Victoria Dover

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Victoria Dover

Postby Victoria Dover » Fri May 25, 2012 7:01 pm

Player Name: Brianna
YIM Handle: Brilaw19

Character Name: Victoria Dover
Alias: Siren or "V" to those that know her
Race: Human
O.C.C.: Freelance Spy
Alignment: Unprincipled
XP Level: 3
XP Points: 4,546 (Updated: CC 07/09/2012)
Next Level @ XP: 8,441
Sentiments/Non-Humans: A lifetime in the Chi Town burbs makes the distrust hard to get over, but recent experiences are proving those biases sometimes unwarranted.
Sentiments/Coalition: Generally indifferent. They provide the life she so desperately wants to have. She doesn't necessary like or agree with their methods, but desires what they provide.
Disposition: Calm, cool and collected, at her best on the job and under pressure. Growing up in the Burbs and an early exposure to crime has hardened her to many of the worst life has to offer. She is quiet and is slow to make friends or open up to others.
Insanity: Addiction. Victoria became addicted to a modern stimulant called flash while with the black market. She has been addicted for years and requires to use the drug daily or suffer from withdrawl. Flash gives a +1 to initiative, +1 to perception and +2 to MA for two hours when used and -2 initiative, -3 perception and -10% to skills for 4 hours while crashing. She tries to hide her addiction from others.

I.Q.: 20
M.E.: 12
M.A.: 15 / 17
P.S.: 12
P.P.: 23
P.E.: 10
P.B.: 22
Speed: 23

H.P.: 23
S.D.C.: 28
Age: 27
Sex: Female
Height: 5'7"
Weight: 130 lbs.
Description: An attractive young woman with chesnut hair cascading over her shoulders and deep blue eyes. Depending on her mission she can look like anyone from a dirty vagabond to a stunning model. Normally she prefers to dress in well made, fashionable clothes.

Natural Abilities
Perception Bonus: +3 / +4 / 0
Charm/Impress: 60%
Invoke Trust/Intimidate: 35% / 45%
Max. Encumbrance: 52 lbs.
Max. Carrying Weight: 120 lbs.
Max. Lifting Weight: 260 lbs.
Max. Jumping Ability: 6' long / 3' high

Bionics & Cybernetics
Universal Head Jack with Radio Transceiver (Base of Skull)
Gyro Compass (Left Forearm)

O.C.C. Skills
Radio: Basic--71% (+5%)
Math: Basic--71% (+5%)
Literacy: American--66% (+5%)
Language: American--96% (+1%)
Language: Spanish--77% (+3%)
Intelligence--56% (+4%)
Pick Locks--61% (+5%)
Disguise--53% (+5%)
Forgery--56% (+5%)
Prowl--56% (+5%)
Computer Operation--66% (+5%)
Computer Hacking--46% (+5%)
**Computer Programming--56% (+5%)
W.P. Energy Pistol
Hand to Hand: Expert

O.C.C. Related Skills
Performance--58% (+5%)
Read Sensory Equipment--56% (+5%)
Impersonation--58%/44% (+4%)
Undercover Operations--68% (+5%)
**Sense of Balance--76% (+5%)
**Walk Tightrope or High Wire--72% (+3%)
**Climb Rope--90% (+2%)
**Back Flip--76% (+5%)
Detect Concealment--46% (+5%)
Surveillance--61% (+5%)
Seduction--47% (+3%)
ID Undercover Agent--66% (+4%, 1st level)
Find Contraband--42% (+4%, 1st level)

Secondary Skills
Basic Electronics--46% (+5%)
Wardrobe and Grooming--64% (+4%)
Navigation--56% (+5%)
Climbing--71% (+5%)
Pilot: Hovercraft--66% (+5%)
Art--51% (+5%)
W.P. Energy Rifle
W.P. Handgun
Running (1st level)
W.P. Paired Weapons (1st level)

Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus: +1 / +2 / -1
Strike Bonus: +6
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: 0
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +3
Bonus to Disarm: +2

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--+1 to strike
W.P. Handgun--+1 to strike
W.P. Knife--+1 to strike / +2 to parry / +2 to strike when thrown

Saving Throw Bonuses
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (15+):
Last edited by Victoria Dover on Wed May 30, 2012 5:15 pm, edited 4 times in total.
Victoria Dover

Re: Victoria Dover (Needs Approval)

Postby Victoria Dover » Sun May 27, 2012 5:58 pm


Free Quebec Q2-10 Laser Pulse Rifle
• Mega-Damage: 1D6 M.D., 2D6 M.D. or 3D6 M.D. per individual shot, or 6D6+6 per short burst (counts as one attack but fires five blasts)
• Range: 2000'
• Payload: 20 shots per standard E-Clip or 30 shots per long E-Clip

Generic Medium EBA
Helmet: 35
Arms (2): 35
Legs (2): 45
Main Body: 60
Mobility Modifier: -10% on mobility linked skill percentage rolls.
Note: This suit of armor is painted grey, and is stenciled with the MercTown Defender’s symbol.

Worn on Person
Fashionable outfit
NE-CS1 Cermalyte Black Nightsuit
M.D.C. by Location
• Head: 14
• Arms: 14 each
• Legs: 14 each
• Main Body: 28
Modifiers: +5% bonus to Prowl due to non-reflective color and sound-absorbing material

Wilk's 101 Pocket Laser
• Range: 150'
• Damage: Two settings: 4D6+2 S.D.C. and 1D4 M.D.
• Rate of Fire: Single shots only
• Payload: 10 M.D. shots or 40 S.D.C. blasts
• Weight: 8 oz.
• Modifiers: +10% to Palming or Concealment

Utility Belt
Ammo pouches
- 4 Standard E-Clip
Walkie-talkie radio
Air filter
Wilk's 320 Laser Pistol
• Range: 1,000'
• Damage: 1D6 MD
• Rate of Fire: Single shots only
• Payload: 20 shots per e-clip
• Modifiers: +2 bonus to strike on Aimed shot

Black Bodysuit
Small Wardrobe
Handheld Media Computer
Portable language translator
35mm camera
**12 film discs
Disc Camera
**12 film discs
Micro-film camera
Pen flashlight
Large flashlight
Gas mask
Secure Universal Card: 8,000 credits
Non-Secure Black Card: 8,200 credits (RTG 8/18/12)

Requisitioned Items
Wilk's 457 Laser Pulse Rifle
• Range: 2000'
• Damage: 3D6+2 M.D. or 1D6x10 MD burst
• Rate of Fire: Single shots or 3-shot bursts only
• Payload: 30 single shots per LE-Clip
• Modifiers: +1 to Strike on an aimed shot

Wilk's 325 "Mariner" Pulse Pistol
• Range: 900'
• Damage: 2D8 M.D. or 4D8 M.D. double shot
• Rate of Fire: Single or dual blasts only
• Payload: 12 shots per E-clip, 24 shots per LE-clip
• Modifiers: +2 Strike on Aimed Shot

• 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.

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

2 x Smoke Grenades
• Radius: 20 to 40 foot radius.
• Penalties: Those who are not protected by environmental suits or a gas mask and goggles will be -5 to strike, parry and dodge and -1 on initiative. Attackers firing into/through the cloud will be shooting wild.
• Note that passive nightvision scopes will work in a smoke cloud.

2 x Fragmentation Grenades
• Radius: 20 foot.
• Damage: 2D6 M.D.

Damage: 1D6 M.D.

Climbing Kit
• A complete set of equipment for rappelling, rock scaling or climbing. Includes three 600 foot reels of 4,500 pound test rope (each reel weighs 40 pounds). An adjustable harness with clamps, 6 pairs of canvas climbing gloves, 48 clamps, 48 fasteners, 48 pitons, 3 hammers, 2 grappling hooks, and one pulley, straps, harness, boots, and backpack.
• Weight with shipping crate is 190 pounds.

Set of lockpicks
NG “All-In-One” Utility Belt
Cigarettes x 10 packs
Cigarette Lighter

Optics Glasses
• Passive Night vision Range: 300’
• Infrared Range: 300’
• Ultraviolet Range: 300’
• Thermal-imaging Range: 300’
• Telescopic magnification Range: 300’
• Light adjusting tint.

Belt Throwing Knife Set
• • Damage: 1D6 S.D.C.

Polycarbonate Knife
• • Damage: 1D6 S.D.C.

NG-S2 Basic Survival Pack
• Two Person Tent (Folds up to the size of a paperback book; good for -40 degrees, Water filtration +20% to water supply)
• Sleeping Bag
• Flashlight with Concealed Pocket Knife (1D4 S.D.C.) and 6 Batteries (48 hours per battery)
• Compass/Inertial Mapper (+10% Land Navigation) Mirrored for use as signal mirror.
• Short Range Radio (Range: 5 Miles)
• Mini-First-Aid Kit (Roll of Gauze, 48 Adheasive Bandages, Roll of Medical Tape, Small Scissors, Pocket Knife (1D4 S.D.C.) Tube of Protien Healing Salve (doubles natural healing rate))
• Hunting/Fishing Kit (Wires, Fishing Line, Several Hooks, Pulleys)
• Saw Wires (3)
• Fire Starter (Pocket Cigarette Lighter, Flint Striker (with 6 extra Flints))
• Survival Knife (1D6 S.D.C.), Small Hatchet (1D6 S.D.C.), Wooden Cross, 4 Signal Flares.
• 30 feet lightweight climbing cord, climbing gloves, 4 ceramic spikes, small mallet.
• Bar of soap & washcloth
• Canteen & Food Rations Bag.

ID Forger & Printer
• Size: 1' by 1' by 6 "
• Uses: 15, but additional components can be located (i.e. paper, smart chips, etc.)
• Self contained case

2 x Flash Case
• Size: 6" by 4' by 2"
• Uses: 25 doses
• Self contained case
Victoria Dover

Re: Victoria Dover (Needs Approval)

Postby Victoria Dover » Sun May 27, 2012 6:35 pm

Background Story

She had received the message from her sponsor through the usual method and met with the client to receive the details of the job in a underground historyplex. The job was straight forward, retrieve data important to the client from a executive from a large technology corporation in Chi Town. With the necessary file on the target, and a tiny decryption device from the client, Victoria left the historyplex to begin planning and to reconnoiter her target.

The usual, slimy grunger executive, her target was spending the week at a relatively luxurious hotel in the mid levels of the city. Creating her disguise, bribing the proper Dead Heads, forging the necessary documentation, avoiding the Spectre's and replacing the requested escort for that evening was the easy part. Not smashing the face of the executive's assistant that arrived to pick her up at every leering look was the hard part. With their arrival at the hotel, Victoria flashed a smile to the doorman as he held the door open and brushed the hair of her blonde wig from her face. Dropped off by the assistant at a restaurant, she was soon joined by a man in his mid 30's whose rather plain face and arrogant expression matched the targer dossier exactly. With the meal came the normal small talk, and an hour of boredom listening to a braggart go on about how important his position was or power plays within the company. Her only saving grace was the rate at which the target was going through wine. He is going to make this easier than expected she thought to herself as she let the dinner wind to it's eventual conclusion. After a short elevator ride in which her biggest threats were the target drunkenly falling on her and trying to teasingly avoid his wandering hands, they arrived at his room. Once inside, she quickly embraced her target, holding him tightly as she planted her lips on his, while the needle from her ring silently slipped into his neck. He was unconcious and falling back onto the bed before what had happened could have possibly registered in his inebriated brain. Victoria smiled to herself as she looked at her target passed out and unaware of anything. Hopefully, by the time he wakes up, he'll only remember getting drunk and thinking he got lucky she thought as she turned her attention to mission.

Quickly searching the room, she found the executives computer lying on the desk and not locked away. She turned on the computer, waited for it to boot before inserting the decryption device. Code began flashing on the monitor and device blinked red for a few minutes before the screen returned to normal and the device now blinked green, signalling the retrieval of the data. Removing the device and shutting down the computer, she moved to cover her tracks. The executive was nothing but dead weight as she pulled his shoes and suit off, threw them around the room and positioned him on the bed. Proceeding to mess the covers and pillows, she left a scene that implied that the night had ended as he expected it to. She then waited for close to and hour to not draw suspision and messed her hair, makeup and dress before quietly opening the door and slipping out into the hallway. A guard gave her a bemused smile as she passed him on the way to the elevator. She gave him a grin and said "You might want to let him sleep it off for a while" as she slipped into the elevator. Once on the first floor she quietly entered an employee area at the back of the hotel and retrieved her pre-positioned bag hidden in a bathroom. Within minutes, the stunning blonde in a revealing dress was replaced by a Coalition Cola delivery woman in a company jacket, plain work clothes and a baseball cap over her brown hair. Once out through the hotel loading dock, she ditched the jacket in a trashcan and melted into the crowd. Soon she would make the dead drop of the device to the client and await for the signal to contact her sponsor for payment.

Victoria doesn't remember her parents or even where she was born. Her first memories were of the orphanage in a New Town burb, and fighting and scrounging every day to survive. She thought her day of salvation had arrived when a kindly couple came to the orphanage to adopt her. In reality they were part of the black market and Victoria spent the last years of her childhood doing courier work, smuggling and whatever her "employers" required. When of age, she was forced to work as a waitress and entertainer in a black market run bar until an odd grunger from the city took an interest in her. One day she was informed that she worked for this strange man now.

In what seemed a whirlwind to her, she was pulled out of Old Town, given fake papers and entered Chi Town as a low level citizen. Her dreams finally answered, the man who rescued her entered her into a training program of sorts. From studies of math and science to illegal activities, she learned how to sneak, steal, and con information or items from anyone, anywhere. Once her training was complete she now began to work for her sponsor as a spy and thief. Her sponsor was an lower-high level citizen in Chi Town who was heavily involved wth crime and intrigue in the city. For 5 years her life was more than she could ask for. Safety, food, a home, a job; all she had to do was complete the jobs her sponsor gave her every so often. One day she watched on the TV as her sponsor was brought on screen, found guilty of numerous charges and executed. Knowing that it was only time before the I.S.S. found out about her and her fake citizenship, she snatched her pack and gear and headed for the gates. By dawn, she was 20 miles outside the city with a mercenary company on the way to Merc Town.
Victoria Dover

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