Hellen (Quick-Flex Gunfighter)

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Hellen
Posts: 7
Joined: Sun Feb 18, 2024 9:10 pm

Hellen (Quick-Flex Gunfighter)

Post by Hellen »

Player Name: Mike
G-Mail: mdgiest77@gmail.com
Discord: gmlegion
Link to Ledger: https://www.pbprpg.org/forums/viewtopic ... 7&start=50

Character Name: Hellen
Alias: TDB later
Race: Quick-Flex
O.C.C.: Gunfighter
Alignment: Aberrant
XP Level: 3rd
XP Points: 4,801 [UG 02JUN24]
Next Level @ XP: 8,401
Sentiments/Non-Humans: Dismissive, everyone is just a hit that hasn't happened yet.
Sentiments/Coalition: Just like above, she is neither here nor there with the CS. If it was worth the money, and she thought she could pull it off, she would take a contract on Prosek himself. Not that it's personal, to her it's all just business.
Disposition: Cold most of the time, she shows very little empathy, in particular when it comes to killing. She does have her own code of ethics however, and will refuse to break these self-assigned rules for anyone or any reason. That being said, laws, as set down by a government or city etc are of little to no concern. That's not to say she goes around randomly breaking laws, but if she needed to do so in order to complete a contract, she would without thinking twice.
Family: Has a brother named Lemmy (https://www.pbprpg.org/forums/viewtopic ... ilit=Lemmy)
Insanity: None so far.

ATTRIBUTES
I.Q.: 13
M.E.: 11
M.A.: 12
P.S.: 13
P.P.: 20 (+3)
P.E.: 14
P.B.: 7
Speed: 55 (37.5 mph)

PHYSICAL DATA
P.P.E.: 11
H.P.: 20
S.D.C.: 42
Age: 23
Sex: Female
Height: 5' 5"
Weight: 133 lbs.
Description: Light red hair (cyber hair color), hazel eyes, and slim but athletic build. She keeps her cyber-disguise set to a human appearance of a young Asian woman.

Racial Abilities
Ambidextrous.
+1 strike with all modern guns or any type of bow, even if she does not have the W.P. for it.

Natural Abilities
Perception: 39%
Max. Encumbrance: 53 lbs.
Max. Carrying Weight: 130 lbs.
Max. Lifting Weight: 260 lbs.
Max. Jumping Ability: 8'x8' standing still, 12'x12' with a running start

Special Abilities
Weapon Master; Can pick up, figure out and use most types of handguns, rifles, rocket launchers, and light artillery, whether they fire projectiles or energy blasts.
+1 attack per melee when using any type of gun, from handguns to rail guns.
+3 to disarm on a Called shot.
+1 save vs. Horror Factor @ levels 1, 3, 5, 6, 9, & 12.
Weapon Repairs; She can take apart, clean, and put together her favorite types of weapons blindfolded. She can also clear jams, make repairs to weapons, reload her own ammo, or make/modify her own special ammunition, jury-rig an E-clip charger form a vehicle, generator, or robot and similar.
Quick-Draw Initiative: Pistols & Rifles; +1/2 PP above 16.
Paired Weapons: Pistols; she can draw and fire 2 pistols at the same time and she can even fire each gun at a different target. Roll a strike roll for each target, but bonus to strike is reduced by half.
Sharpshooting: Handgun, Rifle, Energy Pistol, & Energy Rifle; Can fire a 2 handed weapon with 1 hand without penalty, can shoot over her shoulder by using a mirror etc without penalty, she can accurately shoot from a moving horse or vehicle but bonus to strike is half and called shots are not possible, she can shoot accurately while standing on her head or hanging upside down without penalty, she can dodge, roll, or somersault and come up shooting but with no bonus or penalty (just the straight dice roll only), she can ricochet a shot off of a suitable surface (mirrored for lasers) this shot does 1 point of damage to the first surface and and full damage to the intended target and this is done at half bonus to strike (see W.P. section for bonuses).
Reputation & Horror Factor; None until 6th level.

Bionics & Cybernetics
Head
Cyber-Disguise Type AA-I; A complete cybernetic disguise built into the face. (Bionics Sourcebook pg. 46, +15% to Disguise skill)
Cyber-Disguise Type ASH Supplement; Cybernetic hair that can change both color and length (2 to 10 inches). (Bionics Sourcebook pg. 46)

Racial Skills
Combat Driving
Escape Artist 65% +5%
W.P. - Paired Weapons
W.P. - Quick Draw
W.P. - Targeting
Language: American 102% +1%
Language: Dragonese/Elven 69% +3%

O.C.C. Skills
Language: Euro 101% +3%
Language: Spanish 101% +3%
Land Navigation 53% +4%
Detect Ambush 60% +5%
Detect Concealment 50% +5%
Find Contraband 50% +4%
Recognize Weapon Quality 60% +5%
Electronics: Basic 50% +5%
Field Armorer & Munitions Expert 65% +5%
Sniper +2 strike on Aimed & Called shots, but only with single shots.
Pilot: Jet Pack 64% +4%
Horsemanship: General
Hand to Hand: Commando
W.P. - Handgun
W.P. - Rifle
W.P. - Energy Pistol
W.P. - Energy Rifle
W.P. - Sharpshooting: Rifle
W.P. - Knife

O.C.C. Related Skills
Gymnastics
  • Sense of Balance 59% +3%
    Work Parallel Bars & Rings 69% +3%
    Back Flip 76% +2%
    Climb 25%
    Climb Rope 66% +2%

Prowl 45% +5%
Boxing (1st lvl)

Secondary Skills
Literacy: American 55% +5%
Literacy: Euro 45% +5%
Lore: D-Bees 30% +5% (1st lvl)
Running (1st lvl)

Combat Data
HTH Type: Commando
Number of Attacks: 6 (+2 when using guns)
Initiative Bonus: +4
Strike Bonus:+5
Parry Bonus: +9
Dodge Bonus:+7
Auto-Dodge Bonus: +6
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +5
Bonus to Disarm: +1
Backward Sweep Kick: no damage, knocks opponent down, cannot be parried so they must dodge.
Karate Punch: 2d4 S.D.
Kick: 2d4 S.D.

HTH Type: Combat Driving
Number of Attacks: 6 (+2 when using guns)
Initiative Bonus: +4
Strike Bonus:+5
Parry Bonus: +9
Dodge Bonus:+9
Auto-Dodge Bonus: +6
Survive Crash/Impact: +2

Weapon Proficiency's (+1 strike with all modern guns)
W.P. - Paired Weapons; Modern & Ancient Weapons
W.P. - Knife; +1 strike, +2 parry, +2 thrown
W.P. - Quick Draw (Ancient Weapons); +2 initiative
W.P. - Targeting; +2 thrown
W.P. - Handgun; +1 strike
W.P. - Rifle; +2 strike
W.P. - Energy Pistol; +2 strike
W.P. - Energy Rifle; +1 strike
W.P. - Sub-Machinegun; +2 strike
W.P. - Sharpshooting: Handgun, Energy Pistol, Rifle, & Energy Rifle; Aimed Shot: +1 strike, Called Shot: +1 strike, Quick-Draw: +1 initiative, +1 attack per melee, plus she gets all 6 Trick Shot abilities on pg. 81 of Worldbook 14 New West.

Saving Throw Bonuses
Coma/Death: +0%
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (16+): +0
Horror Factor (varies): +2
Last edited by Hellen on Fri Feb 23, 2024 10:28 pm, edited 10 times in total.
User avatar
Hellen
Posts: 7
Joined: Sun Feb 18, 2024 9:10 pm

Re: Hellen (Quick-Flex Gunfighter - WIP)

Post by Hellen »

Equipment

Gear Stats

NE-BA-26 Special Body Armor
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90

Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Color: Matte black with a blood red, dripping skull painted on the face plate.
Features:
  • All standard NE environmental armor features (p.35-36, DB8), Thermo-Kinetic Armor.
  • Modular Features & Upgrades Packages

Book Reference: p.37-39, DB8


TX-SL12 Sharpshooter Laser Rifle
Image
  • Range: 3,500'
  • Damage: 4d6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 15 shots per FSE-Clip
  • Weight: 5 lbs.
  • Features: W.P. Energy Rifle; laser targeting scope, superior balance
  • Modifiers: +2 to strike
  • Book Reference: p.97, WB31


NG-45LP Particle Beam Pistol
Image
  • Range: 1,200'
  • Damage: 5D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-clip
  • Weight: 5 lbs.
  • Features: W.P. Energy Pistol
  • Modifiers: None
  • Book Reference: p.191-192, WB33


STI 2011, .40 Automatic Pistol
Image
  • Range: 165'
  • Damage: 4d6 S.D.
  • Rate of Fire: semi-automatic
  • Payload: 15 rounds
  • Weight: 1.6 lbs.
  • Features: W.P. Handgun
  • Modifiers: None
  • Book Reference: Merc Ops pg. 121


Carried/In Hand

Worn on Person
NE-BA-26 Special Body Armor
small silver cross on a chain
Utility belt
Shoulder holster; STI 2011

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: right thigh holster; NG-LP45
• Attachment: mag pouch; [2] Short E-clips
• Attachment: left sheath; survival knife
• Attachment: mag pouch; [2] clips .40 FMJ rounds

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: [6] Long E-clips
• Space: [4] Short E-clips
• Space: [2] clips of .40 FMJ rounds
• Space: [2] clips of .40 silver rounds
• Space: [4] Triax Frag Grenades; Damage: 2d6 M.D., Blast Radius: 20'
• Space: [4] Triax H.E. Grenades; Damage: 4d6 M.D., Blast Raduis: 6'
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle
Sunglasses, set of biker leathers, a nice dress, flashlight, binoculars, laser distancer, pocket language translator, pocket magnifying glass, multi-optics band, portable tool kit, zippo lighter, pocket mirror, hand-held wooden cross, (4) pairs of handcuffs, (6) feet of heavy chain (18 M.D.C.), heavy lock (5 M.D.C.), (100) feet of rope, utility belt, back pack, air filter & gas mask, (2) canteens.

How to list Credits/Valuables:
Secure Universal Card: 4,000 credits
Secure Black Card: 1,200 credits

Attachments
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Last edited by Hellen on Mon Feb 26, 2024 7:08 pm, edited 9 times in total.
User avatar
Hellen
Posts: 7
Joined: Sun Feb 18, 2024 9:10 pm

Re: Hellen (Quick-Flex Gunfigher - WIP)

Post by Hellen »

Background Story

"...So, I'm....my name is Hellen. Not even sure why I'm messing with this thing. My brother Lemmy sent it to me a while back. He had one of those little tapes in it with a message for me. <sigh> He said I should start using it to make a diary. I mean, a record wouldn't be a bad thing I guess. Might be useful to have a record of my sucess going forward."

<rustling sounds like someone moving around>

"I wonder how he's boing these days? Last I heard he was in MercTown actually IN a merc unit. Why in the world he would think that is a good idea I will never know. He's a muscisian for the gods sake! I mean, he's a really good one. But what would possess him to sign on with actual mercenaries is just...beyond me! Don't get me wrong, my brother can hold his own in a bar fight and like any of our kind, he's good with a gun. But that's not the same as being in a fire fight, not by a long shot. I really ought to track him down if I end up going to MercTown. Right now that looks like my next stop. I've heard about a Headhunter Assassin working with a team out of M-T and I want to see about signing on with them. Well, that's enough for tonight." <CLICK>

<CLICK>

"Looks like I have a long ways to go riding with this caravan. Well, might as well try and use this for what Lemmy was talking about. Where to start though? Unlike my brother, I never had any real interests as a kid. Growing up I never really payed attention to what the other kids at the orphanage were doing. The care takers got worried about me at one point and asked if I was ok. I'm a couple yars older then my brother and he doesn't remember anything about our parents or what happend to them. I...I think I've got one of those mental problems where my mind has blocked it out mostly. But only mostly, becuae I can still picture our mom and dads faces. Mom was a Quick-Flex like us, but dad was some other human-like D-Bee race. I've never seen another one of his kind in all this time. Either way, every once in a while I get flashes of memories about what happened to them. I know this much, they're dead, that I am certain of. And it's not just a feeling, but a dead certainty...like I remember seeing them lifeless. I...I've never told anyone that before. I've never even said this stuff outloud before."

<DEAD SILENCE FOR A FEW MINUTES>

"I don't remember a whole lot about my child hood in detail. The next clear memories I have are picking up a gun for the first time. I was....14 or 15 I think? I had a job at a local shop in New Cedarville, same town me and my brother were raised in. I think this was either right after or before he left town to go on his 'Metal Tour'. Anyway, so I was just off shift from my job and I had wandered into one of the local gun shops. It wasn't a very big one, but it was jammed with guns of all kinds from floor to ceiling. It was pretty cluttered. So, there weren't any chains or anything keeping a person from picking up some of these. Hell, I found a cluster of old Pre-Rifts rifles just sitting butt stock down in a barrel! Naturally, like any teenager, I just picked one up. It was the first time I had ever handled a gun. And something about it...felt good. No, not just good, but right. I don't know if that makes sense to anyone else, but to me, have a gun in my hand seemed like there had always been a piece of me missing and now it was found."

<QUIET LAUGHTER FOR A MOMENT>

"As you can imagine, it didn't take long for the shop owner to start yelling at me to put it down. Honestly, it wasn't even loaded, so I don't know what the fuss was about. I did what he said though and then asked him if he had any guns for my size. I was pretty scrawny back then. At first I thought he was going to just kick me out...literally! Now, this guy was human, old. He had owned the shop as far back as I could remember. He had quite a few scars, the kind you get fighting for a living. He knew, or at least seemed to know, everything about every gun ever made. So, he gets this odd look on his face as he looks at me and I get ready to rush for the door before he gets really pissed. Before I scram, he heads to the other end of the counter and waves a hand at me to follow. I'm curious at this point, you know? So I follow him. After shifting around a bunch of cases and opening a couple locked racks behind the counter, he finally sets a small, black, plastic case down on the counter. He snaps the clasps open on the case and opens the lid and says I should have a look. Inside is an automatic pistol, the old Pre-Rifts slug thrower sort. It was in excellent shape, but it was obvious that it had been well used. Of course, back then I didn't have the eye for that sort of thing like I do now. But even then, it was a thing of beauty. It had some fancy scroll designs engraved into a few areas on it. He picked it up, pulled out the magazine, glanced in the chamber as he pulled the slide back and then he offered it to me grip first. I won't lie, I hesitated at first. But he insisted, so after a bit I took it and again...it just felt right. I was careful not to point at at anyone as I looked down the iron sites. I think he found that funny becuase he suddenly smiled. So, he talked to me about the gun and said he had been holding onto it for someone he wouldn't be able to pick it up now. He offered to not only sell it to me, but show me how to shoot it as well! I had some money saved up, but not enough to buy it outright. He told me that I could make payments on it. Now, I can't say that I've ever felt happy, not even sure what that feels like really. But, I felt good that day when he said that. He asked if I could come by the shop 3 days a week, but later in the evening. I never did anything with my time away from work, so of course I said yes. And that stared my career right there basically.

"It took me 5 months to pay off and own the gun, but long before then I had learned how to shoot. One day not long after we started the training he mentioned that I was a natural. A year later, I was 17 then I know because of what I did next. I joined up with a small time, newly formed mercenary group. I know I was 17, because I lied about my age on the forms they had me fill out. I don't think anyone ever checked those things. I had my pistol with me, since that was the only weapon I owned at that point. Fortunately they issued me armor, a high-powered laser rifle & side arm, and some other basic gear. I spent as much time as I could spare in between my duties practicing with both the new guns. My squad leader heard about what I was doing about a month into my contract and came to watch. We were camped just outside New Cedarville and they had set up a small range, I think mostly for the few of us that were rookies. Now, the ion pistol side arm they gave me was pretty easy to get used to. It had less kick then my own pistol, but it still handled differently. I got the hang of it pretty quickly. The rifle was a different story though. I had never handled one before. So, my squad leader is standing there watching me use the rifle, getting maybe every 4th or 5th shot on the paper target. And half of those shots weren't even on the target silhouette itself. She suddenly walks up and begins giving me pointed on how to hold the rifle steady, keep the stock pulled in tight to your shoulder, loosen my grip some on the foregrip, and all that. The stuff I know is the basics now, but back then it was all new to me.
She was surprised at how fast I improved, because three days later I could put nearly the entire E-clip into a 2 inch circle at 300 yards. She talked to the company commander and I was re-assigned to the units marksman squad a day later. There my training really picked up. I was assigned a new, different rifle, a C-10 laser rifle with a scope. I was told up fron that the laser targeting wasn't working, and the armorer thought that was funny somehow. I didn't know what laser targeting was at the time, so I just shrugged and moved on."

<YAWNS>

"Six months later I was able to consistently and accurately shoot the C-10 beyond it's maximum effective range. So once again I was assigned a new weapon, this time it was a famous JA-9 sniper rifle with the laser targeting fully functional and a high-quality scope. I only had 4 days to get used to the new weapon before we set out on our first mission. I don't remember what the mission itself was, I just recall being put on overwatch with another member of the marksman squad. Our team and two other teams were supposed to be watching for our forces to be returning along one of three predetermined routes. An hour went by with us just listening to the radio chatter as our main force got into a fight, pushed into the enemy position, grabbed whatever it was we were there for and began pulling out. It was about then that the radio was suddenly all static and white noise. My partner began fiddling with our pack radio while I kept watching the valley ahead. Maybe five minutes later I see our convoy and only 2 of it's 6 power armor escorts come hauling ass down a trail. But not one of the trails they were meant to be on. And right on their tail was a whole bunch of enemy. I didn't wait for my partner to give the order, I just stared putting neat holes in the helmets of any enemy troops I could see. There were at least three enemy P-A's as well, but those were to heavily armored for the JA-9 to make much more then a dent in, so I just stuck to putting down any targets that I could handle. I won't go into the rest, but afterwards during the A-A-R, my squad leader and the company commander both commended me for my actions and skill. Reports say I had taken out 38 enemy troops and 1 light power armor. I hadn't realized that last part at the time the fighting was going on, but apparently there had been an enemy trooper in a light exo-suit that I had scored a direct head shot on. His head wasn't there after I took the shot."

"I stayed on with that merc unit for a couple years. But, while combat was interesting an all, I felt like I needed something more challenging. And I had heard that contract shooters, assassins, were in high demand...and pair really well too. So, once my second contract was up, I took my final pay and used it to buy the gear I've got now. Now, since then I have only completed, what is it now? Fifty-six or....maybe fifty-eight contracts? I've got the exact number saved on my computer. The thing is, I don't feel like my training is complete for this kind of work. It's like I need more polish or something. Either way, that's what brings me on this long journey to MercTown. I've heard about a highly trained and now well-known contract shooter working with a merc group out of MercTown. Spooky something is the groups name. My intel is vague on that point, but what is solid information is the woman's name; Mierin. I'm hoping she might take me on as an apprentice. If not, even if I only get to join the same unit, the chance to just watch her work ought to teach me something that I am missing. Plus, I've heard they are well equipped and that they pay well too. I just wish I was there already though...riding along in a bunk bed in one of these A-P-Ts is not as comfortable as it sounds. Damn I am bored...think I'll go clean my guns."

<SOUNDS OF MOVEMENT>

"Oh, before I end this recording for now. I actually do get a jolt of adrenaline and excitement out of taking out a target. There's a rush about it, and that I think is what happy feels like. At least, I think it is. I mean, I call it a happy feeling. Does that make me...crazy or anything?"

<CLICK>

Hellen's Rules:

1. The rules are non-negogiable.
2. Once a deal is made, there is no changing it.
3. No kids, no pregnant women, no families will be excepted as a contract.
4. Lying to her will null & void any deal.
WIP


1st 0,000 – 2,100
2nd 2,101 – 4,200
3rd 4,201 – 8,400
4th 8,401 – 16,800
5th 16,801 – 26,000
6th 26,001 – 36,400
7th 36,401 – 53,000
8th 53,001 – 74,000
9th 74,001 – 98,000
10th 98,001 – 138,000
11th 138,001 – 190,000
12th 190,001 – 240,000
13th 240,001 – 290,000
14th 290,001 – 360,000
15th 360,001 – 420,000
Last edited by Hellen on Fri Feb 23, 2024 6:02 pm, edited 3 times in total.
User avatar
Hellen
Posts: 7
Joined: Sun Feb 18, 2024 9:10 pm

Re: Hellen (Quick-Flex Gunfigher - WIP)

Post by Hellen »

Scratch Sheet
Attributes
2d6 Rolls
3d6: [2, 5, 2] = 9

3d6 Rolls
4d6: [2, 4, 4, 3] = 13
4d6: [4, 5, 3, 1] = 13
4d6: [3, 1, 6, 4] = 14
4d6: [4, 4, 1, 3] = 12
4d6: [3, 5, 4, 4] = 16
4d6: [4, 1, 2, 3] = 10

6d6 Rolls
7d6: [4, 1, 4, 4, 2, 2, 4] = 21

Bonuses from Physical Skills
Spd: + 4d4: [3, 3, 3, 1] = 10
H.P.: 3d6: [3, 1, 2] = 6
S.D.C.: 9d6: [5, 5, 3, 4, 4, 3, 6, 6, 6] = 42
P.P.E.: 2d6: [6, 5] = 11

Credits
Universal: 1d6: [4] = 4 x1,000
Black Market: 4d6: [2, 3, 5, 2] = 12 x100

Ammo & Equipment
E-clips/Clips per weapon: 1d4+3: [3]+3 = 6
Handcuffs: 2d4: [1, 3] = 4
Flares: 1d4+2: [2]+2 = 4
Hand grenades: 1d4+4: [4]+4 = 8
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