Dawn Breaker (Super Soldier - Approved)

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Dawn Breaker
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Joined: Tue Dec 06, 2022 3:13 pm

Dawn Breaker (Super Soldier - Approved)

Post by Dawn Breaker »

Player Name: Shawn
Discord:
Link to Ledger: Shawn Allen
Character Name: Subject #7734
Power Catagory:
Experiment
1. 0,000 - 2,000
2. 2,001 - 4,000
3. 4,001 - 8,200
4. 8,201 - 16,400
5. 16,401 - 24,500
6. 24,501 - 34,600
7. 34,601 - 49,700
8. 49,701 - 69,800
9. 69,801 - 94,900
10. 94,901 - 129,000
11. 129,001 - 179,100
12. 179,101 - 229,200
13. 229,201 - 279,300
14. 279,301 - 329,400
15. 329,401 - 389,500

Alias: Dominique Ferro
Legal/financial name
, "Dawn Breaker"
given by Kara, a fellow clone. a name she holds dear and uses for that reason
, "Demona"
Nickname given by one of her handlers
"Sparkplug"
'Nickname' given by Blackdog

Occupation: Industrial Saboteur
Communications/Security
, BBMR Consultant
-Communications/Security
-Robotics and Artificial intelligence

Alignment: Aberrant
She lives by this code. Regardless of her opinion of the person. if they fit one of the categories they get treated as such.
1. May or may not keep her word to Villains willing to hurt innocents.

2. Will keep her word with the non-violent or more professional Criminals (Aberrant types) so long as it does not conflict with her team's loyalties or personal codes. Will always keep her word with teammates or friends.

3. May lie to and cheat Violent Criminals and Known Traitors. will never lie to or cheat a teammate or friend.

4. Will not kill an unarmed/non-powered foe. (But may knock out or take advantage of one)

5. Will never kill and avoid harming an innocent if possible, Particularly a child.

6. Never torture for pleasure or extract information. May use a situation that happens by chance to extract information, but not likely to torture.

7. Never kill for pleasure.

8. May or may not help a Violent Criminal or known traitor in need. Will always aid a teammate or friend however she feels about them.

9. Attempts to work within the laws when possible.

10. Breaks laws only when saving innocents and when no one is injured in the process if possible. Will compensate for damage if able to do so. when working on an Official team business she will break no laws or not act in conduct that is against its code.

11. Respect the professional criminals, villains, and heroes code (never rat out a partner), and live by that code if dealing with honorable/professional Criminals.

12. Will use Honorable/professional criminals, heroes, and villains as information Sources to save innocents and capture Violent criminals. But will never betray her group/allies or commit crimes in exchange for getting info.

13. May take "dirty" money and give it to worthy causes, Return it to the owner or those needing it more than the criminals. (will not take it for herself or when working on Official team business.)

14. Never betray a friend, teammate, or fellow professional (Source or otherwise).

XP Level: 3
XP Points: 8,051 (Updated 2/1/2024 by Dawg)
Next Level @ XP: 8,201
Birth Order/Family Ties:
Field handler: Erik Weisz (stage magician with super soldier enhancements and age-retardant DNA implants) Call sign: 'the Magician'
- Dawn Breaker - Com-Sec with Alter Physical Self Mercury, Adapt To The Environment and Extraordinary Intelligence
- Catalyst - weapon engineer/Bio-Chemist with APS: Vapour or fog, Chemical secretion, and Frequency absorption
, Miriam Kensington (Surrogate mother, deceased), Darrel Kensington (surrogate father, deceased)
Land of Origin: Bluecove, Delaware, USA
Childhood Environment: Corporate town/small city
Social/Economic Background: Middle rank/Corporate
When Extraordinary Abilities First Manifested: 13
Sentiments/Aliens: They are fine provided they are of use or at least not a threat to humanity or out to exploit humans for profit or to further their own goals.
Sentiments/Mutants: Has no issues with them. It's how they use powers that matter.
Sentiments/Sector 10: She views them as a necessary thing. So long as they do not abuse the power granted.
Sentiments/Chimera: Dominique does not fully trust or distrust them and has no issues.
Disposition:
Likes:
- Practising archery
- Building/researching robotics and electronics (Includes: Zoology and Biology)
- Artificial Intelligence and computer-related topics (Including Psychology)
- languages and Linguistics
- RPG/board games
Dislikes:
- Yoga
- cold places
- Sitting around inactive for too long
- being a couch potato
Mon:
Morning: General workout/ Archery/Kickboxing/Weapon practice
Afternoon: Intelligence(Heroes/villains/Military), research, and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Tue:
Morning: Weapons, NBC Warfare (Nuclear, Biological & Chemical), Damage Control and Disaster Response, Evacuation, and Rescue, and Jury-Rig
Afternoon: Business and Finance Research(Heroes/villains/Military/Major companies and players), and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Wed:
Morning: General workout/ Archery/Kickboxing/Boxing
Afternoon: Intelligence (Heroes/villains/Military) research, and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Thur:
Morning: Weapons, NBC Warfare (Nuclear, Biological & Chemical), Damage Control and Disaster Response, Evacuation and Rescue, and Jury-Rig
Afternoon: Business and Finance Research(Military/Major companies and players), and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Fri:
Morning: General workout/ Archery/Kickboxing/Boxing
Afternoon: Intelligence(Heroes/villains/Military)research, and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Sat:
Morning: Weapons, NBC Warfare (Nuclear, Biological & Chemical), Damage Control and Disaster Response, Evacuation and Rescue, and Jury-Rig
Afternoon: Business and Finance/Intelligence research (Heroes/villains/Military/Major companies and players), and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Sun:
Morning: General workout/ Archery/Kickboxing/Boxing
Afternoon: Business and Finance/Intelligence(Heroes/villains/Military/Major companies and players)research, and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)

- generally polite and keeps her opinions to herself until she knows someone well enough to gauge their response, can be brutally honest.
- lives by the idea that those who have swords and know how to use them but keep them sheathed will inherit the world.
- does not drink excessively or do drugs, is always actively researching, learning new skills, or honing/updating her skills.
- will not apologize for wrongs instead, she will correct the faulty behavior in future encounters and acknowledge she made the error. Proof of an effort to correct mistakes is better than apologies in her mind.
- Motto: 'Invent, Innovate, Irradicate' (Has little time/tolerance for what she can't use/takes up space needlessly or is wasted material)
Insanity: Obsession Secrecy (Love/desire): Prizes her employers/teammates, ex-Employers/ex-teammates, and BBMR's secrecy and privacy above all else. Even in the face of common sense or the greater good. (This 'insanity' is standard to all BBMR clones. no exceptions.)

Stats or modifiers in blue are when transformed into APS: Mercury
Stats or modifiers in this color are when an Adapt To the Environment is in effect
ATTRIBUTES
I.Q.: 24
M.E.: 21
M.A.: 18
P.S.: 24 (34 Superhuman)
P.P.: 22
P.E.: 21
P.B.: 12
Speed: 22 (11)

PHYSICAL DATA
P.P.E.: 4
H.P.: 41
S.D.C.: 130 (+300)
Age: 20
Sex: female
Height: 5'9
Weight: 212 (424 in APS)
Description:
Image
Image
Dawn Tactical UC.png
Dawn Breaker liquidform0.png

- a fit 130ish or so pounds and does not show her strength in terms of physical build
- typically wears Cargo pants, two t-shirts (a short sleeve under a long sleeve), and an oversized hoodie

Mutant Characteristics:

Image
All Mark 10 Clones (including Dawn Breaker and other Infiltration units) create the Pods from this spot. Depicted above is a Security Corp Clone in action. This is due to genetic tinkering by the BBMR Genetics Division's work.
- Pseudo pods automatically come out as a Bullwhip-sized Whip-sword hybrid by the wrist. Unless consciously extended elsewhere.
- The ejection method also allows pods to be used as weapons in hand more efficiently and to wear armor without damaging it as the pod is ejected.
- All BBMR APS have this 'feature' as standard.


- Each whip sword is influenced by the clone and its personality to some degree.
- Depicted above is the one Dawn Breaker uses in her APS.

- Naturally bald, does not grow any body hair (No need to shave legs even.) Aside from eyebrows and lashes which are purple.
- Her eyes are onyx like the rest of her genetic line.
- All BBMR clone mutants, Including research and labor drones, are Type O-negative blood due to mutation. All clones are universal Blood Donors for blood transfusions.

Natural Abilities
Perception: 36%, +10% to perceiving abnormal environmental conditions, enhanced senses from Adapt to environments see rules here
Charm/Impress: 10%
Invoke Trust/Intimidate: 50%
IQ Bonus: +10%
Max. Encumbrance: 64 (Human) (127) see rules here
Max. Carrying Weight: 480 (6,800)
Max. Lifting Weight: 960 (10,100)
Max. Jumping Ability: 18 feet in Length, 9 feet high (40 feet in length, 13.5 high) see rules here
Max. Jumping Ability: : 33 feet in length,15 feet high, (60 feet in length, 15 high)


Sponsoring Organization & Status: Bluecove Bio-Medical Research (Medical/Scientific research facility)

Nature of the Experiment & Type: Exposure to an alien or unknown quantity (radiation, chemical, energy, and carefully crafted Genetics in those used as subjects. The BBMR knows but will not tell. it is a secret hundred's of years old.)

Nature of the Test Subject: Mutant

Current Status with the Sponsoring Organization: active

Likelihood of Successful Replication: A bona-fide success

Special Abilities
Alter Physical Self Mercury

Adapt To The Environment

Extraordinary Intelligence

Special Super soldier Enhancement
Attempted to Make the Character Invulnerable
- Adds 80 Ibs (36 kg) to weight (all muscle, not fat)
- +2d6 Hit Points, and 4D6x10 S.D.C.
- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.


Internal Robotic Medical System
- releases a dozen nano-machines, about the size of a pinpoint, into the bloodstream to repair internal injuries, stop bleeding, and knit wounds.
- containment unit is placed in the chest cavity and the tiny robots go to work automatically whenever the body experiences trauma.
- powered by the electromagnetic energy of the human body and continually searching for damage and repairing it.
- Types of internal injury that they can repair include cuts, stab wounds, bleeding, blood clots, torn/ruptured veins, internal bleeding, tissue damage, and even minor damage to internal organs.
- Bullets can also be located, and excised (removed), seeming to work their way out of the body and drop out at the wound site.
- Equal to a doctor's surgical skill of 75%. When the units are done, they simply return to the housing to be reused. The repair time depends on the amount of damage and can take minutes or hours.

Special:
- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%


Hypnotic Mental Conditioning
Bonuses:
+5 to save vs mind control
+4 to save vs illusions and Horror Factor
+2 to save vs all other psionic attacks
impervious to possession.


Immune System Enhancement
Bonuses:
- Heals twice as quickly as an ordinary human
- +8 to save vs disease
- +5 to save vs poisons or toxins
- +3 to save vs Bio- Manipulative type attacks
- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.


Special Skills
Specialties (From Extraordinary I.Q.):
Mathematics: Advanced 95% (+5%)
Artificial Intelligence 66% (+3%)

Robotics Program (From Extraordinary I.Q.):
Computer Operation 85% (+5%)
Computer Programming 55% (+5%)
Robot Electronics 50% (+5%)
--Electrical Engineer 55% (+5%)
Robot Mechanics 40% (+5%)
--Mechanical Engineer 45% (+5%)

Extra Rogue or Communications skills (+10%):
Computer Hacking 55% (+5%)
I.D. Undercover Agent 58% (+4%)
Find Contraband, Weapons, & Cybernetics 54% (+4%)
Tracking: People 55% (+5%)
Field Armorer & Munitions Expert 60% (+5%)
--Basic Mechanics 50% (+5%)

EP Purchased Skills
Master Archery
Mechanical Engineer 45% (+5%)
Electrical Engineer 55% (+5%)
Field Armorer & Munitions Expert 60% (+5%)
--Basic Mechanics 50% (+5%)


O.C.C. Skills
Education: Equal to a Military Specialist

Fundamental Skills:
Pilot: Automobile 74% (+2%)
Mathematics: Basic 95% (+5%)
Language: English 110% (+1%)
Literacy: English 70% (+5%)

Business Program (+20%)
Mathematics: Basic 95% (+5%)
Business and Finance 75% (+5%)
Computer Operation 85% (+5%)
Law 65% (+5%)
Research 90% (+5%)

Communications Program (+20%)
Basic Electronics 70% (+5%)
Radio: Basic 85% (+5%)
Electronic Countermeasures 70% (+5%)
T.V./Video 65% (+5%)
Cryptography 65% (+5%)

Professional Thief Program (+15%)
Locksmith 65% (+5%)
Prowl 70% (+5%)
Climbing/Rappelling 80/70% (+5%)
Surveillance 70% (+5%)

Espionage Program (Basic)(+10%)
Hand to Hand: Martial Arts
Intelligence 60% (+4%)
Interrogation 60% (+5%)
Detect Ambush 60% (+5%)
Detect Concealment 55% (+5%)
Wilderness Survival 60% (+5%)

Physical/Athletic Program
Acrobatics & Gymnastics:
--Sense of Balance 74% (+2%)
--Walk Tightrope or High Wire 71% (+3%)
--Work Parallel Bars & Rings 76% (+3%)
--Back Flip 84% (+2%)
--(or adds +10 to Prowl skill)
--(or adds +20% to Climbing skill)
--Climb Rope/Rappel 74% (+2%)
Swimming 60% (+5%)
Wrestling

Weapon Proficiency: Ancient Weapons Program
Paired Weapons (Whip-sword/Whip-sword)
W.P. Whip
W.P. Targeting
W.P. Archery
W.P. Master Archery:
This skill does not apply to crossbows, and similar weapons of a mechanical nature.
Movement modifiers no longer apply.
Add 20' to the effective range of the weapon per skill level.
Rate of Fire: As per the character's hand-to-hand attacks per melee.
+1 to strike at levels 1, 2, 4, 6, 8, 10, 12, and 14.
+1 to parry with the bow itself at level 1.
+1 to disarm at levels 2, 5, 10, and 15.
+1 to initiative for characters with a P.P. of 17 or less, +2 for a P.P. of 18 to 23, +3 for a P.P. of 24 to 30, and +4 for a P.P. of 31+.
Critical Strike on Natural 19 or 20.
This supplants standard Archery W.P. skills and bonuses, it does not stack with them, though bonuses from W.P. Targeting may still apply and stack as normal.


Secondary Skills
receive 2 (+1 from extraordinary IQ) new secondary skills at levels 3, 6, 9, 12, 15

Literacy: Braille 76% (+3%) [Not a spoken language]
First Aid 65% (+5%)
Computer Repair 50% (+5%)
Astronomy & Navigation 65% (+5%)
Running
Pilot: Hover Craft (Ground) 70% (+5% 1st level)
Forced March (1st Level)
Athletics (general) (1st Level)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 4 (+1 from Pseudo pods)
Initiative Bonus: +2
(Adapt To The Environment (Nocturnal or Underground): while in darkness or underground, she is +1 on the initiative) and +2 with bows due to master archery training

Strike Bonus: +6
Parry Bonus: +8
Dodge Bonus: +9
(Adapt To The Environment (Nocturnal or Underground): while in darkness or underground: +1 to dodge)

HTH Damage Bonus: +7 (+19)
Bonus to Roll w/Punch: +8
Bonus to Roll w/fall: +8
Bonus to Roll w/impact: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other:
(the following are moves she uses)
Hand strikes
- Palm strike - 2d4 +7 (+19)
- Human Fist (punch) - 1d4 +7 (+19)
- Karate Strike/Punch - 2d4 +7 (+19)
- Elbow/Forearm - 1d6 +7 (+19)
- Power Punch - does double dice damage +P.S. bonus damage (if any), but counts as two melee attacks. Applicable to all hand strikes.

Kicks
- Snap Kick: A very short, very fast kick. Usually delivered low, striking the opponent somewhere below the waist. It works well in confined spaces and in the grappling range but does relatively little damage; only 1d6+7 (+19).
- Backward Sweep: Used only against opponents coming up behind the character. Does no damage, it's purely a knockdown attack. Cannot be parried.
- Tripping/Leg Hook: An attack on the opponent's legs. Does no damage, it's purely a knockdown attack. Can not be parried.

Holds
- Arm Hold: This involves twisting the arm around to the victim's back. Any items in the hand of the arm being held can be easily removed.
- Leg Hold: The victim is on the ground with his leg held up. There's no way for her to get up until the hold is released.
- Body Hold: Any number of wrestling holds. The victim can be held on the ground or in a standing position.
- Neck Hold: The victim is held around the neck from behind. This leaves the victim totally vulnerable to attacks from any other character

Special and other Bonuses
- Pin/incapacitate on a roll of 18, 19, or 20.
- Body Flip - 1d6 +7 (+19)
- Body block/tackle does 1d4+7 (+19) damage and the opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down).
- Crush/squeeze does 1d4+7 (+19) damage per squeeze attack.

Adapt to Physical Environment Combat-related info:
Adapt to Physical Environment (Arctic/Freezing):
- temperatures as low as zero Fahrenheit have no ill effect (feels like a cool Spring day).
- does not suffer from frostbite, hypothermia, stiffness, discomfort from the cold, or any other impairment associated with exposure to freezing environments
- exposure to sub-zero temperatures inflicts only 10% of its normal damage and penalties.

Adapt to Physical Environment (Desert/Extreme Heat and Dry):
- does not suffer from dehydration, heat blisters, sunstroke, fatigue, or discomfort usually associated with exposure to extreme heat and sun.
- temperatures up to 1 60 degrees Fahrenheit have no ill effect (feels like a warm Spring day)
- only needs the equivalent of two glasses of water (roughly 1 6 ounces) per 24 hours to function at 1 00%
- Even exposure to temperatures up to 200 degrees inflicts only 20% of its normal damage and penalties.

Adapt to Physical Environment (Radiation):
-The effects of radiation energy (ultraviolet rays, microwaves, etc .) have absolutely no ill effect on the character; she functions unimpaired, without fear of damage or illness.

Adapt to Physical Environment (Disease/Plague):
- can increase her natural resistance to and recovery from disease (bacteria, viruses, etc.).
- five times more resistant to disease than the average human (+5 to save vs disease)
- should he catch it, the disease is never fatal and the effects, penalties, damage, and duration are half normal.

Adapt To The Environment (Nocturnal or Underground):
- equivalent of Night vision with a range of 300 feet
- Incredibly sensitive to light (can only see about 20 feet l6 m in dim light and are completely blinded by daylight or bright artificial; -8 to strike, parry, and dodge, automatically loses initiative).
- Doubling her normal range of hearing (roughly as keen as a dog's)
- Functions in total darkness as well as a normal person in a well-lit room or outdoors on a sunny day
- has an excellent sense of direction and depth/height.

Never used outside of training
- Slaps and backhands No proper warrior, fighter, or soldier should use them in or out of battle. Any that do lose immediate respect from her. She does not show obvious disrespect to users of a backhand or slap. They are not going to be given any personal respect or aid beyond what is required by orders or oaths in the future.
- Karate style kick (does 2d4+7 (+19) damage)
- Crescent Kick: A swivel-hipped kick that sends the foot out on a sweeping arc. Does 2D4+9 (+21) damage
- high-risk and jump kicks


Weapon Proficiency
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

Physical Prowess modifiers apply to strike, parry, and dodge in HTH melee combat and ranged melee attacks (natural energy blasts, thrown objects, & archery) only.
W.P. Master Archery
This skill is not applicable to crossbows, and similar weapons of a mechanical nature.
Movement modifiers no longer apply.
Add 20' to the effective range of the weapon per skill level.
Rate of Fire: As per the character's hand-to-hand attacks per melee.
+1 to strike at levels 1, 2, 4, 6, 8, 10, 12, and 14.
+1 to parry with the bow itself at level 1.
+1 to disarm at levels 2, 5, 10, and 15.
+1 to initiative for characters with a P.P. of 17 or less, +2 for a P.P. of 18 to 23, +3 for a P.P. of 24 to 30, and +4 for a P.P. of 31+.
Critical Strike on Natural 19 or 20.
This supplants standard Archery W.P. skills and bonuses, it does not stack with them, though bonuses from W.P. Targeting may still apply and stack as normal.
- +2 strike (+8 with W.P. Targeting/P.P.), +1 parry (+9 with HTH) +1 to disarm (+3 with HTH), +2 Initiative, Crit Strike n19+, +60' range
W.P. Archery
+1 to strike at levels 1, 2, 4, 6, 8, 10, 12, and 14. +1 to parry with the bow itself at level 1, and +1 to disarm at levels 2, 5, 10, and 15.
- +2 strike (+8 with W.P. Targeting/P.P.), +1 parry (+9 with HTH) +1 to disarm (+3 with HTH)
W.P. Targeting
+1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both weapon proficiency.
- +2 strike (+6 with P.P)
W.P. Whip
+1 to strike, disarm or entangle at levels 2, 4, 7, 10, and 13. +1 to damage at levels 2, 4, 8, and 12. Cannot be used to parry, nor can it be thrown.
- +1 strike (+7 with HTH), +1 disarm (+3 with HTH), +1 entangle, +1 damage
W.P. Energy Rifle
+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
+1 strike

Saving Throw Bonuses
Coma/Death: +17%
Magic (varies): +3, +10 vs mind control, impervious to possession (+5), +9 vs Illusions
Lethal Poison (14+): +11
Non-Lethal Poison (16+): +11
Insanity (12+): +4
Psionics (varies): +8 to save vs Bio-Manipulative type attacks, +10 to save vs mind control, +5 to save vs all other psionic attacks, impervious to possession (+5), +9 vs. Illusions
Horror Factor (varies): +4
Disease: +8
Adapt to Physical Environment (Disease/Plague):+13

Toxins: +8
Last edited by Dawn Breaker on Thu Feb 15, 2024 1:50 pm, edited 100 times in total.

-APS Merury: An attacker must roll a 16 or higher to strike and inflict damage. All kinetic attacks (punches, bullets, etc. ) that inflict damage (from a roll to a strike of 16 or higher) only do half the damage!
Explosions do only 10% of their normal damage, but any explosive damage greater than 50 points will blow the character apart. However, the super being can reform within 1D6 melee rounds (in under two minutes).

- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.

- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%

- Heals twice as quickly as an ordinary human

- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.

-Hypnotic Mental Conditioning
Impervious to possession.


Character sheet
Comsec Music mix:
Ozzy Osbourne - Crazy Train (Acid Techno Live Remix)
Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Dawn Breaker
Posts: 37
Joined: Tue Dec 06, 2022 3:13 pm

Re: Dawnbreaker

Post by Dawn Breaker »

Equipment
Vehicles/Mounts are listed first.

Cargo Van

top view = Image
Side view =Image
Front view = Image
Back view = Image
  • Crew: 1 plus passenger.
  • AR: 10.
  • SDC: Tires (4) 50 each. Main Body 500.
  • Top Speed: 120 mph.
  • Miles Per Gallon: 19 mpg.
  • Fuel Tank: 15.1 gallons.
  • Cargo: 50 cubic feet. 200 lbs on rooftop rack.
  • Tow: 4 tons.
  • Bonuses: None.
Carried/In Hand

Carried/sling:
Work computer (Abacus series notebook) (Integrated Thinking Systems (ITS) entry, Century Station page 74)
SDC: 150 (Titanium Shell)

(HU2, page 348)
• Space: adhesive pads
• Space: bandages
• Space: gauze pads
• Space: adhesive tape
• Space: splints
• Space: sterile gloves
• Space: scissors
• Space: forceps
• Space: thermometers
• Space: needles
• Space: razor blades
• Space: pins
• Space: medicine
• Space: ointment
• Space: salt tablets
• Space: israeli-bandages x 3
• Space: Tourniquets x 3
• Space: backpack straps
• Space: shoulder straps


(HU2, page 348)

Space:
• Space: Key Making impressions (HU2, page: 346)
• Space: Cables, spare batteries and such for computer/electronics
• Space: Wire-cutters Complete with a belt sheath (HU2, page 348)
• Space: Lock picks (Superior) (HU2, page 346)
• Space: Ear Mike Radio Receiver and Transmitter (HU2, Page 344)
• Space: "
• Space: Gas mask (HU2, page 348)
• Space: "
• Space: Infrared Goggles (new superior type) (HU2, page 343)
• Space: "
• Space: Locksmith/security Tool kit
• Space: backpack straps
• Space: shoulder straps


Ithaca Model 37 "Stakeout" with 16 'breaching rounds' on the Ithaca Model 37

Carried/pockets:
- ID/wallet
- Locksmith and Security certification
- usual feminine products and such
- pocket knife (Swiss-army/mechanics type)

Worn on Person
Clothing:
- 'Green Arrow' Hoodie
- unmarked Military Field Jacket (with velcro for
Omega
Dawn Breaker FireeaterInsignia.png
Dawn Breaker FireeaterInsignia.png (67.68 KiB) Viewed 849 times
or Sector 10
Dawn Breaker Insignia1.png
Dawn Breaker Insignia1.png (317.31 KiB) Viewed 849 times
)
- Cargo Pants (Military/Security quality, multiple weave, extra stitching)
- Hiking shoes (full safety, non-ferrous)

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
  • 12 attachment points
  • Integrated IRMSS
    is An amazing medical device that injects a dozen microscopic robot units, about the size of a pinpoint, into the bloodstream to repair an internal injury. The containment unit is placed over or near the suspected area of damage and the depression of a button releases the micro-surgeons into the body. The tiny robots search for the damage and repair it. Types of internal injury that they can repair include the removal of blood clots, repairing torn/ruptured veins, internal bleeding, and minor damage to internal organs. Equal to a medical doctor's surgical skill of 75%. When the units are done, they simply turn off and are naturally flushed from the body (average life is one hour). They are not reusable. Each IRMSS holds 48 surgical robots for four uses.
    : 20,000 credits to recharge (R: UE, p.263)

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.

• Space: Knife: Survival (HU2, page 347)
• Space: Utensil Kit knife, fork, and spoon set with sheath (HU2, page 347)
• Space: Flatbread
• Space: light canned food (pull top), mixed nuts with additives for nutritional flavor purposes in a waterproof container
• Space: Snack Food for Energy, Vitamins, and Water cleaning pills in a water-proof container
• Space: Extra pair of socks in a waterproof container
• Space: Field cleaning and Repair kit for a bow (Variant of gun type, HU2, Page 340-1)(Variant of gun type, HU2, page 340)
• Space: Cables and such for computer/phone
• Space: First aid kit (Boo-Boo kit) and Spare batteries in a waterproof container
• Space: Fire-starting kit and Hand-Held Flares (HU2, 341)
• Space: israeli-bandages x 3
• Space: Tourniquets x 3


-Bow Hunter Accessory bag for compact bow (HU2, page 347)
• Space: (for bow only) Customized Compact Compound Bow "Trinity Ghoul" (the weapons nickname)
• Space: Shooting Glasses (HU2, page: 348)
• Space: Shooting Ear Plugs
• Space: Field cleaning and Repair kit for a bow (Variant of gun type, HU2, Page 341)(Variant of gun type, HU2, page 340)
• Space: Tourniquet and Israeli bandage are also in the bag


Quivers (x4,42 arrows total):
Arrow type as needed
Location: Bow Mounted (6 arrows)
• Space: Standard Arrow
• Space: Standard Arrow
• Space: Standard Arrow
• Space: Standard Arrow
• Space: Standard Arrow
• Space: Standard Arrow

Location: front of leg: (6 arrows)
• Space: Microphone Arrow
• Space: Camera Arrow
• Space: Explosive Arrow - 6d6 (2 ft Blast radius)
• Space: ECM Arrow
• Space: Sonic Arrow
• Space: Flare Arrow

Location: side of leg: (6 arrows)
• Space: Microphone Arrow
• Space: Camera Arrow
• Space: Explosive Arrow - 6d6 (2 ft Blast radius)
• Space: ECM Arrow
• Space: Sonic Arrow
• Space: Flare Arrow

Location: small of back (24 arrows)
• Space: Neural-stun Arrow
• Space: Neural-stun Arrow
• Space: Neural-stun Arrow
• Space: "Canister" Arrow (tear gas)
• Space: "Canister" Arrow (Knock out gas)
• Space: "Canister" Arrow (smoke)
• Space: Explosive Arrow - 2d6 (8 inch Blast radius)
• Space: Explosive Arrow - 2d6 (8 inch Blast radius)
• Space: Explosive Arrow - 4d6 (1ft 4 inch Blast radius)
• Space: Explosive Arrow - 4d6 (1ft 4 inch Blast radius)
• Space: Explosive Arrow - 4d6 (1ft 4 inch Blast radius)
• Space: Explosive Arrow - 4d6 (1ft 4 inch Blast radius)
• Space: Explosive Arrow - 6d6 (2 ft Blast radius)
• Space: Explosive Arrow - 6d6 (2 ft Blast radius)
• Space: Explosive Arrow - 6d6 (2 ft Blast radius)
• Space: Explosive Arrow - 6d6 (2 ft Blast radius)
• Space: Microphone Arrow
• Space: Microphone Arrow
• Space: Camera Arrow
• Space: Camera Arrow
• Space: Radar Arrow
• Space: ECM Arrow
• Space: Sonic Arrow
• Space: Flare Arrow


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.
- Belt pouch: mini-first-aid kit
- Belt pouch: Smartphone
- Belt Pouch: extra Tourniquet
- Belt Pouch: Israeli bandage

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:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle
A complete set of equipment for rappelling, rock scaling, or climbing at the apartment or stored in the vehicle if needed). (also includes urban/city adjustments)Weight with shipping crate is 190 pounds (86 kg). (Cost: $1100.00) Includes:
- 3,600 feet (1100 m) reels of 4500 pound (20,000 Newton) test rope (each reel weighs 40 pounds/18 kg)
- An adjustable harness with clamps
- 6 pairs of canvas climbing gloves
- 48 clamps
- 48 fasteners
- 48 pitons
- 3 hammers
- 2 grappling hooks
- one pulley
(if needed):(HU2, page 347)
Stored in Room at Omega HQ

Stored in Armory at Omega HQ
- Jet Powered Glider (if needed)
- Energy Rifle: energy rifle. (If needed)

Resources
Life savings 1,000 credits
On hand: 175
Additional Financial Resources: In addition to a possible life savings (see optional rules to rounding out one's character in HU2), and there is a 01 -80% (1d100 chance the character also owns a personal vehicle. The car is less than a year old. Presumably, the character has a job, apartment and reasonable personal possessions. If in the military, housing on or near a military base is provided free, as is any medical treatment, and access to base facilities

Gear Stats
Bionics & Cybernetics Nano-Hive Brain Implant (Patron Item)
Nano-Hive Brain Implant (Cybernetic Implant)
By utilizing a microscopic port on the skin and the ability of the nano-bots to utilize the organic material of the body, Mindwerks has created an implant that can create a tiny insect-sized drone that can be sent out for short-range recon. The drone can get anywhere a mosquito-sized insect might but has incredible strength for its size. It has two modes: an autonomous mode where it will follow a predetermined path and come back and report what has been seen as a sensory download into the character's brain, or the character can directly take control of an insect's eye view. The Cost: Because it needs highly adaptive biological material, this implant draws from the natural spine.
  • The shock from this costs the character 25% of their hit points, which recover naturally

Nano-Hive Reconnaissance Drone
Image
  • S.D.C.: 30
  • Hit Points: 1
  • Range:
    • Autonomous mode: 500'
    • User controlled mode: 250'
  • Duration: Flight time of 20 minutes
  • Speed: 22 (15 mph)


Super-Duper Drone:
Alignment: none, Drone
Disposition: Standard Robot AI
A.R.: 12
S.D.C. by Location:
Turret** 60
Fans* (x3) 40 each
Engines (x2) 100
Main body 150
Sensor spike Launcher 50
*Called shot at -2 due to size/location
**Turret points to the rear when a drone is carried and can fire still.
Statistical Data:
Running/Flying Speed: Flying (30miles an hour)
Leaping:
Dimensions: [Height: 1.5 feet, Width: 1 foot, Length: 2 feet, Weight: 10 lbs.]
Physical Strength: Pushing it can muster 12 PS and Can lift a fully loaded Ground drone without stressing its frame.
Power System: Rechargeable battery with 12 hours of use before charging
Weapon Systems:
  • Turret:
  • 1. Finger Laser
  • Range: 500 feet
  • Damage: 1d4, 1d6 or 2d6
  • Rate of Fire: each shot counts as one attack
  • Payload: unlimited
  • Modifiers: +1 strike
  • 2. Electrical Discharge
  • Range: 12 feet
  • Damage: 4d6
  • Rate of Fire: each shot counts as one attack
  • Payload: unlimited
  • Modifiers: +1 strike
  • 3. Sensor Spike launcher
  • Range: 10 feet
  • Damage: 2d6 (designed for placing objects in walls)
  • Rate of Fire: 1
  • Payload: 10 sensor spikes (infra or ultraviolet spectrum typically), Mic or Camera spikes as well
  • Ground Drone Mount
  • Range: 10 feet
  • Damage: The ground Drone may fire its weapons.
  • Rate of Fire: 1
  • Payload: 1 ground drone
Hand-to-Hand Combat:+3 dodge
Features of Note:
  • Camera
  • Mini-Light Radar
  • Light receptors to detect light
  • Audio and video Memory slot
  • Rangefinder/Weather sensor
  • Three fans to provide lift and flight
  • Engines to provide lift and flight
Modifiers:
Book Reference:
Image


FAS Torso Armor (Half Suit)
  • A.R.: 10
  • S.D.C.: 80
  • Weight: 10 lbs.
Drone Control and Command Gauntlet
Image
S.D.C.: 150
A.R.: 18
Weight: 2 lbs.
Modifiers: None
Features:
  • Command suite to control up to 10 drones
  • 5 screens to monitor up to 5 drones
  • Keypad for typed command transmissions
  • Radio transceiver for voice commands & drone control (5-mile range)
  • Record, edit & transmit video and frame images

Book Reference: p.245, WB34



Image



  • Range: 760 ft (Master Archery adds a further 60 ft to its 700)
  • Damage: 2d6 or by arrow type
  • Rate of Fire: As per the character's hand-to-hand attacks per melee
  • Payload: Quiver of 6 arrows Typically hunting or Targeting arrows. If on mission non or less-lethal arrows will be in the bow Quiver only.
  • Weight: 13 lbs.
  • Features:
    -reduces vibration.
    - two compact bows merged together for combat poundage (currently 90 lbs) and range. The bow can be set 140 lbs safely.
    - High-tech sights/range finder, Silencers, compass, and weather/wind sensors. (To detect changes around her)
    - Enhanced structural integrity to use for going down rope/cables without snapping
    - D-Ring (to hook up cord/cable), and sling to prevent dropping it.
    - Modified string set up with spacers and interweaving the two bow strings into one where the arrow is released.
  • Modifiers: W.P. Bow, requires
  • Book Reference: HUGMG


Ithaca Model 37 "Stakeout"
Image
  • Range: 150'
  • Damage: 4D6 buck or 5D6 slug
  • Rate of Fire: Single shots only
  • Payload: 8-round tubular magazine (Slug-Shot for breaching duty. 8 loaded and 8 on the weapon's side, opposite of the shell ejection port)
  • Weight: 5 lbs.
  • Features: W.P. Shotgun, slide-action repeater, 12 gauge,
  • Modifiers:-sling (with rings to clip to a harness or belt)
  • Book Reference: HUGMG


Image
  • Damage: 6d6 points per single shot, or 1d6x10 per double-blast burst.
  • Range: 2000 feet (6 1 0 m).
  • Payload: 60 blasts (120 if cabled to a small, self-regenerating energy pack worn on the hip or back)
  • Rate of Fire: One at a time or a double burst; each shot or burst counts as one melee attack.
a Self-charging ammo-clip recovers energy blasts at a rate of 1d6+6 per 20 minutes or can be boosted and charged in a matter of minutes via any type of Re-Channel Energy super ability. Ideal for a Super soldier with that power.



Speed is 150 mph (240km), and altitude is 3000 feet (91 5 m). Powered by a mini-energy cell that can run continuously for four hours before needing to cool down for at least one hour. The Super soldier stands on this device in order to fly It, wing board style. The jet-powered glider has 150 S.D.C. and an A R. of 14.

(Timed or Remotely/Vocally activated arrows are synced to a sensor in her hand as they are held or notched. When released they can be set off by voice command to the bow or a button on the bow or Light grenade key fob. Also, they can be deactivated if the arrow can be shut down manually.)
Arrowhead images
https://imgur.com/6mPy0Ys

Chaff Arrow
  • Range: as per bow only
  • Damage: 3d6
  • Rate of Fire: Single shots only
  • Payload: 1
  • Weight: 4 lbs.
  • Features: When triggered it sets off a canister designed to decoy enemy anti-missiles. The canister heats up attracting the missile's heat sensors, giving off a fake radio signal, and sending out streamers of aluminum designed to fool radar-guided units for 1d4 melees equal to ECM skill who made the arrow. Due to bulk and complexity, it can not fit in a quiver.
  • Modifiers: -2 to strike, not designed for combat, -20% Range, W.P. Bow
  • Book Reference:


Cost: 200 for the Chaff materials +cost of arrow


Standard Arrow/Bolt
  • Range: as per bow or crossbow
  • Damage: 2D6+2
  • Rate of Fire: Single shots only
  • Payload: 1
  • Weight:
  • Features: shatters on impact vs hard targets
  • Modifiers:
  • Book Reference: ( viewtopic.php?p=1360547#p1360547)


Cost: 5 credits each; common availability

Flare Arrow/Bolt
  • Range: as per bow or crossbow
  • Damage: 3D6 damage
  • Rate of Fire: Single shots only
  • Payload: 1
  • Weight:
  • Features: shatters on impact vs hard targets, illuminates 250' AoE for 1d4 melees
  • Modifiers: -1 to strike
  • Book Reference: ( viewtopic.php?p=1360547#p1360547)


Cost: 100 credits each; common availability

Explosive Arrow/Bolt
  • Range: as per bow or crossbow
  • Damage: varies (1d6, 2d6, 3d6, 4d6, 5d6 or 6d6), smoke (10 foot radius
  • Rate of Fire: Single shots only (arrows are destroyed on use)
  • Payload:1
  • Weight:
  • Features: Blast Radius is very confined; four inches (10 cm) for every 1d6 of damage. can be Timed or Remotely/Vocally activated arrow
  • Modifiers: Reduce the normal range by 10%
  • Book Reference: (HU2, Page 134)


Cost: 80+cost of arrow

"Canister" Arrow/Bolt
  • Range: as per bow or crossbow
  • Damage: 2d6
  • Rate of Fire: Single shots only
  • Payload: 1
  • Weight:
  • Features: smoke/gas area of 10 feet around the arrow. Smoke and gases like Tear gas, pepper gas, fart spray, and other types of gases may be used in the arrow's Cannister. can be Timed or Remotely/Vocally activated arrow
  • Modifiers: -10% Range, -1 strike
  • Book Reference: (HU2, Page 134?)


Cost: 200 + the gas/chemical installed

Sonic Arrow/Bolt
  • Range: as per bow or crossbow
  • Damage: 2d6 +
  • Rate of Fire: Single shots only
  • Payload: 1
  • Weight: 5 ounces
  • Features: (sound) AoE, Type of sound must be selected at the creation of arrow, voice, and other sounds like sirens may be used in place of generic loud noise. (Dog whistle, Ultra, infra, and white noise for example) for use against those with enhanced hearing or to baffle bugs or listening devices. can be a Timed or Remote/Vocally activated arrow they have 3d4 minutes of operational time per battery or impact activation of 2d4 rounds.
  • Modifiers: Designed to bite into a wall or floor. not designed for combat, -10% Range, -1 strike
  • Book Reference:


Cost: 400

Radar Arrow/Bolt
  • Range: as per bow or crossbow
  • Damage: 2d6
  • Rate of Fire: Single shots only
  • Payload: 1
  • Weight: 1.1 ounces (arrow 5 ounces, Radar unit 8 ounces)
  • Features: Transmits local terrain and number of people/animals in the area to a nearby pre-set transceiver or comm system for 2d4 minutes. (antenna is in the arrow shaft) can not identify the type or exact information on targets, only the number of objects in range, size, and position. the radar is equal to Mini-Radar at 65%, but with 1000ft. can be Timed or Remotely/Vocally activated arrow
  • Modifiers: Designed to bite into a wall or floor. not designed for combat, -10% Range, -1 strike
  • Book Reference:


Cost: 400

ECM Arrow/Bolt
  • Range: as per bow or crossbow
  • Damage: 2d6
  • Rate of Fire: Single shots only
  • Payload: 1
  • Weight: 1.1 ounces (arrow 5 ounces, ECM jammer 6 ounces)
  • Features: Batteries are stored in the hollow of the arrow shaft. they last 2d4 minutes and are equal to ECM skill when the arrow was made. ECM jamming in 1000 ft, can be Timed or Remotely/Vocally activated arrow
  • Modifiers: Designed to bite into a wall or floor. not designed for combat, -10% Range, -1 strike
  • Book Reference:


Cost: 400


Neural-stun Arrow/Bolt
  • Range: as per bow or crossbow
  • Damage: 2d6 from arrow impact + Stun
  • Rate of Fire: Single shots only
  • Payload: 1
  • Weight:
  • Features:
    the victim who is stunned is -8 to strike, parry, and dodge plus reduce the character's speed and the number of attacks per melee round by half. The accumulative effect on the nervous system of the body being repeatedly struck and stunned may knock the victim unconscious, even if he has previously been saved. After being struck more than four times, the unprotected character may be stunned into unconsciousness for 2d4 melee rounds. When he recovers, he will suffer the stun penalties for 1d4 minutes. Roll to save, a failed roll means there is a 01-42% chance of being rendered unconscious. Note that in this case, even if the individual remains conscious, the charge will impair his movement as per the penalties previously described.
  • Modifiers:
  • Book Reference: (R:UE, Page 259)


Cost: 400

Boxing Glove Arrow
  • Range: as per bow
  • Damage: 2d6
  • Rate of Fire: Single shots only
  • Payload: 1
  • Weight: 1 lb.
  • Features: Inflatable Boxing glove fills up with a mini pump powered by batteries in the hollow portion of the arrow's shaft.
  • Modifiers: Designed to punch people at long range, -10% Range, -1 strike, KO: NAT20
  • Book Reference:


Cost:100

Camera Arrow
  • Range: as per bow
  • Damage: 2d6
  • Rate of Fire: Single shots only (if retrieved can be turned off and reused)
  • Payload: 1
  • Weight:
  • Features: the shaft holds the Fiber optic camera, the notch is the camera end with a modified quick release and drop away notch on the arrow, Lasts 1d4x10 minutes, and effectiveness is equal to Surveillance skill when the arrow is made and placed. Can be used to look in hard-to-reach places or around corners and such. can be hand placed. can be Timed or Remotely/Vocally activated arrow
  • Modifiers: Designed to bite into a wall or floor. not designed for combat, -10% Range, -1 strike, W.P. Archery
  • Book Reference:


Cost: 200

Microphone Arrow
  • Range: as per bow
  • Damage: 2d6
  • Rate of Fire: Single shots only (if retrieved can be turned off and reused)
  • Payload: 1
  • Weight:
  • Features: the shaft holds the tube Mic, the notch is the mic end with a modified quick release and drop away notch on the arrow, Lasts 1d4x10 minutes, and effectiveness is equal to Surveillance skill when the arrow is made and placed. Keyhole or Tube Microphones: A microphone (mic.) with a long, hollow tube that is flexible, allowing it to be placed in the arrow shaft. Picks up sounds up to 34 feet (1 0 m) away and transmits up to 1000 feet (305 m). can be Timed or Remotely/Vocally activated arrow
    availability
  • Modifiers: Designed to bite into a wall or floor. not designed for combat, -10% Range, -1 strike, W.P. Archery
  • Book Reference: (hu2, page 344


Cost: $270.00; fair
Last edited by Dawn Breaker on Sat Nov 11, 2023 3:53 pm, edited 49 times in total.

-APS Merury: An attacker must roll a 16 or higher to strike and inflict damage. All kinetic attacks (punches, bullets, etc. ) that inflict damage (from a roll to a strike of 16 or higher) only do half the damage!
Explosions do only 10% of their normal damage, but any explosive damage greater than 50 points will blow the character apart. However, the super being can reform within 1D6 melee rounds (in under two minutes).

- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.

- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%

- Heals twice as quickly as an ordinary human

- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.

-Hypnotic Mental Conditioning
Impervious to possession.


Character sheet
Comsec Music mix:
Ozzy Osbourne - Crazy Train (Acid Techno Live Remix)
Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)

Quick post items:
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Situation:
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User avatar
Dawn Breaker
Posts: 37
Joined: Tue Dec 06, 2022 3:13 pm

Re: Dawnbreaker

Post by Dawn Breaker »

Field handler: Erik Weisz
Call sign: 'the Magician'
Current Assignment: Infiltration Team Six (a.k.a: Sinister Six)
Current City: Ultropolis
Subject Profile: Infiltration Team Six (a.k.a: Sinister Six)
The Mark 10 Teslas are not the social creatures the Ellison Mark 5-6 research drones are. The mark 10's do know what friendship is but tend to use it as a tool to manipulate or achieve a goal. While they do prefer to avoid unneeded social interaction with non-clones, they nevertheless have grown more familiar with most of the social standards of others. Clones all being the same take some things for granted. They roughly have the same personality and don't offend or start trouble as often with their types as they do others. On missions, their innate traits to hyper-focus cover a lot of the social shortcomings by giving them the drive to push past social issues.

True friendship is reserved for teammates and fellow clones. These 'friendships' are often less emotional, but they do protect each other and Dawn Breaker (Subject #7734 or Dominique Ferro) will do what she can to help if she can. People would describe her as an introvert with Asperger's at times. Some of her 'autistic-like' traits include a lack of empathy at times (particularly on a mission or mission-related research), difficulty with social cues occasionally, and a hyper fixation on her tasks and special interests. Dawn Breaker has suffered a few traumas, which could have further exacerbated her social discomfort but she came out unscathed for the most part.

These traits were intended to keep them from deviation from their task. As to how these traits do not become a problem in a mission that is what Hypnotic Mental Conditioning enhancement (or HMCE) is for. It focuses the clones on the task at hand. It is a method we have employed to great effect in the security and research department as well. HMCE also seems to have aided in Dominique's recovery from the loss of Kara several years back. Her current partner, Catalyst (Subject #6674 or Caroline Stanton), also suffered a similar loss as Dawn Breaker did. Both have bonded well and both are currently in good mental health despite the trauma they have experienced. I recommend keeping them as a team due to their strong affection and compatibility with one another.

All BBMR clones, Including research and labor drones, are Type O-negative blood. This is because the clones are intended to be universal Blood Donors for times when blood transfusions are needed without risk of rejection or incompatibility issues. Due to the need for type O-negative blood for surgery or emergency transfusions, they must donate twice a week. These two are no exceptions and do so regularly. I suspect it is the Jelly bears that keep Catalyst and Dawn Breaker going back without hassle.

I have attached Combat and some behavioral notes on Subject #7734 and Subject #6674 of significance. Both display mastery of and use archery as combat and operations assets. A selection of arrows designed for observation and to use as early warning are standard in their quivers. Dominique carries Catalyst's quiver and bow when both need them. They prefer smaller compact Combat Compound bows.

Combat Profile: Dawn Breaker Catalyst
Dawn Breaker and Catalyst seem to prefer a direct grappling and evasion style. Their primary strategy and tactics appear to favor ground strikes, low-risk moves, high mobility, and knockdown/trip foes before attacks if possible. This aversion to high risk in combat is total and only in training does she use what she terms 'potentially broken legs' or 'throws/trips' from a grabbed leg. Catalyst likes to set up targets for Dawn Breaker as well as herself with trips, distractions, and hazards using her meta-human abilities. Hazards include flammable gases left in an area to ignite, or that knock out foes.

Both also use environments against their adversaries when possible. Tactics like Tripping hard-to-damage and/or non-flying targets off of high places or flyers into places where those advantages are nullified. This also includes foes thrown or slammed into other charged foes or those that employ area-of-effect abilities to injure the thrown with the area-of-effect ability. Caroline also prefers her vaporous form, lending to the spooky image of a mist around Dominique most of the time. Especially when you consider Catalyst is an expert in Bio-Chemical warfare and Dawn can survive in environments humans cannot.

One handler called it a 'Sinister' aura and named them "Sinister Six." A name that stuck as the team call sign ever since. Adding in Dominique's and Catalyst's preference to avoid violence that is unneeded and use of stealth it fits their thief training. In their mind, you are an enemy or not. Civilians, rescue, non-combatant medics, and other non-combatants are not enemies. non-enemies are NOT acceptable collateral damage to both Dawn Breaker and Catalyst.

In the conflict that earned Dawn Breaker the nickname 'Demona', she did not slap or backhand. While other handlers present seem to think it was her martial arts training that discouraged slapping, I disagree. If Dominique is taken by surprise she should use the most direct means immediately on instinct. In a surprised state, she has opened with a Palm strike expertly placed in the sternum followed by a throw and grapple from behind consistently over the years. If that is what Dawn Breaker calls instinct then there is a hardwired combat methodology or 'Kata' at work. Further proof is how Dominique shows passive adversarial behavior and in some cases open hostility to clones and others that use slaps and backhands consistently. The likely cause is the HMCE kicking in with her stubborn nature.

She lives by this code. Regardless of her opinion of the person. if they fit one of the categories they get treated as such.
1. May or may not keep her word to Villains willing to hurt innocents.

2. Will keep her word with the non-violent or more professional Criminals (Aberrant types) so long as it does not conflict with her team's loyalties or personal codes. Will always keep her word with teammates or friends.

3. May lie to and cheat Violent Criminals and Known Traitors. will never lie to or cheat a teammate or friend.

4. Will not kill an unarmed/non-powered foe. (But may knock out or take advantage of one)

5. Will never kill and avoid harming an innocent if possible, Particularly a child.

6. Never torture for pleasure or extract information. May use a situation that happens by chance to extract information, but not likely to torture.

7. Never kill for pleasure.

8. May or may not help a Violent Criminal or known traitor in need. Will always aid a teammate or friend however she feels about them.

9. Attempts to work within the laws when possible.

10. Breaks laws only when saving innocents and when no one is injured in the process if possible. Will compensate for damage if able to do so. when working on an Official team business she will break no laws or not act in conduct that is against its code.

11. Respect the professional criminals, villains, and heroes code (never rat out a partner and such), and live by that code if dealing with honorable/professional Criminals.

12. Will use Honorable/professional criminals, heroes, and villains as information Sources to save innocents and capture Violent criminals. But will never betray her group/allies or commit crimes in exchange for getting info.

13. May take "dirty" money and give it to worthy causes, Return it to the owner or those needing it more than the criminals. (will not take it for herself or when working on Official team business.)

14. Never betray a friend, teammate, or fellow professional (Source or otherwise).

Smartgun 10mm pistol (https://smartgun.com/)

Team 6 and Team 4 Image

Team Operations have had the Sinister 6 work with another team regularly, Team 4 or The Frighteners. Both teams work well together and get along well for a mixed-gender team. Team 4 consists of Vector
Alter Physical Structure: Void (PU3), Gateways (PU1) 49-52: EE: Force (PU1)  EE Force Blast
and Argent
Alter Physical Structure: Silver (AU), Control Density (PU1), Extraordinary ME, and Matter Expulsion: Silver)
both are super soldiers with the standard HMCE and other augments. Their handler is Donald Blake, a Demon Hunter Trained by the head of the Infiltration Division.

Field notes: Dawn Breaker

Image
How the BBMR sees Aliens:
- Feral (wild): Those who are of no use are terminated individually if a threat to humans.
- Allies: the allies include those that work with allied groups such as the underground, allied or rival companies, and the US government. unlike feral mutants they have useful qualities the BBMR can exploit if captured/recruited.
How the BBMR sees Mutants:
- Feral (wild): If they are of no use and a threat they are terminated
- Allies: the allies are left alone. these include those mutant groups working against rivals and helping humans. If they prove a threat terminate, if they prove helpful assist them provided it is discrete aid.
How the BBMR sees Sector 10:
- They have interests in the BBMR and are for the moment allies.
- keeps an eye on them and should they be Nursery personnel keep two eyes on them
How the BBMR sees /Chimera:
- A rogue military with Public approval.
- One that Bluecove keeps a sharp eye on and will not let in their town.

Likes:
- Practising archery
- Building/researching robotics and electronics (Includes: Zoology and Biology)
- Artificial Intelligence and computer-related topics (Including Psychology)
- languages and Linguistics
- RPG/board games
Dislikes:
- Yoga
- cold places
- Sitting around inactive for too long
- being a couch potato

Mon:
Morning: General workout/ Archery/Kickboxing/Weapon practice
Afternoon: Intelligence(Heroes/villains/Military), research, and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Tue:
Morning: Weapons, NBC Warfare (Nuclear, Biological & Chemical), Damage Control and Disaster Response, Evacuation, and Rescue, and Jury-Rig
Afternoon: Business and Finance Research(Heroes/villains/Military/Major companies and players), and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Wed:
Morning: General workout/ Archery/Kickboxing/Boxing
Afternoon: Intelligence (Heroes/villains/Military) research, and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Thur:
Morning: Weapons, NBC Warfare (Nuclear, Biological & Chemical), Damage Control and Disaster Response, Evacuation and Rescue, and Jury-Rig
Afternoon: Business and Finance Research(Military/Major companies and players), and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Fri:
Morning: General workout/ Archery/Kickboxing/Boxing
Afternoon: Intelligence(Heroes/villains/Military)research, and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Sat:
Morning: Weapons, NBC Warfare (Nuclear, Biological & Chemical), Damage Control and Disaster Response, Evacuation and Rescue, and Jury-Rig
Afternoon: Business and Finance/Intelligence research (Heroes/villains/Military/Major companies and players), and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)
Sun:
Morning: General workout/ Archery/Kickboxing/Boxing
Afternoon: Business and Finance/Intelligence(Heroes/villains/Military/Major companies and players)research, and language/Literacy studies (Swedish, French, Chinese, Russian, Japanese, and Dutch)

Last edited by Dawn Breaker on Thu Jan 11, 2024 8:25 pm, edited 14 times in total.

-APS Merury: An attacker must roll a 16 or higher to strike and inflict damage. All kinetic attacks (punches, bullets, etc. ) that inflict damage (from a roll to a strike of 16 or higher) only do half the damage!
Explosions do only 10% of their normal damage, but any explosive damage greater than 50 points will blow the character apart. However, the super being can reform within 1D6 melee rounds (in under two minutes).

- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.

- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%

- Heals twice as quickly as an ordinary human

- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.

-Hypnotic Mental Conditioning
Impervious to possession.


Character sheet
Comsec Music mix:
Ozzy Osbourne - Crazy Train (Acid Techno Live Remix)
Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Dawn Breaker
Posts: 37
Joined: Tue Dec 06, 2022 3:13 pm

Re: Dawn Breaker (Super Soldier - Approved)

Post by Dawn Breaker »

Tinker's Notebook:
Infiltration Armor (WIP)
Description of Project: Stealth and Support armor with Hacking/surveillance capability, sensor, countermeasures, and short-range communication to work with her Drone Control and Command Gauntlet.
Visual: Concealed/Light version of a Ghost's armor from Starcraft.
BBMR Operative1.PNG
BBMR Operative1.PNG (518.96 KiB) Viewed 1329 times

Faraday Cage/Stealth suit with Concealed Copper-Titanium mix Chain Mail* Armor with Hood/Face Veil rig with integrated Comms and sensors display (varies by mission, normally Black): rigged for infiltration with Modular tech modules (Bracers, back-plate and Feet) and Quiver/Bow Accessory case attachments
*To reduce weight and increase durability of the copper.
back-plate with weak magnet to carry light metal items (Plate can be easily removed)

Parts Used:
- Concealed Armor (Full suit): AR. ??, S.D.C. ??; ?? 1bs (used to install on to)
- Various sourced electronics
- Keyhole or Tube Microphone x2: (one body, one head)- $540.00
- Keyhole or Tube camera x2 (one body, one head)- $540.00
- Ear Mike Radio Receiver and Transmitter - $700.00
- Belt Radio: Scrambler equipped - $1,800.00
- Compact Abacus series notebook with hacker/Infiltration Applications)- $1000.00
- Stealth modem- $150.00
- Radar Signal Detector (military): Cost: $3000
- Bug Detector: Cost: $350.00
- Dosimeter: Cost: $200.00
- Acoustic Noise Generator: Cost: $900.00 (HU page: 347)
- Multi-Purpose Pouch x12 Camouflage (varies by mission):.- $120.00
- Power source: a light rechargeable battery (with USB/Plugin charger option)

Designed Quirks:

Time Needed | Allocated:

Designed Statistics:

BBMR Infiltration Armor
Custom infiltration Suit.
S.D.C.:??
AR: ??
Weight: ??
Modifiers:
Features: Tech-Harness, Climbing/Scaling attachment points, and Quiver/Bow/weapon attachments.

Tech-Harness Suite (Sensor/hacking/Countermeasures):
Sensor Suite module:
  • -
    - Radar Signal Detector (military):Range: Effective 80 feet (24 m), maximum 4 miles (6.4 km)
    - Dosimeter: Picks up and measures radiation levels. Range: 20 feet (6.1 m)
    - Thermal Image sight: Range: 1600 feet
    - Keyhole or Tube Microphone x1: Picks up sounds up to 34 feet (10 m) away and transmits up to 1000 feet (305m). (body)
    - Keyhole or Tube camera x1 Picks up sounds up to 34 feet (10 m) away and transmits up to 1000 feet (305m). (one body)
Radio Suite:
  • -Radio with Scrambler: a range of 2 miles (3.2 km), up to 10 preset channels
    - Field computer slot with Compact Abacus series notebook with hacker/Infiltration software and a stealth modem
    - Keyhole or Tube Microphone x1: Picks up sounds up to 34 feet (10 m) away and transmits up to 1000 feet (305m). (one head)
    - Keyhole or Tube camera x1 Picks up sounds up to 34 feet (10 m) away and transmits up to 1000 feet (305m). (one head)
Counter Measures:
  • -Bug Detector: A small hand-held device that picks up radio signals from listening devices (bugs)
    -Acoustic Noise Generator: Muffles conversations, and distorts bugging systems by 30%.
-Back Plate
  • weak magnet at the lower back to hold Breaching Shotgun
Cloak/Poncho/overcoat can be worn for covering or during weather if needed
Book Reference:
Last edited by Dawn Breaker on Thu Feb 15, 2024 1:21 pm, edited 10 times in total.

-APS Merury: An attacker must roll a 16 or higher to strike and inflict damage. All kinetic attacks (punches, bullets, etc. ) that inflict damage (from a roll to a strike of 16 or higher) only do half the damage!
Explosions do only 10% of their normal damage, but any explosive damage greater than 50 points will blow the character apart. However, the super being can reform within 1D6 melee rounds (in under two minutes).

- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.

- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%

- Heals twice as quickly as an ordinary human

- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.

-Hypnotic Mental Conditioning
Impervious to possession.


Character sheet
Comsec Music mix:
Ozzy Osbourne - Crazy Train (Acid Techno Live Remix)
Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Dawn Breaker
Posts: 37
Joined: Tue Dec 06, 2022 3:13 pm

Re: Dawn Breaker (Super Soldier - Approved)

Post by Dawn Breaker »

Tinker's Notebook:
Centipede Drone.png
Centipede Drone.png (97.94 KiB) Viewed 1334 times
(WIP)
Description of Project: Stealth and Support Drone to work with her Drone Control and Command Gauntlet.
Visual: a two-headed centipede drone

Parts Used:
  • - Various sourced electronics
    - Keyhole or Tube Microphone x2: (one per head)- $540.00
    - Keyhole or Tube camera x2 (one per head)
    - Ear Mike Radio Receiver and Transmitter - $700.00
    - Belt Radio: Scrambler equipped - $1,800.00
    - legs* x16 (8 per head)
    - Head (primary processor) (x2)
    - Mini-Tool arms/pincers x4 (two per head)
    - Main body and Ballistic resistant materials (x2)
    - Fibre optic Camera x2 (1/per head )
    - Mini-Light Radar x2 (1/per head )
    - Light receptors to detect light x2 (1/per head )
    - Audio and video Memory slot x2 (1/per head )
    - Rangefinder/Weather sensor x2 (1/per head )
    - 8 legs with magnetic foot pads (one per foot)
    - Bug Detector: x2 (one per head)
    - Dosimeter: x2 (one per head)
    - Power source: a light rechargeable battery (with USB/Plugin charger option)
    - Tube with charger unit to carry it
Designed Quirks:

Time Needed | Allocated:

Designed Statistics:

Centipede Drone
Alignment: none, Drone
Disposition: Standard Robot AI
A.R.: 14
S.D.C. by Location:
  • legs* (x16, 8 per body) 40 each
    Head (x2)* 80
    Mini-Tool arms/pincers x4* 50 each
    Main body (x2) 150
    *Called shot at -2 due to size/location
Statistical Data:
Running/Flying Speed: running (20miles an hour)
Leaping:
Dimensions: [Height: 1 foot, Width: .5 foot, Length: 2 feet, Weight: 5 lbs.]
Physical Strength: Pushing it can muster 12 PS and Can carry one Centipede Drone without stressing its frame.
Power System: Rechargeable battery with 12 hours of use before charging
Weapon Systems:
  • 1. Head Mounted Finger Laser x2 (1/per head )
    Range: 500 feet
    Damage: 1d4, 1d6 or 2d6
    Rate of Fire: each shot counts as one attack
    Payload: Unlimited
    Modifiers: +1 strike
    2. Head mounted Electrical Discharge x2 (1/per head )
    Range: 12 feet
    Damage: 4d6
    Rate of Fire: each shot counts as one attack
    Payload: Unlimited
    Modifiers: +1 strike
    3. Head Mounted Sensor Spike launcher x2 (1/per head )
    Range: 10 feet
    Damage: 2d6 (designed for placing objects in walls)
    Rate of Fire: 1
    Payload: 4 sensor spikes/per head (2 Mic and 2 Camera spikes as well
Hand-to-Hand Combat:+3 dodge
Features of Note:
  • -Fibre optic Camera x2 (1/per head )
    - Mini-Light Radar x2 (1/per head )
    -Scrambled radio receiver/transmitter x2 (one per head)
    - Ligh1t receptors to detect light x2 (1/per head )
    - Audio and video Memory slot x2 (1/per head )
    - Rangefinder/Weather sensor x2 (1/per head )
    - 8 legs with magnetic foot pads provide crawling movement
    - Miniature spinal coil (allows up down, and side-to-side movement of head/body spine is attached to) x2 (1/per head )
    - Mini-tool/pincer arms for delicate work (2/per head)
    - Bug Detector (one per head)
    - Dosimeter (One per head)
Modifiers:
Book Reference:
Last edited by Dawn Breaker on Thu Oct 26, 2023 11:55 am, edited 6 times in total.

-APS Merury: An attacker must roll a 16 or higher to strike and inflict damage. All kinetic attacks (punches, bullets, etc. ) that inflict damage (from a roll to a strike of 16 or higher) only do half the damage!
Explosions do only 10% of their normal damage, but any explosive damage greater than 50 points will blow the character apart. However, the super being can reform within 1D6 melee rounds (in under two minutes).

- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.

- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%

- Heals twice as quickly as an ordinary human

- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.

-Hypnotic Mental Conditioning
Impervious to possession.


Character sheet
Comsec Music mix:
Ozzy Osbourne - Crazy Train (Acid Techno Live Remix)
Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Dawn Breaker
Posts: 37
Joined: Tue Dec 06, 2022 3:13 pm

Re: Dawn Breaker (Super Soldier - Approved)

Post by Dawn Breaker »

Tinker's Notebook:
Infiltration Pilstol (WIP)
Description of Project: 5.7x28mm pistol to work with and send audio and video feed her Stealth and Support armor, Drones, and the Drone Control and Command Gauntlet. Smart safety lock system to prevent non-designated users from firing the weapon. Based on a real-world pistol prototype
Visual:
BBMR Operative Pistol.png
BBMR Operative Pistol.png (30.39 KiB) Viewed 1325 times


Parts Used:
  • -5.7x28mm pistol with built-in Suppressor
    - Various sourced electronics from a cell/smartphone
    - Keyhole or Tube Microphone:
    - Keyhole or Tube camera:
    - Memory chip and USB linkable mini-camera
    - Surefire Illuminator (with IR and Ultraviolet light Lense)
    - Power source: a light rechargeable battery (with USB/Plugin charger option with a USB link to download images and audio)
Designed Quirks:
Time Needed | Allocated:

Designed Statistics:

BBMR Infiltration pistol
  • - Keyhole or Tube Microphone: Records when a button on the grip is pressed. the act of holding the weapon turns on the mic and camera.
    - Keyhole or Tube camera: Whenever the weapon fires it takes a picture a moment before the flash. the act of holding the weapon turns on the camera's recording feature. a rear-pointed camera also takes a photo when the pistol is fired to record who took the shot.
    - Otherwise, it operates like a modified 5.7x28mm pistol. It's a bit heavier, but they used that to make it more durable.
    -Smart safety lock: The weapon needs the user to have a chip, and have the designated user's fingerprints to fire. In stealth ops mode only the chip is used. All BBMR armor has a chip and Chips are implanted in all BBMR field operatives to unlock the weapon's safety.
Modifiers:
Features:
Book Reference:
Last edited by Dawn Breaker on Sat Jan 13, 2024 1:07 pm, edited 2 times in total.

-APS Merury: An attacker must roll a 16 or higher to strike and inflict damage. All kinetic attacks (punches, bullets, etc. ) that inflict damage (from a roll to a strike of 16 or higher) only do half the damage!
Explosions do only 10% of their normal damage, but any explosive damage greater than 50 points will blow the character apart. However, the super being can reform within 1D6 melee rounds (in under two minutes).

- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.

- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%

- Heals twice as quickly as an ordinary human

- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.

-Hypnotic Mental Conditioning
Impervious to possession.


Character sheet
Comsec Music mix:
Ozzy Osbourne - Crazy Train (Acid Techno Live Remix)
Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Dawn Breaker
Posts: 37
Joined: Tue Dec 06, 2022 3:13 pm

Re: Dawn Breaker (Super Soldier - Approved)

Post by Dawn Breaker »

Tinker's Notebook:
Van upgrades (WIP)
Description of Project: Van upgrades to improve efficiency and add concealed compartments.

Parts Used:
  • -Abacus series notebook with hacker/Infiltration software and a stealth modem
    - Concealed and secured compact computer towers
    - Keyhole or Tube Microphones: many
    - Keyhole or Tube cameras: many
    - Various sourced electronics
    - tinted, seethrough Solar panels shaped as Windows and Windshields
    - Power source: rechargeable batteries (with Plugin and Solar)
    -Roof rack with adjustable Lights (with conceals cameras of various spectrums as needed) to see around
    - monitor station with a visual for external cameras.
    - Upgrade armor and engines
Designed Quirks:
Time Needed | Allocated:

Designed Statistics:

Van Upgrade
  • - Keyhole or Tube Microphone: Records around the the van.
    - Keyhole or Tube camera: Records around the van.
    - Faraday cage and soundproof interior/engine
    -Work station
    - Comm-suite and surveillance monitors for cameras and mics.
Modifiers:
Features:
Book Reference:

-APS Merury: An attacker must roll a 16 or higher to strike and inflict damage. All kinetic attacks (punches, bullets, etc. ) that inflict damage (from a roll to a strike of 16 or higher) only do half the damage!
Explosions do only 10% of their normal damage, but any explosive damage greater than 50 points will blow the character apart. However, the super being can reform within 1D6 melee rounds (in under two minutes).

- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.

- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%

- Heals twice as quickly as an ordinary human

- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.

-Hypnotic Mental Conditioning
Impervious to possession.


Character sheet
Comsec Music mix:
Ozzy Osbourne - Crazy Train (Acid Techno Live Remix)
Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
User avatar
Dawn Breaker
Posts: 37
Joined: Tue Dec 06, 2022 3:13 pm

Re: Dawn Breaker (Super Soldier - Approved)

Post by Dawn Breaker »

Infiltration Submachinegun (WIP)
Description of Project: 5.7x28mm pistol to work with and send audio and video feed her Stealth and Support armor, Drones, and the Drone Control and Command Gauntlet. the weapon has a smart safety lock system to prevent non-designated users from firing the weapon. The safety lock is based on a real-world pistol prototype the Infiltrator pistol uses.
Visual:
Dawn Breaker SMG.PNG
Dawn Breaker SMG.PNG (189.69 KiB) Viewed 531 times

Parts Used:
- 5.7x28mm FN P-90 Tactical with built-in Suppressor (Suppressor may be removed if damaged or would draw unwanted attention)
- Various sourced electronics from a cell/smartphone
- Keyhole or Tube Microphone:
- Keyhole or Tube camera:
- Memory chip and USB linkable mini-camera
- two Surefire Illuminators (with IR and Ultraviolet light Lense) and Holo Optic
- Power source: a light rechargeable battery (with USB/Plugin charger option with a USB link to download images and audio)
Designed Quirks:
Time Needed | Allocated:

Designed Statistics:

Standard BBMR Infiltration FN P-90 (configuration may vary by operative or for a special mission)
- Keyhole or Tube Microphone: Records when a button on the grip is pressed. the act of holding the weapon turns on the mic and camera. (Left Side rail)
- Keyhole or Tube camera: Whenever the weapon fires it takes a picture a moment before the flash. the act of holding the weapon turns on the camera's recording feature. a rear-pointed camera also takes a photo when the pistol is fired to record who took the shot. (Left Side rail)
- two Surefire Illuminators (one with IR and one Ultraviolet light Lens) (Right Rail)
- Otherwise, it operates like a modified 5.7x28mm FN P-90.
- Holo sights/optic (top rail)
- Smart safety lock: The weapon needs the user to have a chip, and have the designated user's fingerprints to fire. In stealth ops mode only the chip is used. All BBMR armor has a chip and Chips are implanted in all BBMR field operatives to unlock the weapon's safety.
Modifiers:
Features:
Book Reference:

-APS Merury: An attacker must roll a 16 or higher to strike and inflict damage. All kinetic attacks (punches, bullets, etc. ) that inflict damage (from a roll to a strike of 16 or higher) only do half the damage!
Explosions do only 10% of their normal damage, but any explosive damage greater than 50 points will blow the character apart. However, the super being can reform within 1D6 melee rounds (in under two minutes).

- The skin has a Natural A.R. of 14. An opponent's roll to strike must be 15 or higher to inflict damage. Rolls under 14 may hit but do NO damage.

- Heals at a rate of 1d4 Hit Points or S.D.C. per minute 2d4x10 H.P. or S.D.C. per hour for serious injury (heavy trauma, like the character losing all his S.D.C. and/or half or more of his Hit Points Equal to a doctor's surgical skill of 75%

- Heals twice as quickly as an ordinary human

- if the character fails to save, any disease, illness, poison, toxin, or Bio- Manipulation is at half its normal strength, damage, effect, and duration.
Penalties: These bonuses also apply to saves against good lifesaving chemicals and drugs.

-Hypnotic Mental Conditioning
Impervious to possession.


Character sheet
Comsec Music mix:
Ozzy Osbourne - Crazy Train (Acid Techno Live Remix)
Iron Maiden - The Trooper (Acid Techno Live Remix)
Sabaton - Gott Mit Uns (Max Subzero Ethereal Party Dance Remix)

Quick post items:
Personal Mission Notes:
Location:
Situation:
Points of contact:
Objectives:
Insertion Method:
Orders given:
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