Aoife (CAF Fleet Officer/Supersoldier)

Who you gonna call?
GM: Dark Lord
AGM: Dime Store Magic

Moderators: Game Masters, AGMs

Aoife (CAF Fleet Officer/Supersoldier)

Postby Aoife » Wed Jan 30, 2019 5:26 am

Player Name: Todd
G-Mail: dodskrigaren

Character Name: Aoife Mckenna
Alias: None currently
Race: Human
O.C.C.: CAF Fleet Officer/Supersoldier
Alignment: Aberrant (with Unprincipled tendencies)
XP Level: 3
XP Points: 4,701 (Updated 02-27-19 DL)
Next Level @ XP: 8,400
Sentiments/Non-Humans: Everyone is judged on their actions, not what race they are. Doesn't like domineering races.
Disposition:Generally easy going and polite. Turns deadly serious when in combat or doing her definition of real work.
Insanity: None yet

ATTRIBUTES
I.Q.: 23 (+9% on skills)
M.E.: 27 (+7 save vs Psionic attack, +10 save vs insanity)
M.A.: 23
P.S.: 51 (Augmented) (+33 S.D.C. damage)
P.P.: 30 (+8 to parry, dodge, and strike)
P.E.: 32 (+32% save vs coma, +8 save vs magic/poison)
P.B.: 20
Speed: 34 (680 yards per minute, 170 yards per melee, 21.25 yards per melee action)

PHYSICAL DATA
P.P.E.: 12
H.P.: 60
S.D.C.: 364
M.D.C.: 424
Age: 31
Sex: Female
Height: 5'4"
Weight: 304
Description: A short woman a very toned body, curvy enough to attract attention, no so much it's a distraction. She keeps her hair cut short, and colors it at random to whatever color strikes her fancy at the time (currently blonde). Her dark brown eyes usually show a deep intelligence and humor, unless it's business time at which point her eyes look dead.

Natural Abilities
Perception Bonus: 43%
Charm/Impress: 50%
Invoke Trust/Intimidate: 75%
Max. Encumbrance: 274 lbs
Max. Carrying Weight: 5100 lbs
Max. Lifting Weight: 10200 lbs
Max. Jumping Ability: 57' long 27' high

Special Abilities
Super Soldier Enhancements
Increased Physical Agility and Dexterity: Increase PP attribute to 22 and is ambidextrous. +1APM, +2 Initiative, automatic dodge, paired weapons and +5% on skills requiring manual dexterity and/or agility.

Attempted to make the Character Invulnerable: Attempted to Make the Character Invulnerable: Adds 80 lbs to weight (all muscle, not fat), skin has a Natural A.R. of 14, plus gets an extra 2D6 Hit Points and 4D6x10 S.D.C. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit, but do NO damage. +1 to P.S. and P.E. too

Bionic Implants: Bionic Implants: Head implants stimulate certain brain neurological, chemical and glandular activity to increase physical endurance and strength. Bonuses: Raise P.E. attribute to 19 (if already 19 or higher, add one point to P.E.), +1D6 to P.S., +2D4 to Spd and +3D6 to S.D.C. The character is also impervious to physical exhaustion/fatigue for the first two hours of strenuous activity and then begins to fatigue at half the normal rate. Penalties: The character suffers from chronic headaches and eats 2-4 times as much as normal without gaining weight; higher metabolism burns up the calories much faster than normal.

Super Powers
Extraordinary Intelligence: Boosted I.Q., +10% to Language, Literacy, and Mathematics skills, +2 to save vs mind control, possession, and illusions, one addition secondary skill at 3,6,7,12,15, two skills are Area of Expertise, +20% and can raise the skill past 98% (Computer Hacking and Cyberjacking).

Extraordinary Mental Endurance: Boosted M.E. Needs a 12 or higher to save vs Psionics (Plus M.E. bonus), +6 to save vs mind altering drugs, +6 to save vs Horror Factor, +6 to save vs possession, +1 to save vs magical illusions.

Extraordinary Physical Prowess: Bonuses to P.P., Speed, Auto Dodge, +10% to physical skills requiring dexterity and prowess, such as prowl, gymnastics, acrobatics, climb, etc., +1 APM.

Healing Factor: Bonuses to PE, Hit Points, S.D.C. +20% save vs coma/death, +3 to save vs magic poison and toxins, +3 to save vs psionic attacks. Recovers 3 S.D.C. every 10 minutes, recovers 1 H.P. every 15 minutes, Can instantly regenerate 4d6 hit points two times per day, does not fatigue, resistant to fire and cold(half damage) resistant to drugs, toxins and poisons, when the character doesn't save against them the effects and damage are one third normal, no scarring when healed. Broken bones heal completely at a rate 10 times faster than normal.

Physical Perfection Appeares to be 1d4 level higher than actual level, bonus to M.A., Spd, P.B., P.E., P.P., P.S., S.D.C., and Hit Points. +5% to save vs coma/death

Bionics & Cybernetics
Location
Data Plug for cyberjacking

O.C.C. Skills
Language: Trade One 108%
Literacy: Trade One 108%
Language: Trade Five 108%
Literacy: Trade Five 108%
Language: Trade Four 89% (+3%)
Language: Trade Three 89% (+3%)
Radio: Basic 84% (+5%)
Electronic Countermeasures 69%
Basic Electronics 69% (+5%)
Detect Concealment 64% (+5%)
Intelligence 73%% (+4%)
Paramedic 79% (+5%)
Demolition 88% (+3%)
Power Armor Combat: Basic
Fighter Pilot: Basic
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
Hand to Hand: Expert

O.C.C. Related Skills
Computer Hacking 74% (+5%)
Cyberjacking 93% (+5%)
Sensory Equipment 64% (+5%)
Weapon Systems 74% (+5%)
Navigation 74% (+5%)
Navigation: Space 74% (+5%)
Pilot: Small Spacecraft 88% (+3%)
Pilot: Robots and Power Armor 84% (+3%)
Acrobatics
-Sense of Balance 104% (+5%)
-Walk Tightrope or high wire 98% (+3%)
-Climb Rope 115% (+2%)
-Back Flip 104% (+5%)
-Basic Climb ability 69%

Gymnastics
-Work Parallel bars and rings 98% (+3%)
-Climb Rope/Rappel 95% (+2%)

Prowl 79%% (+5%)
Cryptography 59% (+5%)
Electrical Engineer 64% (+5%)
Locksmith 54% (+5%)
(3rd) Boxing
(3rd) Artificial Intelligence 48% (+3%)

Secondary Skills
Mathematics: Basic 79% (+5%)
Mathematics: Advanced 79% (+5%)
Computer Operation 69% (+5%)
Computer Programming 59% (+5%)
Sign Language: Military 49% (+5%)
(3rd) W.P. Knife
(3rd) Running
(3rd) Computer Repair 54% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 8
Initiative Bonus: +4
Strike Bonus: +10
Parry Bonus: +13
Dodge Bonus: +13
Auto-Dodge Bonus: +11
HTH Damage Bonus: +34
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +2
Bonus to Disarm: +2
Other:
Knockout/Stun on Natural 20
Kick Attack 1d8 S.D.C.
Karate Punch 2d4 S.D.C.
Restrained Punch 4d6+34 S.D.C
Full Strength Punch 1d8 M.D.
Power Punch 4d4 M.D. (counts as two attacks)

Robot Combat Data: (Basic)
Number of Attacks: 9
Initiative Bonus: +4
Melee Strike Bonus: +11
Ranged Strike Bonus: By W.P. and Weapon Systems
Parry Bonus: +13
Dodge Bonus: +13
Auto-Dodge Bonus: +11
HTH Damage Bonus: By Robot or Power Armor type
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +2
Bonus to Disarm: +2
Other:

Fighter Combat: (Basic)
Number of Attacks: 9
Initiative Bonus: +4
Ranged Strike Bonus: +2 (in addition to Weapon Systems skill)
Dodge Bonus: +14 while flying
Other:+1 to dog fighting maneuvers

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
W.P. Energy Rifle +1
W.P. Heavy M.D. Weapons +1
W.P. Knife +1 to parry, +1 to strike when thrown

Saving Throw Bonuses
Coma/Death: +60%
Magic (varies): +8 (+9 vs magical illusions)
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +10
Psionics (varies): +11
Horror Factor (varies): +7
Mind Control: +1
Mind altering drugs: +6
Possession: +6
Magic poisons and toxins: +3
Last edited by Aoife on Tue Feb 05, 2019 6:51 am, edited 26 times in total.
Aoife

M.D.C.
Armor: 100/100
Body: 424/424
User avatar
Aoife
Diamond Level Patron
Diamond Level Patron
 
Posts: 42
Joined: Fri Jan 25, 2019 10:38 pm

Equipment

Postby Aoife » Wed Jan 30, 2019 7:40 am

Equipment

Carried/In Hand

Image
  • NE-50 Particle Beam Rifle (unmodified)
    • Weight: 13 lbs
    • Mega Damage: 1d4*10 M.D. per blast
    • Rate of Fire: Single shots only
    • Maximum Effective Range: 1600'
    • Payload 24 shots per E-clip
      Reference DB 2 page 118

Worn on Person

NE-BA-40 Infantry Medium Body Armor
    M.D.C. by loacation
    • Head: 70
    • Arms: 40 each
    • Legs: 60 each
    • Main Body: 100
  • Weight: 20 pounds
  • Mobility: Good, -10% to Prowl, Climb, Swim, Acrobatics and similar physical skills.
  • Special Features: Thermo-Kinetic armor (DB 8 page 35)
    • Complete environmental battle armor suitable for use in all hostile environments, including space.
    • Masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal optics! There's only a 01-25% chance of showing up on thermal systems, and even then the reading/image will seem unusual/unclear.
    • Insulated, high temperature resistant shielding for up to 500 degrees centigrade. Normal fires do 5% of their normal damage and only when exposed to it for more than a few minutes. Mega-Damage fire, heat, plasma and magic fire does half damage. (M.D. cold does full damage.)
    • Kinetic energy dampening and cushioning system. Explosions, high impact, falls, and projectile weapons (arrows, bullets, rail gun rounds, grenades, missiles, etc.) do half damage. S.D.C. punches, kicks, and weapons do no damage. Note: Low speed kinetic impact from punches at Bionic, Robotic and Supernatural Strength levels do damage. Laser weapons, Ion blasters, electricity, particle beam weapons and M.D. cold attacks also inflict full damage.
    • Computer controlled life support, including internal cooling and temperature control.
    • Artificial air circulation system, gas filtration, humidifier and radiation shielded.
    • Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Ten hour oxygen supply.
    • Maximum underwater depth tolerance of 2,000 feet (610 m).
    • Helmet face plate is removable, with a polarized and light sensitive/adjusting tinted visor.
    • Built-in loudspeaker; 80 decibels.
    • Directional, medium-range radio built into the helmet. Range is 20 miles (32 km), double with booster and/or transmitter towers.
    • Built-in language translator, includes American, Dragonese, Euro, French, Spanish, Techno-Can, plus two others of choice (Trade Two and Trade Six).
    • Concealed Mini-Comp: A multi-purpose miniature computer and display is built into the left wrist that will indicate system errors within the armor, including damage levels, oxygen supply, depth gauge, time, date, and directional compass.
    • Forearm Flashlight: Built into the armor above the right wrist is a small flashlight (range is 30 feet/9.l m) that can be activated by a tiny wrist button or voice command.
    • Strategically placed magnetic strip clamps for holding hand grenades, tools, and small weapons without the need for additional belts or pouches.
    • Standard attachment points on back for an NE-OI BP Backpack, NE-02S Servo Harness, NE-03DP Diving Pack, NE-05GP Grav Pack, NE-07JP Jet Pack, NE-09SP Survival Pack or the much sought after NE-O)M/P Servo-Weapon Pack.
    Book Reference DB 8 page 40

Image
  • NE-4 Plasma Cartridge Pistol - Clamped to Armor
      Weight: 6 lbs.
    • Damage: 1D4x10 M.D.
    • Rate of Fire: Single shots only
    • Range: 500'
    • Payload: 10 NE-003PC "Standard" Plasma Cartridges per magazine
    • Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot
      Book Reference: DB 2 page 117

Image
  • NE-RV09 Ripper Vibro-Claws - Clamped to Armor, Left Forearm
    • Damage: 3D6 M.D.
    • Payload: 1 hour constant use
    • Weight: 3 lbs.
    • Features: W.P. Knife, silver coated
    • Modifiers: +1 to parry, +1 to strike
      Book Reference: DB 8 page 24

Set of fatigues

Utility Belt
  • Survival Knife
  • Two spare E-Clips for NE-50
  • Two spare clips for NE-4

Carried in Backpack
  • Spare set of fatigues
  • Set of civilian clothes
  • Hand computer
  • Survival Kit

Credits/Valuables
  • Secure Universal Card: 1500 Credits
Last edited by Aoife on Thu Jan 31, 2019 3:21 pm, edited 6 times in total.
Aoife

M.D.C.
Armor: 100/100
Body: 424/424
User avatar
Aoife
Diamond Level Patron
Diamond Level Patron
 
Posts: 42
Joined: Fri Jan 25, 2019 10:38 pm

Background

Postby Aoife » Wed Jan 30, 2019 7:41 am

Background Story
I had life easy as a kid. Seriously, growing up on an Utopia is the definition of an easy childhood. I didn't want for anything, had plenty of everything, and got quality medical care and education. All of which was great, until I was a teenager. I wanted to go and see the galaxies, see what was out there at the stars. I brought it up to my parents, and the look on their face is one I'll never forget, it was a combination of shock and horror. They refused, and told me not to bring it up again. Of course that only made me want to do it more. So I waited, planned, and when I turned 18, I went and joined the CAF, as it was the only way off-world for me. My parents were furious. They disinherited me, threatened to disown me, and in general made our parting a giant argument. I had expected them to be mad but I thought they would handle it better.

The recruitment center wasn't a bad place. Had rooms for folks going through processing, apparently on a Utopia my situation was far from unique. Medical the first day, aptitude tests the second day, the third day was sort of like a career day, finding out our test scores and seeing where would fit into the CAF. That was the day everything for me changed. A couple of officers, in dark uniforms with nothing but their rank tabs on, approached me and told me we needed to speak in private. I was a little worried I had done something wrong, or maybe my parents had found a way to keep me on planet. They took me to a spacious room, sat me down, and told me that my genetic tests had shown some interesting markers, and if I was willing to spend two years in training, and ten in field service, I would get to see more planets than I ever would in Fleet. Really, that should have told me something was up, but I was blinded by the prospect of visiting new world. I signed on the dotted line without even bothering to read the fine print. The next day I was shipped off-world for training.

When training started, I found out the downside of my choice. Daily injections, which made me feel like crap, on top of doing PT, classwork, and cleaning duty. The first week wasn't so bad, but by the end of the second week, I went from feeling like crap to feeling horrible. I still had to keep up, keep pushing myself, and I did, but I almost quit a few times, at least until I figured out that quitting wasn't allowed. After a month the injections went back to just making me feel like crap, and I could tell that I was changing. This frightened me at first, until my DI told me that was part of the process, and that what I was experiencing was normal. It made me question my definition of normal, but I took him at his word. By the end of the third month, I felt like a new person. I was stronger, faster, had more endurance, even thought faster than I had before. All my excess fat was burned off, I was a lean trim fighting machine, something the instructors rammed into our heads every day. After six months had passed, we took new aptitude tests. Mine drew a little excitement, apparently whatever they had done to me had turned me into a genius, on top of the normal 'stable effects'. The doctors wanted to examine me, but the folks running the program apparently had a different idea in mind.

That marked the end of boot camp for me, after that it was all classwork. We still had PT of course, but it was a moderate amount compared to boot. Classwork was not always the easiest. Hand to Hand combat for example, the instructors were in exoskeletons or power armor, while we had nothing but our natural abilities and wits. Live fire exercises were exactly that, the instructors were using modified weapons that were not on full power, but they still hurt to get shot with, and sometimes accidents would happen and bones would be broken. We all healed fast, much faster than a baseline human did, so it wasn't to bad, and it taught us quickly about the modern battlefield. I got tapped to be an Electronic Intrusion Specialist, which is a fancy way of saying they took my rudimentary computer programming skills and taught me to hack, as well as break into places. I learned the basics of fighter combat, some in-depth training on robots and power armor, and the basics needed to survive the modern battlefield. It was a long 18 months. At the end though, I graduated, and damned if I wasn't one of the top of the class students.

I won't go into much detail about the next ten years of my life. Sufficient to say that many of the ops I participated on are classified well beyond my lifetime. I had thought I would be a member of Fleet when all my training was done, and I was, sort of. Operatives like me were grouped in teams and we did...call it deniable work for the CCW. Taking down enemy covert units, slowing down the TGE, heck, even assisting the FWC, all in theory part of what I did for the next decade. I lost good friends, made new ones, managed to visit quite a few planets, although most of the time it was for business not tourism. I rarely interacted with mainline Fleet units, hell, we barely used CAF gear. I developed a heartfelt appreciation for Naruni products in those years. Honestly, that decade is part of my life I want to put behind me. I can't say that everything I did was right, maybe not even just, but it was necessary. At least that's what I tell myself at night when the nightmares wake me up.

You really want to know what my missions were like? Fine, I'll share one, sorry if its light on the details but it is still classified. We got sent to go help the FWC on a planet still owned by the TGE. It wasn't unusual, drop in, help train troops, hit a few hardened targets, give the rebels some positives so they carry on the fight. Maybe incite a full scale rebellion while we are at it (harder than it sounds in the TGE). The only thing that made this one different was in how we were getting there. We popped in at the edge of the system, then coasted in, no drives, to the planet. Once we made orbit, we actually did a space dive to get down to the planet. Once we got down to the surface, and made it to our rendezvous point, things started to go south. We were there, waiting patiently, all hidden like, and our contact was late. After an hour, we started to wonder what had happened, and we risked a short burst transmission to find out what was going on. Turns out the Imperial Legion had raided one of the freedom fighters camps, and were still in the area. It wasn't to long after that we started seeing Legion patrols. I'm not sure about the others in my team, but I was sweating bullets right about then. We weren't really wanting to announce ourselves to the TGE yet, but the patrols kept moving through the area. After about twelve hours of this, the patrols tapered off, and a couple hours after that, our contact showed up. He lead us to meet the folks we were there to see, and we got down to business of teaching and raiding. That was a busy two months. I don't think I got more than 2 hours of sleep at a stretch, and I ate more milrats than I was used to. Thing was, at the end of the two months, we had to get off planet. Our plan for that was to hijack a TGE shuttle with FTL capability and boost on out. Took us two days to find a shuttle that matched our needs, sleek looking courier job. Using variable camouflage to sneak on board made getting to it easier. It took us only a few minutes to dispose of the ships crew, at which point we radioed our freedom fighter friends, and they launched a raid on the spaceport. We took off, using emergency codes and some fast talking to get into orbit, and hit FLT before anyone was the wiser.

No, I really can't go into more detail than that, it was classified for a reason. Just because I left the CAF doesn't mean I'm going to start talking about things I shouldn't. To many details and smart individual can figure out where and when I'm talking about. I don't need that kind of trouble in my life. I really don't. Opsec matters, without people die, usually in a very preventable way.

After my decade was up, they wanted me to re-enlist, even offered me a sizable sum and a decent promotion. I turned them down. I felt like I was starting to lose myself, and I wanted to get a chance to find myself, use my skills for what I saw as a good reason, not just what someone told me was a good reason. So after deciding that, I made my way to Center. Took me some time, wasn't like I had the money to book passage straight there. I got to Center on my 31st birthday. And now that I am here, it's time to look for work, find a cause, something. I haven't done well as a civilian, my reflexes are hardwired to fight, and when I fight, I fight to win. It has been interesting on the boring passages I took to get to Center. So yeah, I need to get back to doing a job where that isn't a hindrance, just need to make sure it's a job I believe in.
Aoife

M.D.C.
Armor: 100/100
Body: 424/424
User avatar
Aoife
Diamond Level Patron
Diamond Level Patron
 
Posts: 42
Joined: Fri Jan 25, 2019 10:38 pm


Return to Galactic Adventurers (7 Players, 1 opening)

Who is online

Users browsing this forum: No registered users and 1 guest