Susan Lee (Human Cyber-Doc)

Jezebel & Kat's new enterprise: General Investigation, Resolution & Liberation Services of Merctown
GM: Townsend
AGM: The Bos

Moderators: Game Masters, Group Leaders

Susan Lee (Human Cyber-Doc)

Postby Susan Lee » Wed Oct 18, 2017 9:33 am

Player Name: Justin

Character Name: Susan Lee
Alias: N/A
Race: Human
O.C.C.: Cyber-Doc
Alignment: Scrupulous
XP Level: 2
XP Points: 2,550 (The Bos- 02.01.18)
Next Level @ XP: 4,000
Sentiments/Non-Humans: Fascinating! There is so much we can steal from their genetics! I mean, learn from them!
Sentiments/Coalition: Short-sighted fools blinded by their own hate and lust for power. I'll show them all!
Disposition: Pretty intense. It's clear that she means well, but doesn't understand how her ideas are sometimes frightening to others.
Insanity: Addicted to Boing-go (see equipment post)

Numbers in parentheses are from increases due to Naruni Armor bonuses.

I.Q.: 17
M.E.: 20
M.A.: 14
P.S.: 13 (25 Robotic)
P.P.: 19 (23)
P.E.: 13
P.B.: 12
Speed: 19 (39)

P.P.E.: 10
H.P.: 17
S.D.C.: 43
Age: 26
Sex: Female
Height: 5'4"
Weight: That's a rude question. 150 lbs.
Description: Susan has dark hair and tan skin, as is common in the large population centers of the Post-Apocalypse Midwest. Although of average height and weight, her training for what she imagines the life of an explorer and adventurer must be like have left her more muscular than the average doctor and scientist.

Natural Abilities
Perception Bonus: 23%
Charm/Impress: 10%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 50 lbs. (120 lbs.)
Max. Carrying Weight: 130 lbs. (625 lbs.)
Max. Lifting Weight: 260 lbs. (1,250 lbs.)
Max. Jumping Ability: 6' (35') Long, 3' (22') High

Special Abilities
Find Bionics and Cybernetic Contraband -- +20%, 35% discount, 50% from Black Market in exchange for 12 hours service, max of 100,000 credits every 12 hours.
Recognize Quality of Bionics and Cybernetics 63%
Repair and Soup Up Bionics

Bionics & Cybernetics
Universal Headjack & Ear Implant
• Language Translator
Left Arm
Monitor Jack/Connector Plug
Computer (built into forearm)
Wrist Needle & Drug Dispenser (concealed in artificial wrist)
• 4 doses of 5 different chemicals; 20 doses total
--Paralysis 4 doses, 1d4 melee onset, 2d6 minute duration
--Tranquilizer 12 doses, 1d4 melee onset, 4d6 minute duration
--Truth Serum 4 doses, 2d6 minute onset, 3d6 minute duration

O.C.C. Skills
Language: American -- 100%
Literacy: Techno-Can -- 76%
Literacy: American -- 98%
Mathematics: Advanced -- 63%
Mathematics: Basic -- 103%
Basic Mechanics -- 58%
Basic Electronics -- 53%
Biology -- 58%
Chemistry -- 48%
Computer Operation -- 53%
Find Contraband -- 43%
Medical Doctor -- 68%/58%
Cybernetic Medicine -- 48%/58%
Pathology -- 58%

O.C.C. Related Skills
Chemistry: Analytical -- 38%
Xenology -- 43%
Lore: D-Bees -- 43%
Lore: Psionics & Psychics -- 43%
Field Surgery -- 47%
Clinical Genetics -- 53%
Genetics -- 41%
--Sense of Balance--56%
--Work Parallel Bars & Rings—66%
--Back Flip—75%
--Climb Rope/Rappel—65%
--Climb--28% (38%)

Forensics 48%

Secondary Skills
Swimming -- 58%
HtH Basic
W.P. Energy Rifle

Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: +0 (+3)
Strike Bonus: +2 (+4, +5 with handheld ranged weapons)
Parry Bonus: +6 (+10)
Dodge Bonus: +6 (+10)
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +5 (+10)
Bonus to Pull a Punch: +2
Bonus to Disarm: +0

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. Knife-- +1 to Strike, +1 to Parry, +1 to Strike When Thrown
W.P. Energy Rifle--+1 to Strike

Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +0
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +3
Psionics (15+): +3 (+5)
vs. Horror: +4
vs. Pain: +2
vs. Disease: +1
vs. Possession: (+2)
vs. Mind Control: (+1)
vs. Magic Illusion: (+1)
Last edited by Susan Lee on Tue Feb 13, 2018 8:29 am, edited 18 times in total.
It's DNA, all the way down.

H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
User avatar
Susan Lee
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Posts: 28
Joined: Thu Oct 19, 2017 7:24 am

Re: Susan Lee Character Creation

Postby Susan Lee » Wed Oct 18, 2017 9:34 am


Carried/In Hand
NG-SL20 Sniper Laser Rifle

Worn on Person
NE-BA-26 Special Body Armor
Secure Lazlo Card: 3,900 credits
Steel Cross
Heavy-duty Jeans
Heavy-duty Work Shirt

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: Wilk's Laser Knife
• Attachment: Wilk's PRC-5 Secure Walkie-Talkie
• Attachment: Canteen
• Attachment: Multi-tool
• Attachment: Scientific Scanner
• Attachment: Pouch with 2 e-clips
• Attachment: Hypodermic Gun

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: Field Medic Kit
• Space: Field Medic Kit
• Space: Field Medic Kit
• Space: Field Medic Kit
• Space: Boing-go (14 doses)
• Space: 1 gallon canteen
• Space: Water Purifier
• Space: 2 weeks rations
• Space: Six unbreakable vials
• Space: IRMSS/robot micro-surgeon kit
• Space: Portable compu-drug dispenser
• Space: Portable laboratory
• Space: Six scalpels
• Space: 3 Genetics Books
• Space: Two surgical gowns
• Space: A dozen pair of disposable gloves, one pair reusable surgical gloves
• Space: Surgical kit

In Vehicle
EB-20 Hunter Environmental Specimen Backpack

Gear Stats

NE-BA-26 Special Body Armor
M.D.C. by Location
• Helmet: 50
• Main Body: 90
• Arms: 40 each
• Legs: 50 each
Modifiers: -10% to Prowl, Climb, Swim, or perform Acrobatics and similar physical skills
Modular Packages:
• HUD Visor
• Robotic Exoskeleton: Robotic P.S. 25, +4 to P.P., +20 to Spd., +10' to leaps, +10% to Climb, reduce the rate of fatigue by 75%.
• Laser Distancer & Targeting +1 to strike with hand-held ranged weapons
• Optics Enhancements:
• • Passive nightvision (3000' range)
• • Telescopic (up to 20x magnification, one mile range)
• • Macro-lens (6x magnification)
• • Thermo-imager (2000' range)
• • Light polarization
• Mini-Radar/Sonar System: track up to 12 targets; two mile range
• Integrated Sensor Pod: motion detector w/360° scanning capability. HUD displays threats as flashing red icons. +3 to initiative, +2 to parry and dodge, + 5 to roll with impact; allows wearer attempt to dodge all attacks, even those from behind and/or surprise.
• Advanced Communications Package: HF transceiver, cryptographic encoding, burst transmission capability, capable of broadcasting and receiving visual data via HUD; range: 30 miles
• Psionic Electromagnetic Dampers: +2 to save vs all psionic attacks and possession attempts and +1 to save vs magic illusion and mind control

Wilk's PRC-5 Secure Walkie-Talkie
☞ Weight: 1 lb.
☞ M.D.C.: 2
☞ Range: 10 miles
☞ Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
☞ Note: attempts to crack the encryption suffer a -25% modifier.

Wilk's Laser Knife
• Damage: 3D6 M.D. per strike of the weapon.
• Range: Hand-held like any knife; cannot be thrown (automatic shut off feature).
• Payload: 30+1D4x10 minutes per standard E-Clip; unpredictable duration.
• Weight: 1 lb.
• Note: The laser knife cannot be used to parry any type of attack; it cuts everything it touches.

NG-SL20 Sniper Laser Rifle
• Range:
• • Laser: 3,000'
• • Ion Blaster: 1,000'
• Damage:
• • Laser: 4D6 M.D.
• • Ion Blaster: 3D6 M.D.
• Rate of Fire: Each laser shot fired requires two melee actions to aim and shoot. Each ion blast counts as one melee action/attack.
• Payload: 5 laser shots or 10 ion blasts per E-clip
• Weight: 10 lbs.
• Modifiers: +3 to strike with the laser; only +1 to strike with the ion blaster.
• Features: Integrated laser targeting and superior balance for the laser (bonuses already included).

Field Medic Kit
A compact yet extensive medical kit with all of the necessary supplies for routine as well as emergency medical treatment. It contains all of the items typically found in a first-aid kit: sterile bandages, gauze, medical tape, etc.) plus a miniature diagnostic computer with a holographic display that is capable of monitoring all of a patient's vital signs, a complete set of medical and dental implements/tools, basic medicines and painkillers, a quick hardening chemical cast (2-part epoxy which forms a hard resin), a fast acting burn salve (heals 1D6 S.D.C. or 2 H.P. per application), protein salve, plus a mini-oxygen supply.
Weight: 30 lbs

A powerful stimulant that is roughly equal to drinking five pots of coffee and taking a hit of speed.
Duration: 24+2D6 hours per dose.
Bonuses: The user will not feel fatigued or the least bit sleepy and is +1 to initiative. The character is alert, energetic and will not (cannot) sleep for 24+2D6 hours. This means his level of productivity could be increased by three to four times when the character works for a full 24 hours.
Penalties: Hyper, fidgety and easily bored. Even if the character gets done with his work early and/or feels a need to sleep, he will be unable to do so until boing-go wears off. When the
user finally comes off the high he will feel exhausted and need 10 hours of sleep. If forced to function without sleep, the character will be in a daze: all combat bonuses, melee attacks,
speed and skill proficiencies are reduced by half!
Level of Addictiveness: High.
Prolonged use of boing-go (one or more times a week for over a month) or frequent use (three or more times in a single week) will lead to addiction, with the following penalties: inability to sleep, annoying hyper-activity and fidgeting, difficulty concentrating (reduce skills by 5%), and dramatic weight loss despite the fact the user has a voracious appetite (loses 5 pounds per week). After a few months, the boing-go junkie will have a thin, frail appearance with dark bags around his eyes, and a sickly pale complexion. After the fourth month, the character will collapse from physical exhaustion and will require detox treatment. A reformed addict will become instantly hooked if the character ever takes the drug again.
Cost Per Dose: 30 to 60 credits.
Last edited by Susan Lee on Wed Jan 24, 2018 10:04 am, edited 4 times in total.
It's DNA, all the way down.

H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
User avatar
Susan Lee
Diamond Level Patron
Diamond Level Patron
Posts: 28
Joined: Thu Oct 19, 2017 7:24 am

Re: Susan Lee Character Creation

Postby Susan Lee » Wed Oct 18, 2017 9:35 am

Background Story

Susan was born to two pharmacists in Lazlo. Their relative wealth allowed them to put her through good schooling and she decided to follow in their footsteps, going into the Pre-Med Program at Lazlo University, then into the medical school, where she focused on Cyber-Doccery. The study of human enhancement fascinated her and the intricacies of how machines could improve the endurance, strength, speed, and survivability of the fragile human body. Because Susan had also learned from living in Lazlo that while D-Bees were friends, not foes, there were, indeed, beings in the world who could make a human explode with a casual slap. But they couldn't do that to a 'borg. The unfortunate side effect for mechanically enhanced individuals was a shortened lifespan for Juicers, insanity for Crazies, and a creeping loss of 'humanity' for 'borgs.

And then, one day, Susan was perusing an antique bookstore for old medical texts, when she found a small cache of introductory material on higher-level genetic medicine. She had learned the basics of genetics and how DNA worked from medical school, but, as for most of the world outside of Lone Star and Japan, the city-state of Lazlo only understood the basics of clinical genetic treatment. These books, while not much more advanced, showed Susan that the way to improve humanity was through genetics, not machines. Psychics were one possible next step, but they were still fragile mortal creatures. She knew that if she wanted to achieve the goal of making humans able to stand up among the more powerful denizens of the Rifts world, she'd need to do more than just unlock the secrets of psionics - she would need to find a way to make the basic human genetic template mega-damage. And that meant finding samples.

Rumors about the mutants of Madhaven, descended from humans, but with supernatural strength and endurance were a natural start to her quest. So she went to MercTown with the goal of staging an expedition to the haunted ruins of Manhattan, antique tourist map in hand.
Last edited by Susan Lee on Tue Oct 24, 2017 11:01 am, edited 1 time in total.
It's DNA, all the way down.

H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
User avatar
Susan Lee
Diamond Level Patron
Diamond Level Patron
Posts: 28
Joined: Thu Oct 19, 2017 7:24 am

Re: Susan Lee (Human Cyber-Doc) (LEVEL UP)

Postby Susan Lee » Fri Feb 09, 2018 8:05 am

Level 2 HP
It's DNA, all the way down.

H.P.: 14/14
S.D.C.: 43/43
Armor M.D.C.: 90/90
User avatar
Susan Lee
Diamond Level Patron
Diamond Level Patron
Posts: 28
Joined: Thu Oct 19, 2017 7:24 am

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