of the 'nothing ventured nothing gained' variety. As quick with her smile as she is to make 'friends' with anyone that could benefit her. And as she's starting out, that's nearly anyone. And though she can fight, she prefers to do that sort of dirty work behind the scenes.
Insanity: None

I.Q.: 16
M.E.: 16
M.A.: 17
P.S.: 9
P.P.: 10
P.E.: 10
P.B.: 19
Speed: 12 (7.5mph)

P.P.E.: 5
H.P.: 16
S.D.C.: 23
Age: 19
Sex: Female
Height: 5'6"
Weight: 109 lbs.
Description: Short cropped hair as black as a raven's feather, a frequent smile, and a slim figure kept hidden away most of the time.

Natural Abilities
Perception Bonus: +3 (+5 vs Tech)
Charm/Impress: 60%
Invoke Trust/Intimidate: 60%
Max. Encumbrance: 44 lbs
Max. Carrying Weight: 90 lbs
Max. Lifting Weight: 180 lbs
Max. Jumping Ability: 9' horizontal, 4' vertical

NGR Federal Intelligence Service
Foreign Intelligence Agents have two alternate identities. Each of the two identities can be from either the Coalition States, the Sovietski, one of the Warlord Camps, Poland, Northern Gun, the Free Scandinavian Alliance, the New Navy or New Camelot. Each identity has 1D4 contacts which he can use to extract information or acquire hard to get resources. The agent also gets two additional Language and Literacy skills with a +10% bonus.

Through cultural immersion training, the Intelligence Agent becomes extremely skilled at blending into his surroundings, allowing him to fit in almost anywhere. The character gets a one-time bonus of + 15% to 5 skills (Trust/Intimidate, Charm/Impress, Seduction, Performance, and Find Contraband).

Technology Expert
Agents that show exceptional aptitude in a particular area of study are encouraged to pursue further study. If the character selects the technology expert, he starts with the equivalent of the Fanatic Robophile skill from Rifts® Canada, page 117, and is +5 to Perception Rolls regarding technological opponents.

O.C.C. Skills
Mathematics: Basic -- 62% (+5%)
Literacy: Euro -- 67% (+5%)
Language: Euro -- 85% (+3%)
Literacy: English -- 57% (+5%)
Language: English -- 75% (+3%)
Literacy: Russian -- 57% (+5%)
Language: Russian -- 75% (+3%)
Radio: Basic -- 72% (+5%)
Electronic Countermeasures -- 57% (+5%)
Computer Operation -- 57% (+5%)
Laser Communications -- 47% (+5%)
**Electrical Engineer -- 42% (+5%)
**Advanced Mathematics -- 52% (+5%)
Cryptography -- 42% (+5%)
Surveillance -- 47% (+5%)
Disguise -- 52% (+5%)
Escape Artist -- 57% (+5%)
Intelligence -- 58% (+4%)
Military Etiquette -- 62% (+5%)
Pilot: Jet Pack -- 58% (+4%)
Robot and Power Armor Combat: Basic
Pilot: Robots and Power Armor -- 66% (+3%)
Navigation -- 57% (+5%)
**Sensory Equipment -- 37% (+5%)
Tracking (people) -- 42% (+5%)
Weapon Systems -- 57% (+5%)
Climbing -- 57% (+5%)
Swimming -- 67% (+5%)
Prowl -- 42% (+5%)
General Athletics
W .P. Energy Rifle
W.P. Energy Pistol
W.P. Knife
W.P. Targeting
Hand to Hand: Martial Arts
Literacy: Spanish -- 47% (+5%)
Language: Spanish -- 65% (+3%)
Literacy: Techno-Can -- 47% (+5%)
Language: Demogogian -- 65% (+3%)
Robophile -- 55% (+3%)

O.C.C. Related Skills
Pick Locks -- 52% (+5%)
Seduction -- 53% (+3%)
Wilderness Survival -- 37% (+5%)
Robot Drone Combat
Find Contraband -- 67% (+4%)
Military Fortification -- 57% (+5%)

Secondary Skills +2%
Performance -- 49% (+5%) (Level 1)
Wardrobe -- 52% (+4%) (+1 PB when Dressed to Impress) (Level 1)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 4
Initiative Bonus: +2
Melee Strike Bonus: +3
Ranged Strike Bonus: +6
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: +0
Other: Body Flip/Throw (1d6, lose initiative), Karate Punch, Hand Strikes

Robot Combat Data: Basic
Number of Attacks: +5
Initiative Bonus: +2
Melee Strike Bonus: +4
Ranged Strike Bonus: +6 (+1 with integrated systems)
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +3
Bonus to Disarm: +0

Robot Combat Data: Drone
Number Controlled: 2
Number of Attacks: +1
Initiative Bonus: +0
Melee Strike Bonus: +3
Ranged Strike Bonus: +2 (+1 with integrated systems)
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +0
Bonus to Pull a Punch: +0
Bonus to Disarm: +0
Other: Bonuses in addition to those of drone being actively controlled. Operator +2 to Perception. Operator loses half their personal attacks and combat bonuses while piloting drones.

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 Rifle +1 Strike
W.P. Energy Pistol +1 Strike
W.P. Knife +1 Strike, +1 Parry, +1 Thrown Strike
W.P. Targeting +1 Strike

Saving Throw Bonuses
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +5
Psionics (varies): +5
Torture (varies): +4
Horror Factor (varies): +2
Last edited by Quinn on Tue Apr 21, 2015 10:35 am, edited 11 times in total.


Postby Quinn » Fri Apr 17, 2015 11:18 pm


Held In Hand
'Raven' Drone Bag (See Company Equipment.)

Worn on Person
NG Stalker Suit (See Company Equipment.)
NG-A15 Peacekeeper Armor (Base Armor Only. See Company Equipment.)
    NG-AJ20 Attack Jetpack (Back of Peacekeeper Armor. See Company Equipment.)
    Surveillance Kit (3 wireless cameras, 3 wireless mics, 3 wireless trackers, Lock Pick Release Gun) (Right Calf of Peacekeeper Armor)
    Survival Knife (1d6)(Left Calf of Peacekeeper Armor.)
    Distancing Monocle (Chest of Peacekeeper Armor.)

Shoulder Holster
Self Defense Keychain (Dangling)
TX-20 "Short" Laser Pistol
• Range: 800’
• Damage: 2D6 M.D.
• Rate of Fire: Single shot only
• Payload: 20 shots/short E-clip

Multi-Drone Control Unit
3 Throwing Knives (1d6 S.D.C. | 60') (Behind Control Unit.)

Utility Belt
Self Defense Keychain (Dangling)
Right Front (Pouch)
    Right Rear
      Wilk's Portable Laser Tool (See Company Equipment.)
    Left Front (Pouch)
      Pocket Grappling Hook and Monowire (100')
      Secure Universal Card: 300 credits [Updated: 23APR2015] [Major Arcana]
      Non-Secure Black Card: 1300 credits [Updated: 24APR2015] [Major Arcana]
    Left Rear (Pouch)
      Sap Glove, Pair

    Modular Backpack (Stored in Explorer's Inc. Camp)
    Main Compartment
      Casual Outfit (Skirt, button down shirt, slip on shoes)
      Evening Outfit (Sequined Dress, heels)
      Explorer's Outfit (Skinsuit, boots, gloves, BDU trousers, BDU jacket)
      MH-500 Armored Huntsman’s Choice Fatigues, Charcoal
        M.D.C.: 6.
        No movement penalty.
      Hygiene Kit
      Makeup Kit
      Unsecured Cell Phone - 1/m Air Time and Service Fee prepaid.
      Encrypted Radio
    Left Tear Away Pouch (Left Thigh of Peacekeeper Armor)
      Surveillance Kit (3 wireless cameras, 3 wireless mics, 3 wireless trackers, Lock Pick Release Gun)
    Right Tear Away Pouch
      Small Med Kit

    Stored in Explorer's Inc. Camp
    Wilk's Jet Pack
    • Class: Personal Jet Pack, Nuclear
    • Crew: One.
    • Main Body M.D.C.: 30
    • Maximum Speed: 120 mph
    • Maximum Range: 800 miles

    Peacekeeper Tactical Armor Additional

    Stored on Trinity
    Disguise Kit
    Last edited by Quinn on Fri Apr 24, 2015 5:04 am, edited 10 times in total.

    Background Story

    Postby Quinn » Fri Apr 17, 2015 11:18 pm

    Background Story

    "I might not look it, but I grew up in North America. Almost constantly on the move like the gypsies where I was born. Papa said it was best for training."
    "Where's that you ask? Germany. Outskirts of it really. Was gone by age 6 though so don't remember much."

    Truth be told, the man was a deserter. Not from the CS but their allies the NGR. Captain Till Hasek's orders were to come and show off some of the newest drones to representatives of CS Command, but instead shortly after we landed he took Quinn and the equipment then fled into the swamps. They made the mistake of thinking his knowledge was limited to operating the drones and minor field repairs, so when the self destruct commands failed and the tracers showed up in the back of a truck heading for Canada the life on the run began.

    "Smart man. Owe most of what I know to him. I might have ad libbed a bit when I got older, but most of it stuck. And has been useful a time or two."

    Now a former Bundesnacbrichtendienst, Foreign Intelligence Officer, Quinn's father trained her much the same as he'd been trained. Though she had no need or desire for a military career the constant moving made her adapt at dealing with different people and cultures. It was through his constant tinkering and repair of what equipment they stole, along with training her how to use them properly, that left her tech obsessed. Not enough to devote herself to it yet, but enough she always had an ear out.

    "But enough on me, that's about all of it anyways. Why don't you get me a drink and tell me about you? You're an old pro I'd say, so I'm sure you've got some great stories."

    Herself wasn't something Quinn talked about for long. It wasn't a subject she knew much about just yet, but that was something she was aware of. The lack of distinction of where her father's 'legacy' ended and where her life began. And that was much of the reason for her leaving. To find herself...to define herself...and hopefully come back from that in one piece.

    Now that she was on her own, a few months was all she seemed to be able to stand in a single place. Her wandering feet were soon taking her towards MercTown, a place she hadn't been to since she was a child. So long removed, it might as well have never happened.

    Trying to wing it and travel on her own might not have been the best idea, but she did manage to make it in one piece. All it took was a couple good samaritans, some hard knocks, plenty of cleaver bartering, and a good dose of playing hide and seek with hungry and violent things. But when she arrived she was going to have to find work a bit quicker than she originally planned.
    Last edited by Quinn on Tue Apr 21, 2015 11:27 am, edited 1 time in total.

    Drone: Trinity

    Postby Quinn » Tue Apr 21, 2015 6:39 am

    <Ground Drone>
    Alignment: Unprincipled

    I.Q.: 10
    P.S.: 30 (Robotic)
    P.P.: 20
    P.B.: 6
    Speed: 60

      Head 50/50
      Main 100/100
      RF Leg 50/50
      LF Leg 50/50
      RR Leg 50/50
      LR Leg 50/50
      Turret Hard-point 25/25
    Body Style: Medium Canine
    Height: 3.5'h 4.5'l
    Weight: 200 lbs (250 lbs with turret)
    Description: A robotic canine modeled after a medium size wolf or similar body with a third eye set in the center of it's forehead. Three access panels in it's back (forward two inaccessible while turret in place) hold 2 E-Clips each.

    Natural Abilities
    Perception Bonus: +8 (+3 at Night)
    Max. Encumbrance: 160 lbs
    Max. Carrying Weight: 750 lbs
    Max. Lifting Weight: 1500 lbs
    Max. Jumping Ability: 30' Horizontal, 15' Vertical
    Impervious to poison, gas, and biological agents, as well as psionic and magic mind control, charms, and Bio-Manipulation.
    Detect radar 80% (60% to estimate location)
    Prowl 70%
    Depth Tolerance 1000'

    Robotic Features
    Power Supply
    Six E-Clip Ports (1 day of operation per full E-Clip)
    Advanced Audio System
    Language Translator
    Radio Receiver and Transmitter (with Encryption)
    Advanced Optics System
    Laser Targeting
    Live Video Transmission and Receiver (Pair of camera eyes, synchronized digital audio, broadband)
    Macro Eye
    Telescopic Eyes
    Targeting Display Eyes
    Thermal Imaging Eyes
    Depth Gauge/Alarm
    Motion Detector and Warning System
    Motion Detector
    Radar Detector
    Molecular Analyzer
    Prowl Capability
    Depth Tolerance (1000')
    Link-able Drone Computer

    Systems (by Location)
    Mouth (Loudspeaker)
    Nose (Molecular Analyzer)
    Ears (Advanced Audio System, Language Translator, Encrypted Radio)
    Primary Eyes (Advanced Optics System, Camera Eyes, Targeting Cross-hairs, Live Video/Audio Transceiver, Macro, Telescopic)
    Third Eye (Thermal Optics, Laser Targeting)
    Neck (Searchlight, Radar Detector, Micro Radar)
    Torso (Motion Detector and Warning System, Link-able Drone Computer, E-Clip Ports, Turret Hard-point, Gyro-Compass, Depth Gauge)
    Legs (Prowl Capable Padding, Motion/Vibration Detector)

    Military: General Program
    Demolitions Disposal -- 90%
    Language (Euro, American, Russian, and Demogogian) -- 96%
    Mathematics: Basic -- 96%
    Military Etiquette -- 96%
    Radio: Basic -- 96%
    Sniff Out Explosives -- 88%

    Military: Reconnaissance & Intelligence Program
    Climbing -- 90%/20%
    Detect Ambush -- 60%
    Detect Concealment -- 60%
    I.D. Plants and Animals -- 88%
    Intelligence -- 80%
    Land Navigation -- 88%
    Mine/Trap Detection -- 68%
    Prowl -- 70%
    Tailing (people or vehicles) -- 85%
    Track Animals -- 88%
    Tracking People -- 88%
    Wilderness Survival -- 80%

    Military: Support Program
    Camouflage -- 78%
    Military Etiquette -- 90%
    Naval Tactics -- 70%
    Recognize Weapon Quality -- 86%

    Combat Data
    HTH Type: Drone
    Number of Attacks: 4
    Initiative Bonus: +5
    Melee Strike Bonus: +5 (+1 in Darkness)
    Ranged Strike Bonus: +5 (+1 in Darkness)
    Parry Bonus: +9
    Dodge Bonus: +9 (+1 while Running)
    Bonus to Roll w/Punch: +2
    Bonus to Pull a Punch: +2
    Bonus to Disarm: +2
    Other: Pounce (1d4 M.D. and 90% Knockdown)

    Weapon Systems
    Medium Claws (4) | 4d6 Restrained or 1d6 M.D.
    Medium Jaw 2d4 M.D. | Locking Joint (P.S. 40 to break)
    Modular Turret Hard-point, Back

    Access Panels
      6 E-Clips
    Equipped Turret
      Heavy Laser Blaster | 4d6 M.D. | 1600' | 12 blasts per E-Clip
      Grenade Launcher with Magazine Port | Varies by Grenade | 600' | 2 hand loaded or 8 magazine fed
    Modular Harness
      Left Tear Away Pouch
        Grenade Magazine (2)
        3x E-Clips
      Right Tear Away Pouch
        Disguise Kit

    Wishlist and Goals

    Postby Quinn » Wed May 20, 2015 2:15 pm

    •Mutant Bone Shiv/Scalpel (Madhaven p80) - Concealable Minor M.D.C. Weapon
    •TX-7 Police Special, Hybrid Pistol (Rifter 51 p59) - M.D.C. and S.D.C. Sidearm
    •NG-UELX42 Sabre (Northern Gun 2 p139) - Prowl Capable (with bonus), Environmental, Robotic P.S. Armor
    •DV0-1 Aerial Observation and Survey Drone (Triax 2 p129) - Potent Aerial Drone
    •Recon Rat (Rifter 42 p45) - Versatile Spy Drone

    Short Term
    Acquire Aerial Drone
      Reason: Single ground drone has limited tactical advantage.
      Complications: Lack of funding. Lack of contacts.
      Solutions: Beg, borrow, steal, or seduction.
    Acquire Realistic Disguise for Trinity
      Reason: More tactical options. Improve relations with Barric.
      Complications: Lack of funding. Lack of contacts.
      Solutions: Beg, borrow, steal, or seduction.

    Mid Term
    Improve Drone Control
      Reason: Dependent on controller when not in visual/voice range. Allies cannot use drone.
      Complications: Do not currently know effectiveness of other control methods.
      Solutions: Research cybernetics for integrated control. Research security tags/bracelets for ally command.
    Upgrade Trinity
      Reason: Improve drone's use as primary combat weapon.
      Complications: Lack of funding. Lack of contacts. Lack of scope in future missions.
      Solutions: Research possibility of belt fed grenade launcher. Research other possible turrets. Research integrated aerial drone. Research easily replaceable armoring.

    Long Term
    Acquire More Link-able Drones
      Reason: Make full use of Robot Drone Combat as per Rifter 55 description with Wolfhound and Wolf Drones.
      Complications: Lack of funding. Lack of connections. Link-able Drone Computer is 'black box' tech designed by estranged father.
      Solutions: A.) Locate father and negotiate/steal tech from him (Last Known: West of Area 51). B.) Acquire skills and reverse engineer tech on own (OCC Change, Sacrifices Trinity in process). C.) Both (Have to find father, but saves Trinity).

    Company Equipment

    Postby Quinn » Wed Jul 01, 2015 5:04 pm

    Company Equipment

    NG Stalker Suit (Cost: 11,100 Credits)
    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.
    • 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-A15 Peacekeeper Armor (Cost: 40,000 Credits)
    M.D.C. by Location: (With Tactical Armor addition.)
    • Helmet: 50
    • Arms: 25 (50)
    • Legs: 35 (55)
    • Main Body: 40 (85)
    Modifiers: -5% to Physical Skills. -15% to Physical Skills with Tactical Armor addition.
    • Built-in Radio: 12 mile range in cities, 30 miles in wilderness.
    • Vital Signs Monitor (see pg. 90 of Merc Ops or pg. 58 of Northern Gun 2).
    • Set to notify Trinity and Monitoring Unit.
    • Upgraded Helmet with HUD.
    • Tied to Drone Control Unit.

    NG-AJ20 Attack Jetpack (Cost: 280,000 Credits)
    Class: Personal Jet Pack, Electric.
    Crew: One.
    Main Body M.D.C.: 50
    Maximum Speed: 90 mph
    Maximum Altitude: 1,200 feet
    Maximum Range: 600 miles
    1. Shoulder Lasers
    A pair of lasers are mounted to the top and side of the jet pack. Both extend over the shoulders. Each can rotate right and left, and up and down 25 degrees, but in most cases, the flyer needs to angle and position his entire body to aim and shoot.
    • Range: 2,000'
    • Damage: 2D6 per single blast, 4d6 per simultaneous blast.
    • Rate of Fire: Each blast counts as one melee attack.
    • Payload: 60 shots per electric charge.
    • Weapon Penalties: -1 to strike, an aimed or Called Shot is impossible unless hovering stationary, and -5% to piloting skill when engaged in combat in addition to other penalties likely in dogfights and evasive maneuvering.

    Wilk's Portable Laser Tool (Cost: 7,000 Credits)
    • Range: 10’
    • Mega-Damage: 1d4, 1d6, 2d4, 3d6, and 4d6 M.D.
    • S.D.C. Damage: 1d6, 3d6, 6d6, and 1d6x10 S.D.
    • Rate of Fire: Standard
    • Payload: 100 shots or about two hours continuous use per pair of E-Clips.

    2x 'Raven' Aerial Drone (In waterproof soft case with Digital Data Link transceiver.) (Cost: 35,000 Credits Each plus 5,000 Credts for DDL)
    Codenames: Ingram and Corva
    Manufacturer: AeroVironment
    Class: Aerial Drone
    M.D.C. by Location
    • Main Body: 15
    • (2) Wings: 10 each
    • (1) *Push Propeller: 3
    • (1) Camera Payload: 10
    • (1) *Rear Fin: 5
    *These targets are small and difficult to hit in flight, requiring a Called Shot at -6 in addition to distance.
    **In flight these make for small targets, requiring a Called Shot at -3 from 50 feet, doubling for each additional 50 feet. Telescopic zoom reduces the total penalty by half.
    Statistical Data
    Power Source: Rechargeable Electric Battery
    Flight Time: 60-90 minutes (80 minutes average)
    Flight Speed: 20-50 mph (32-81 km/h)
    Range: 6.2 miles (10 km)
    Maximum Altitude: 100-500 feet AGL. Hand-throw Launch with Stall Landing.
    Size: 4.5' wingspan, 3' length
    Weight: 4.2 lbs.
    • Autonomous mapping along pre-planned route or manual piloting.
    • Moving target indicator.
    • 8 oz Nose Payload
      • Day: Color camera with 360 degree pan/100 degree tilt and zoom. Night: Infrared camera with 360 degree pan/100 degree tilt, zoom, and IR illuminator.
      • Digital video recording or frame capture via control unit.

    3x E-Clip (Cost: 5,000 Credits Each)

    20x Fragmentation Rifle Grenades (Cost: 200 Credits Each)
    • 3d6 M.D. over 12' radius

    Total Owed If Kept:

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