S-Spec Jesslyn Sanders

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S-Spec Jesslyn Sanders

Postby Jesslyn Sanders » Tue Oct 15, 2013 6:30 pm

Player Name: Gray
YIM Handle: survival.grayman

Character Name: Jesslyn Sanders
Alias: 'Jess' (Family), 'Angel' (Charity), 'Fae' (Callsign)
Race: Human
O.C.C.: Vanguard Mystic Spy
Rank: Service Specialist
Alignment: Aberrant
XP Level: 3
XP Points: 4101
Next Level @ XP: 8251
Sentiments/Non-Humans: She tolerates them at most as part of her cover. Though to feral dogboys and mutant humans she'll show genuine compassion if they aren't vehemently anti-CS.
Sentiments/Coalition: She is a child of the CS and has their interests in mind with most of her decisions.
Disposition: Outside of an assignment she is generally quiet and self-conscious about how she presents herself. During assignment she is quick to adopt whatever persona best fits the situation.
Insanity: Due to her turbulent upbringing she has become obsessed with the concept of a family, be it her own or a pseudo-family of her choosing. She will self-sacrifice until her last breath anyone that's consistently treated her like family. (Obsession: Family).

ATTRIBUTES
I.Q.: 15
M.E.: 15
M.A.: 15
P.S.: 10
P.P.: 11
P.E.: 14
P.B.: 17 (18)
Speed: 11

PHYSICAL DATA
P.P.E.: 51 (1d6+2/lvl)
I.S.P.: 100 (1d6+2/lvl)
H.P.: 30
S.D.C.: 21
Age: 19
Sex: Female
Height: 5'6"
Weight: 127 lbs.
Description: An angelic, pale face that's often the only part exposed. A silk scarf covers a head and neck, complementary blouse fitted enough to hint at her feminine curves, slacks barely brushing the ground, and a similarly long skirt split down the front for freedom of movement. All simple but well made, hinting at her upbringing. Odd features seem present, but are quickly covered and easily dismissed.

Natural Abilities
Perception Bonus: +2
Charm/Impress: 35% (40%)
Invoke Trust/Intimidate: 35%
Max. Encumbrance: 38 lbs
Max. Carrying Weight: 100 lbs
Max. Lifting Weight: 200 lbs
Max. Jumping Ability: Length 5'. Height 2.5'.

Special Abilities
Sense Supernatural Evil -- 60% (5%)
Range 320' (+10')
Described as an icy chill running through her, it automatically alerts her to the presence of supernatural evil, major psychi,c or magical disturbances nearby. But not specific data such as type, exact location location, or level of evil. She can also sense if someone is possessed by a supernatural force or and magical enchantment.
(Chi-Town Adventures:The Vanguard p33)

Psionics
Major
Healing
Deaden Pain (4) (RUE p165)
Detect Psionics (6) (RUE p165)
Resist Fatigue (4) (RUE p166)

Physical
Alter Aura (2) (RUE p166)
Deaden Senses (4) (RUE p167)
Death Trance (1) (RUE p167)
Nightvision (4) (RUE p169)

Sensitive
Intuitive Combat (10) (RUE p173)
Mask P.P.E. (4) (RUE p174)
Mind Block (4) (RUE p174)
Object Read (6) (RUE p174)
Sense Time (2) (RUE p176)
See the Invisible (4) (RUE p176)
Telepathy (4) (RUE p177)
Total Recall (2) (RUE p177)

Super
Telemechanics (10) (RUE p183)

Magic
Spell Strength 12 (+1 4/8/12)
Level 1
Cloud of Smoke (2) (RUE p198)
Lantern Light (1) (RUE p198)
Sense Magic (4) (RUE p199)

Level 2
Chameleon (6) (RUE p199)
Fear (5) (RUE p200)
Levitation (5) (RUE p201)

Level 3
Breathe Without Air (5) (RUE p202)
Energy Bolt (5) (RUE p202)
Invisibility: Simple (6) (RUE p203)
Paralysis: Lesser (5) (RUE p203)

Level 4
Multiple Image (7) (RUE p206)

Level 5
Armor Bizarre (15) (RUE p206)

Level 6
Mask of Deceit (15) (RUE p210)

Level 7
Metamorphosis: Animal (25) (RUE p213)

Cybernetics and Bionics
CS CB-1963 Commando Ear Cybernetic Impant (Implant Package)
Combines the features of a Universal Headjack & Ear Implant with the scrambled radio upgrade, Clock Calendar, and Sound Filtration System into a single unit. it also includes an implanted ID chip keyed to the individual's CS ID.
  • Scrambled CS Radio Receiver & Transmitter: 3 mile range; transmits standard CS radio encryption. The encryption can be updated via a hand computer and the included headjack.
  • Can tell the time and date down to the 100th of a second.
  • Automatically diminishes potentially damaging sounds with filters and/or earplugs. Sounds are muffled to protect the character from deafening or disorienting levels of sound.


O.C.C. Skills
Basic Math -- 85% (5%)
Climbing -- 60% (5%)
• Rappelling -- 50% (5%)
Basic Electronics -- 50% (5%)
Escape Artist -- 50% (5%)
Find Contraband -- 44% (4%)
Land Navigation -- 56% (4%)
Prowl -- 45% (5%)
Radio: Basic -- 65% (5%)
Recognize Weapon Quality -- 50% (5%)
Seduction -- 38% (3%) (+1% PB) (+5% if target intoxicated)
Tracking (People) -- 50% (5%)
Literacy: American -- 65% (5%)
Literacy: Euro -- 55% (5%)
Language: American -- 90% (1%)
Language: Euro -- 71% (3%)
Sign Language (Military) -- 50% (5%)
W.P. Knife
W.P. Energy Pistol
HTH: Martial Arts

O.C.C. Related Skills
Electronic Countermeasures -- 50% (5%)
Cryptography -- 45% (5%)
Concealment -- 33% (5%)
Interrogation -- 50% (5%)
Undercover Ops -- 62% (5%)
Pick Locks -- 55% (5%)
Intelligence -- 50% (4%)
Lore: Magic -- 40% (5%)
Robot and Power Armor -- 56% (5%) (Level 1)

Secondary Skills
Sensory Equipment -- 40% (5%)
Wardrobe and Grooming -- 58% (4%) (PB +1 when Dressed to Impress)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 4
Initiative Bonus: +1
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +0
Other: Any Hand or Foot Strike. Body Flip/Throw.

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. Knife (+1 Strike. +2 Parry. +2 Thrown.)
W.P. Energy Pistol (+2 Strike.)

Saving Throw Bonuses
Coma/Death:
Magic (varies): +1 (+1 2/4/8/12)
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (12+): +0 (+1 4/9/13)
Horror (varies): +3
Possession (varies): +2
Add others as needed
Last edited by Jesslyn Sanders on Wed Oct 23, 2013 6:53 pm, edited 5 times in total.
Jesslyn Sanders
 

Equipment

Postby Jesslyn Sanders » Tue Oct 15, 2013 6:35 pm

Equipment
Money and Valuables
Non-Secure Black Card: 0 Credits (CSHC 1-5-2014)
Secure Universal Card: 0 Credits (CSHC 1-5-2014)
Silver Jewelry: 4088 in UCr worth of Silver (in jewlery, chains, and old coins) (CSHC 1-5-2014)

IC Markings (Permanent)
Chip embedded at base of skull. Tattoo on left shoulder.
Entries of note:
ID IL6F-091-901-75EF-CEB3
Mutant Female (able to hide mutations) from Chi-Town Illinois. Has a Class F psychic mutation with the ability to manipulate P.P.E. for mutant powers. Born September 1, 91 PA.

Worn on Person
Magic Weapon Ring (Combat Knife)
(On right hand)
ImageImage
Damage: 2d4 S.D.C (5 P.P.E.) or 2d4 M.D. (20 P.P.E.)
Duration: 10 Minutes per P.P.E. expenditure

Bobby Pins
(In hair, various sizes and material.)
NG "Range Rider" Riding Armor
Image
M.D.C. by Location
• Hat: 10
• Arms: 12 each
• Legs: 15 each
• Main Body: 30
Modifiers: made of dinosaur leather, not composite materials

Wilk's 237 "Backup"
(Right Hip of Range Rider)
Image
• Range: 500'
• Damage: 3D6 per single blast or 6D6 per double blast
• Rate of Fire: Single shots only
• Payload: 8 double shots with E-clip, 16 shots with LE-clip
• Modifiers: +2 to Strike with an aimed shot

2 Spare E-Clips
(Left Hip of Range Rider)
(Inner Pocket of Range Rider)
TEX Palm-Pro 1500 PDA Mini-Computer (Turned off when not in use.)
Non-Secure Black Card
Secure Universal Card
Silver Jewelry

Backpack
NG-S2 Basic Survival Pack
Image
• 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.
• Gas Mask and 6 Replacement Filters

Notebook and Pens
Waterproof Letter Pouch
--recent letters from 'Bird' and 'Sweeper'
Disposable Gloves (98)
Resealable Bags (20)
Duct Tape

Shoulder Bag
(Attached outside NG-S2)
Light Tactical Armor (In Black)
M.D.C. by Location
• Hood: 2
• Arms: 1 each
• Legs: 2 each
• Main Body: 6
Modifiers: made of a natural MD silk weave with semi-rigid plastic plates for extra protection; Hood use is optional. Can be worn under regular clothes, but not armor.

Single Rose in Maroon.
Tulip in White Lace and Fushia.
Gladiolus in Violet.
Lilia in Violet.
Makeup Kit
--Pocket Mirror
--Travel Perfume Vials
--(2) Power Sticks for Palm-Pro
Cigarette Lighter (Refillable)
Silver-plated Cigarette Case
--(10) NC Viceroy Cigarillos



In Duty Bag provided by the unit (signed out to Jess; Company property)

CA-3 Light Dead Boy Armor
Image
Weight: 12 pounds (5.4 kg).
Mobility: Very good to good; -5% to climb and -10% to prowl, swim, do acrobatics and similar physical skills/performance.
M.D.C. by Location:
Head/Helmet — 70/70
Arm (L) — 55/55
Arm (R) — 55/55
Legs (L) — 70/70
Legs (R) — 70/70
Main Body — 80/80
Utility Belt:
Tactical Holster: Containing:
    CP-30 Laser Pulse Pistol
    Image
    Weight: 4 lbs
    Damage: 2d4 M.D. (single blast) / 4d6 M.D. (3-pulse-blast)
    Range: 600'
    Payload: 30 shots/10 pulses per long E-Clip
    Specials: Laser Targeting (+1 to strike)

Tactical Ammo Pouch with 3 long e-clips in it
Emergency Medical Pouch
    1 x Mini First Aid Kit
    1 x RMK
    1 x Short Range Walkie-Talkie w/ scrambler
Last edited by Jesslyn Sanders on Sun Jan 05, 2014 10:11 pm, edited 9 times in total.
Jesslyn Sanders
 

Background

Postby Jesslyn Sanders » Tue Oct 15, 2013 6:36 pm

Background
Summary
IL6F-091-901-75EF-CEB3
Sanders, Jesslyn
1 Sep 91
AB+
• Abilities include psionics and forbidden arts suited for infiltration. Complementary training completed.
• Highly motivated individual so long as contact with her biological mother is discretely maintained.
• Self loathing evident over forbidden abilities, but accepts and uses them adequately.
• Holds to Modus even under duress.
• Deviates from social norm, seeing most mutoids and similar as near-human.

Early Life
The subject's birth was political, to seal the marriage of her mother, daughter of retired CS general, and a NGR Officer exchange meant to foster more camaraderie between the Trans-Atlantic allies. Conception was on NGR soil, and birth in Chi-Town General - Level 26. No issues were noted at the time of birth or during routine check-ups.

Deceit
Blotches (discolored and oddly textured skin) began showing in the subject's preteen years. Her mother used an extensive knowledge of fashion to train her how to hide then superficial blemishes. This plan proved successful several years, even against her father. (It is my opinion the deceit was likely to prevent knowledge of them being revealed until she too could be married off for political gain.)
Psionic abilities began developing during the subject's teenage years. Her father showed signs of realization and began asking questions. Despite increased personal risk the subject's mother continued to use misdirection to postpone discovery of the abilities. Her father frequently withdrew from arguments at this point.

Uncovered
The subject's father discovered her abilities when, under duress, they manifested defensively. Her mother's influence prevented immediate extermination. Her father's call to (ISS) not found. Intervention is most likely, given her father's history of adherence to military conduct.
The subject's recruitment was promptly handled by 'Mongoose', who deemed the initial intent behind the deceptions a valid one. This is the only known contact between 'Mongoose' and the subject.

Vanguard
Standard in-depth physical and psychological tests were performed at undisclosed locations. After meeting minimal requirements and excelling in areas she was accepted for further training. Original records have been altered as per orders. New records, including ISS registration and IC encoding, were obtained and introduced into circulation.
Training was handled by 'Sweeper', whose file indicates he possesses similar abilities to the subject. He is the only member of her cell that she is known to have made extended contact with. It is believed he uses similar channels as the subject's mother to maintain contact.

New Life
Currently a studio apartment within the 'burbs' is maintained under her name. Person's other than the subject are seen coming and going infrequently, suggesting that it is being used as a safe house without her knowledge.
Further training in RPA piloting was given south of Chi-Town by an unrelated party in preparation of a long term assignment. The subject was made aware she will primarily be in a support role to a SOG and the disclosure of information has been left to her discretion. This is her first major assignment.

In Closing
Though her loyalty as it stands cannot be questioned, her potential is still currently unknown. As is her status among the Vanguard. It is the opinion of this reviewer that she continued to be discretely monitored. Her deviant inclinations towards mutated humans may need to be reigned in at a later date but as of now it fosters good will she has learned to leverage.

--'Monk'

Attached Psychic and Mutant Power Evaluation as of 12 February, 110 PA
This document is an evaluation by PRP of Service Specialist Jesslyn Sanders, as per Executive Order 8777-94557AB2-PSI. Subject voluntarily submitted to testing and through the testing was able to throuroughly catalogue the subject's psychic and mutant abilities. It should be noted that the subject exhibited higher than average loathing of the subject's abilities, and this colored the subject's development. Despite this the subject seems quite capable of using these abilities to their fullest.
Psychic Ability: The subjects abilities are mostly internal or psychic sensitive in nature. Telepathy, anti-telepathic blocking, psychometry, cat like nightvision, and the ability to see psychic entities and invisible creatures are among the more obvious of the subject's abilities. Subject can also lull unsuspecting persons into a drone not unlike extreme fatigue. This has allowed the subject to slip past guards unnoticed. Similarly she is skilled at hiding her mutations both physically and psychicly. Lastly, the subject can go into a battle trance which cuts off her ability to use her psychic senses, but gives her enhanced combat ability not unlike a chemically or mind over matter enhanced subject, but without the long term mental and physical drwbacks.

It should be noted that the subject's most noticable ability is that of a sensitivity to the supernatural. Without expending any of the subject's psychic energy reserves, the subject can automatically detect the approach of supernatural creatures who's very beings are destructive and evil. The subject generally describes this as an icy chill which runs through the subject's spine. Extensive testing has confirmed that this is a completely rationalized internal response to a much more basic sense of the supernatural psychic aura of the creatures, not an actual drop in cire temperature. This is related to, but not the same as, the abilities of psi-hounds and psi-stalkers.

Expanded Psychic Abilities:
Subject can evade notice with active camoflauge, limited invisibility, and can generate smoke. Subject can create protective shells with an active illusory aspect that unnerves opponents. Subject can disguise herself and others, can act without breathing, can cause localized paralysis.
Last edited by Jesslyn Sanders on Fri Oct 18, 2013 12:58 pm, edited 3 times in total.
Jesslyn Sanders
 

Re: Cryptography

Postby Jesslyn Sanders » Mon Jan 06, 2014 5:44 am

Jesslyn's primary cipher for messages is a Keyed Larrabee. It's a form of substitution that uses two passphrases to encode the message. Given it's based on written communication she typically uses Total Recall to insure the message is at least sent properly without needing a physical key.

Each passphrase alters a substitution alphabet then the substitution is applied in a particular order. In this case each phrase is the mirror of a known callsign, so anyone trying to crack the message needs to know who was meant to receive the message and who sent the message. Numbers are assigned a letter A-J then substituted as normal. Number sequences are prefaced with Q followed by a letter corresponding with the length of the number sequence before substitution.

Personal Alphabets
Hare:
ESCKIWGOMAKSQEOWUISAYMWECQ
Fae:
EBHHEKKHNNKQQNTTQWWTZZWCCZ
Angel:
LFIQEQKNVJVPSAOAUXFTFZCKYK
Jess:
STGMWXKQABOUEFSYIJWCMNAGQR

Known Associates
Sweeper:
RFRHIBYYMYOPIFFTFVWPMMAMCD
Bird
DJTEHNXILRBMPVFQTZJUXDNYBH
Jesslyn Sanders
 


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