Whisp (Human Psi-Ghost)

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Whisp (Human Psi-Ghost)

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Player Name: Karl Coppeland
G-Mail: K.Coppeland@gmail.com

Character Name: Ann Bates
Alias: Whisp
Race: Human
O.C.C.: Psi-Ghost
Alignment: Anarchist
XP Level: 3
XP Points: 4,161
Next Level @ XP: 8,521
Sentiments/Non-Humans: Honestly tries to accept D-Bees as equals and gives them the benefit of the doubt, but still tends to be wary and suspicious of non-humans.
Sentiments/Coalition: Suspicious and fearful of the CS. Sees them as a nation of misguided zealot who hate, fear, and destroy what they fear and don't understand. Wishes that would change.
Disposition: Tough girl. Cocky and self-reliant lone wolf.
Insanity: Paranoia--believes she's being followed (years of undercover work has left her with feelings of unwanted eyes and ears paying attention to her, persistent feeling her cover is blown);

ATTRIBUTES
I.Q.: 14
M.E.: 10
M.A.: 19
P.S.: 9
P.P.: 18
P.E.: 8
P.B.: 13
Speed: 17

PHYSICAL DATA
P.P.E.: 16
I.S.P.: 63
H.P.: 19
S.D.C.: 36
Age: 23
Sex: Female
Height: 5' 8"
Weight: 125 lbs.
Description: Slender frame, black hair, green eyes, fair complexion

Racial Abilities
Intangibility
  • The power of intangibility affects the bonding element of molecules, making the person and 20 lbs of additional material intangible. His appearance alone can be quite harrowing;
  • Horror Factor of 14.
    Note: +20% to prowl skill when intangible
Heightened Presence Sense
  • This power is a heightened variation of the presence sense ability (R:UE, page 122)
  • Base Skill: 64% (+2%) rolls are not required to detect presences, only to pinpoint their location.
  • Range: 35', (+5')
Natural Abilities
Perception Bonus: 21% see rules here
Charm/Impress: 15%
Invoke Trust/Intimidate: 50%
Max. Encumbrance: 37.5 lbs see rules here
Max. Carrying Weight: 90 lbs.
Max. Lifting Weight: 180 lbs.
Max. Jumping Ability: 4.5' in length, 2.25' in height see rules here

Special Abilities
Radiate their nature
  • Radiate their nature and intentions to some degree, and with such magnitude that any psychic will feel it up to 100' away and nonpsychics within 12'. This radiation of their feelings and intentions is the equivalent of a weak empathic transmission.
Dreamvision (WB12, page 30)
Transform into energy beings (WB12, page 30)
  • ISP: 270
Sense Supernatural Evil and Magic Energy
  • Base Skill: 72% (+2%) to identify the specific type/race of paranormal creature, and includes alien intelligences, gods, demigods, demons, vampires, entities and creatures of magic. This ability can also detect whether a person is possessed by supernatural beings.
  • Base Skill at tracking by this "psychic scent": 50% (+5%). 70% (+3%) if the supernatural being is also using magic.
  • Range: 300' (+100') to sense the presence of a supernatural being when it is not using any special, magical or psionic powers. 1000' (+100') when the supernatural force is actively using its supernatural powers or magic.
  • Duration: Automatic and constant.
  • I.S.P.: None, automatic.
    Note: Close proximity to ley lines and nexus points disrupts the psychic senses, rendering them useless.
Extended Psionic Power
  • The Psyscape Master has learned to use their Third Eye have double the range and duration of either all Sensitive and have Electrokinesis Super-Psionic ability double its usual range, duration and power/damage/effect.
Psionics
Master Psionic
All Psionic can be found in R:UE, pages 164-184 unless otherwise stated.
Deaden Senses (4)
Ectoplasmic Disguise (12)
Electrokinesis (Varies)
Enhanced Perception (10) Rifter # 25, page 77
Enhanced Reflexes (10) Rifter # 25, page 75
Machine Ghost (12)
Mind Block (4)
Nightvision (4)
Object Read (6)
Psionic Invisibility (10)
Sixth Sense (2)
See the Invisible (4)
Telemechanics (10)

O.C.C. Skills
Literacy: American 50% (+5%)
Language: American 76% (+3%)
Language: Dragonese 76% (+3%)
Math: Basic 65% (+5%)
Radio: Basic 75% (+5%)
Surveillance Systems 55% (+5%)
Basic Electronics 50% (+5%)
Basic Mechanics 45% (+5%)
Computer Operations 65% (+5%)
Computer Hacking 40% (+5%)
**Computer Programming 40% (+5%)
Escape Artist 50% (+5%)
Pick Locks 60% (+5%)
Streetwise 47% (+5%)
Prowl 45% (+5%)
Climbing/Rappelling 65/55% (+5%)
W.P. Energy Pistol
W.P. Knife
Hand to Hand: Basic

O.C.C. Related Skills
Concealment 26% (+4%, 1st level)
Demolition 71% (+3%)
Electronic Countermeasures 45% (+5%)
Imitate Voice & Sounds 48%/42 % (+4%, 1st level)
Impersonation 48%/34% (+4%)
Intelligence 50% (+4%)
Undercover Ops 65% (+5%)

Secondary Skills
Pilot: Hovercycles, Skycycles & Rocket Bikes 76% (+3%)
Performance 30% (+5%, 1st level)
Running (1st level)
Sensory Equipment 40% (+5%)
W.P. Energy Rifle

Combat Data
HTH Type: Basic
Number of Attacks: 4
Initiative Bonus: +2
Strike Bonus: +2
Parry Bonus: +4
Dodge Bonus: +4
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Kick: 1d8

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. Knife: +2 to parry, +1 to strike, +2 to strike when thrown

Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+):
Insanity (12+): +0
Psionics (varies): +0
Horror Factor (varies):+2
Possession: +6
Despair based attacks: +2
Mind Control: +3
Add others as needed
Last edited by Whisp on Tue Apr 26, 2022 1:55 pm, edited 25 times in total.
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Re: Whisp (Human Psi-Ghost)

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Equipment

Instructions:
  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.
Allocate your items into the categories listed in green!
Vehicles/Mounts are listed first.
NG-220 "Rocket" Hovercycle
NE-CW20 Camouflage Variable Armor
NG-IR5 Ion Rifle
Vibro-Knife

Carried/In Hand

Worn on Person
Black Fatigues
Secure Universal Card: 1,100 credits (front right pocket)
Non-Secure Black Card: 5,000 credits (front right pocket)

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: E-Clip
• Attachment: E-Clip
• Attachment: Hand Held Computer w/micro computer
• Attachment: Lockpicking tools

Backpack
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: E-Clip
• Space: E-Clip
• Space: PPD w/headphones
• Space: Portable Language Translator
• Space: Flashlight Pen
• Space: Walkie Talkie Radio
• Space: 35mm Camera
• Space: Disc Camera
• Space: 12 Rolls of 35mm film
• Space: 12 Disc film

Satchel
• Space: Laser Scalpel
• Space: Glass Cutter
• Space: Gas Mask
• Space: Tinted Goggles
• Space: Microfilm Camera
• Space: 4 Fake Photo ID Cards
• Space: Fake Birth Certificate
• Space: Fake Citizen ID to Ishpeming

Stored in Vehicle
N/A; No cargo capacity in NG-220

100' super-strong/super-lightweight cord
Roll of Wire
Tool Kit
Pry Bar
Large Flashlight
3 Spikes
Knapsack
9 sets of outfits


Gear Stats
OOC Comments
NG-220 "Rocket" Hovercycle
Image
M.D.C. by Location:
  • *Rear Hover Rocket Jets (6): 25 each
  • *Front Directional Jets (2): 5 each
  • *Undercarriage Directional Jets (6): 5 each
  • *Forward Headlights (2): 5 each
  • *Forward Ion Blasters (2; disguised as mini-jets): 6 each
  • Windshield (1): 18
  • Main Body: 84

* Requires a called shot at -3 to strike
Statistical Data:
Maximum Speed: 340 mph; 1,000' max altitude and handle drops of up to same
Range: 900 miles
Modifiers: -15% to piloting & -30% to sudden stops, sharp turns or stunts. -10% flying 300 mph+
Crew: One rider, and one passenger can sit behind the driver
Class: rocket-propelled combat hovercycle
Dimensions: 12' long, 3' wide, 4' tall, 850 lbs.
Cargo: None
Power System: Gasoline (refill costs about 1,200 credits)
Weapon Systems:
Concealed Dual Ion Guns
  • Range: 500'
  • Damage: 3D6 M.D. per blast or 6D6 per dual blast
  • Rate of Fire: single or dual blasts only
  • Payload: 60 shots each

Features of Note:
  • None

Book Reference: p.169, WB34


NE-CW20 Camouflage Variable Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 20 each
  • Legs: 30 each
  • Main Body: 80

Weight: 13 lbs.
Modifiers: -5% to acrobatics/gymnastics, -20% vs opposing perception rolls, +5% to prowl skill, -70% to electronic perception/detection rolls
Features:
  • Masks infrared and thermal emissions

Book Reference: p.124-125, Mercenaries


NG-IR5 Ion Rifle
Image
  • Range: 2,000'
  • Damage:
    • Low Power: 2D6 M.D.
    • High Power: 4D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 20 low power shots per E-Clip, 36 low power shots per LE-Clip; (1 high power shot = 2 low power shots)
  • Weight: 11 lbs.
  • Features: W.P. Energy Rifle; can fire into and under the water
  • Modifiers: None
  • Book Reference: p.199-200, WB33


Vibro-Knife
Image
  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE
Last edited by Whisp on Mon Apr 25, 2022 8:48 pm, edited 10 times in total.
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Re: Whisp (Human Psi-Ghost)

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Whisp stands at a computer terminal, intently focused on the screen. Her nimble fingers quickly clacked at the keys. The soft humming and whirls of the computer trying to drown out the keyboard. Where the hell is it? It is not where I was told it would be. This is going to cost him extra. Got to hurry this up be…. Whisp's thoughts are cut off sharply as an alarm pierces her eardrums. Her heart drops as the screen goes black. She starts to spin around as a blast of excruciating pain engulfs her entire body. The pain is too much for her to handle, so she passes out.

"What's her name, again?"
Indistinguishable response.
"Mary Jane?! That's an obvious cover. What should we do with her?"

Whisp fades back into unconsciousness. When she wakes again, she is lying on a military-style cot. Muscle spasms and pain dot her body. Whisp manages to sit up, as she takes a look around the room. She can see that it's small. One door along the north wall, towards her feet. The end of the cot stopping just short of the door if it were to open. The rest of the room is empty except for a drain in the middle of the floor and one light encased in plexiglass in the ceiling. A cold, moist breeze comes through the cracks of the door. Whisp tries to concentrate and run herself intangible. Just at the moment before she turns, a jolt of electricity shocks her from somewhere she can't see. Withering in pain, she manages to compose herself.

"DON'T try again!"

The voice inside her head sounds raspy and deep. A tone of authority comes across, as well. The door bursts open as several men with neural maces and riot shields entered, followed by two men in some type of official uniform. Whisp scoots back on the bed as a crackel of a neural mace inches closer. One of the uniformed men steps forward. "You have two options here. One. No questions asked and you start working for us. Or two, my men here will soften you up before we hand you over to the CS. You have ten seconds to decide. Then we choose option two for you. Ten. Nine. Eight." Whisp's heart races as he counts down. Despair begins to take hold as she agrees to the first option. Well, at least I know I'm not working for the CS. I don't recognize any insignia on their uniforms. Was this a set up from the beginning? Whoever is responsible for this, they're going to pay. Just as quickly as they came, the men retreated back through the door with a dismissive wave of a hand.

For the next several days, Whisp remains in the small damp room, alone. She has no interactions with anyone except for once a day when food appears. Suddenly one morning, the door swings open. Cautiously, she crept closer to peer out the threshold with a fearful eye. An empty hallway with one lonely chained up door at the far end and another open door directly across from her. Slow and methodical steps are taken as she advances into the adjoining room. The room is also empty. A small table with a tablet stands isolated in the middle of the room. One small elevator door stands in the adjacent corner. Whisp walks over and picks up the tablet off the table. Reluctantly, she reaches out with her Telemacanic ability to decipher what information she can't gather from it. One single message is all that remains. We'll be in contact. When someone states "Candy is dandy." You will respond with "But liquor is quicker." You will then follow their instructions explicitly.

Whisp spends the next several months moving from town to town. Not staying in one place for more than a week's time. Changing her looks and name every time. She even tried to spend several days in the wilderness and each time within forty-eight hours, she was contacted by an agent with an assignment for her. In all of her attempts to identify her handlers, all leads has led her on wild goose chases that ended in dead leads. Even trying to dig up anything on the couriers have ended in failure.
Last edited by Whisp on Mon Apr 25, 2022 7:40 pm, edited 5 times in total.
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Re: Whisp (Human Psi-Ghost)

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OOC Comments
Die Rolls

Attributes: ignore the exploded die. I did not realize the lowest die was not removed.
4d6-l: [2, 2, 3, 3] = 10
4d6: [3, 5, 2, 1] = 11
4d6: [3, 6, 4, 3] = 16 1d6!: [4] = 4
4d6: [2, 3, 2, 4] = 11
4d6: [2, 1, 3, 2] = 8
4d6: [3, 6, 1, 5] = 15
4d6: [6, 1, 1, 5] = 13
4d6: [5, 3, 6, 1] = 15

Hit Points
Base
1d6: [2] = 2
Level 2
1d6: [4] = 4
Level 3
1d6: [5] = 5


SDC
2d6: [5, 2] = 7 +12

ISP
Base 1d6*10: [1]*10 = 10
Level 1 2d6: [2, 5] = 7
Level 2 2d6: [3, 3] = 6
Level 3 2d6: [3, 2] = 5

PPE
3d4+4: [4, 3, 4]+4 = 15

Bonuses from Psyscape Psychic
MA
+2
SDC
3d6: [1, 4, 3] = 8
ISP
6d6: [3, 4, 4, 6, 6, 2] = 25

Bonuses from OCC
SDC
1d6: [3] = 3
MA
1d4: [3] = 3
PP
2d4: [4, 2] = 6
Save vs Mind control
1d4: [3] = 3

Bonuses from skills
Running
Spd
4d4: [2, 3, 3, 2] = 10
SDC
1d6: [1] = 1

Equipment
Outfits
3d4: [4, 1, 4] = 9
Spikes
1d4+1: [2]+1 = 3
Photo IDs
1d4+1: [3]+1 = 4

Valuables
Credits 2d6*1000: [5, 6]*10 = 110
Black market items 2d4*1000: [2, 3]*10 = 50
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Re: Whisp (Human Psi-Ghost)

Post by Augur »

Attributes: ignore the exploded die. I did not realize the lowest die was not removed.
Yes, yes it is.
ADVICE ON CHARACTER CREATION FROM EU PLAYERS wrote:EU's standard is to roll one additional die than that stated for the attribute, and drop the lowest die roll result.
Everything else is done/finalized, but I just saw the above which raises concerns.
Edit: That said, your ATT results were totally average, so don't sweat re-rolling or anything, just be aware for of the rules for future characters.
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