Driven (Major): Remove the Naruni presence from Northern Gun, North America, and Rifts [TM] Earth, in that order.
Vengeful (Minor): Always get payback for a slight or offense, but keep it legal
Ruthless (Minor): Over, under or through, I will deal with obstacles to get what I want
Edges and Iconic Abilities
Streetwise: +2 to Networking Rolls or Common Knowledge rolls with nefarious sorts
Command: Unlock Command Edges, give troops w/in Command Radius +1 to recover from Shaken or Stunned conditions
Charismatic: Free Re-roll of Persuasion
Partial Conversion: 3 Strain of Cybernetics
Born Negotiator: Free reroll whenever using the Streetwise Edge
Linguist: Know 1/2 Smarts die in additional languages (5 total): French (Native), American, Spanish, Chinese, Euro
Tactician: One-card pool each round to swap with another player's initiative draw
Master Tactician: Two-card pool
Reliable: Free Re-roll for Support
Scholar: Battle: +2 to Battle rolls
Inspire: Roll Battle to Support all allies in Command Radius on one particular type of action
Natural Leader: Paying the Edge Tax
Connections: I have close ties to one group/faction in the area, and can call on them for aid 1/session (Northern Gun Sales Dept)
Danger Sense: +2 Notice vs. Surprise; Roll Notice at +2 vs. noticeable threats, or -2 vs. unseen ones that would normally not permit a roll.
Work the Room: When using Performance or Persuasion to Support an ally, roll a second Skill die, and apply that result to any other ally's next action.
F&G: 2d20: [8, 14] = 22
Last edited by Mille Visage on Fri Jul 09, 2021 5:56 pm, edited 1 time in total.
Signature
Attributes: Agility d8; Smarts d8; Spirit d8; Strength d6; Vigor d8
Pace: 6/8 (d6); Parry: 7; Toughness: 15 (6); Strain: 8/8 Abilities:
Common Knowledge d8
Persuasion d10 (Free Re-Roll; Free Re-Roll Streetwise; +1 Foreign Language; +1/+2 Cyber-Attractive)
Stealth d4
Athletics d6
Notice d6 (Visual +2)
Fighting d8 (Cybernetics +2)
Electronics d4
Hacking d4
Intimidation d8
Battle d10 (Scholar +2)
Academics d6
Research d6
Shooting d8
Survival d4 Hindrances: Driven, Vengeful, Ruthless Edges:
Streetwise, Charismatic, Born Negotiator, Linguistics, Connections: NG Sales, Charmingly Fluent
Command, Master Tactician, Natural Leader
Reliable, Scholar: Battle, Inspire
Danger Sense Cybernetics
Core Electronics Package
Adrenal System (+2 vs. Shaken/Stunned)
Cy-Wi Reflexes I, Bionic Strength I
HtH Reaction Wiring (+2 Fighting, +1 Parry included) Gear (Underlined Gear gets Northern Gun Manufacture Bonus: Roll Common Knowledge to cancel TechDifficulty): Vibro-Knife (2d6 MD, AP 6) NG-33 Laser Pistol (Range 12/24/48; 3d6, AP 2; Calibrated: +1 Shooting) NG L-20 Pulse Rifle (Range 24/48/96; 4d6, AP 2; RoF 3; Calibrated: +1 Shooting; Upgrades: +1 Shooting; Ignore 2 points of accuracy penalties)
(Heavy Pulse: RoF 1, 3 Shots, +1 Shooting, +3 Mega-Damage, apply Snapfire) Sawed-Off Double-Barrel Shotgun (Shotgun Shells: Range 5/10/20; 1-3d6; Calibrated: +1 Shooting; Shotgun Rules +2 Shooting; Miss 1/2 on Die = Innocent Bystander)
(Slugs: Range 5/10/20; 2d10; Calibrated: +1 Shooting) NG-Honor Guard Heavy Ion Pistol (• Range: 8/16/32; Damage: 1– 3d10; Calibrated& Laser Targeting: +2 Shooting; Wide Spread: +2 Shooting; Miss 1/2 on Die = Innocent Bystander)
(Heavy Pulse: Uses 3 Shots, +1 Shooting, +3 Mega-Damage, Snapfire)
(EMP Attack: 3 Shots, Called Shot, Hit/Raise = Shut down 1/2 rounds, Borgs/Bots/Etc resist with Smarts, take 1/2 Fatigue instead) MDC Handcuffs (Hardness: 20) NG Grapnel & Launcher: (Cord: 110’, 2000 lb, Hardness 12; Range: 18")
(Shooting Success = Hooked Target; Retract Reel gives +2/+4 Athletics (Climbing); Light Target is pulled closer)
(Unwilling Target resists Shooting w/ Agility; Shooting Success/Raise = Entangled/Bound) NG Language Translator
Core Electronics Package: A computer with universal jack—grants +2
to Common Knowledge, Electronics, Hacking, Research, and Repair rolls.
Radio (20-mile range), gyro-compass, clock-calendar.
Cyber-Disguise, Improved: This disguise system and modulating voice
synthesizer built into the face and neck can completely change facial features,
speech, and the color of eyes, hair, and skin. With a Common Knowledge roll
and five minutes, the user may gain the effects of the Attractive Edge or Ugly
(Minor) Hindrance—and opponents are −4 on Notice rolls to see through
the disguise. With a raise opponents Notice at −6 and the user may gain the
effects of Very Attractive or Ugly (Major).
Duplicating a specific person is possible (requires visual and audio footage of the
target)—those with reason to question the user’s identity make a Notice roll
at −2 to see through the disguise (or −4 with a raise on the Common Knowledge
roll). {2 Strain}
Adrenal System: +2 to recover from Shaken or Stunned, Edges stack. {2 Strain}
Bionic Strength Augmentation: Raise Strength one die step.
Cyber-Wired Reflexes: Raise Agility one die step.
Hand-to-Hand Reaction Wiring: Grants +2 to all Fighting checks and +1 Parry.
NG Manufacture: CritFail can avoid Technical Difficulties with a Common Knowledge roll
Calibrated for MOH: +1 Shooting
7 lbs
Sawed-Off Double-Barrel Shotgun
Range 5/10/20
1-3d6
RoF 1
Shots 2
2 Shotgun Shells
Shotgun Rules: +2 Shooting, Lose 1 Damage Die per Range increment beyond Short, Miss with a 1 or 2 on Shooting die = Innocent bystander
2 Slugs, No Shotgun Rules, 2d10 Damage
Both Barrels: 2 Shot cost, +4 Damage
NG Manufacture: CritFail can avoid Technical Difficulties with a Common Knowledge roll
Calibrated for MOH: +1 Shooting
6 lbs
NG-Honor Guard Heavy Ion Pistol (Re-trapped CM-80 Empress) (Patron Item)
This reverse-engineered version of the CM-80 Empress was built in one of NG's many secret design bunkers. The originals were designed specifically for the honor guards of the Imperial family, and these magnificant weapons are slowly making their way into the rank and file, starting with special forces groups. The first guards to get this weapon were those guarding Emperor Prosek's wife, hence the original's nickname nickname. The weapon packs the power of an Ion Rifle into a pistol, at the expense of weight, range, and payload, but its ability to threaten most anyone makes it highly respected, especially in the close quarters of asset protection. The NG version is less sleek than the original Empress, in order to make it less of an obvious reverse-engineering job.
• Range: 8/16/32
• Damage: 1– 3d10, AP 0 (see also EMP Attack)
• Rate of Fire: 1
• Payload: 12 shots per E-clip
• Features:
• • Wide Spread (TLPG p. 100), and Heavy Pulse
• • Laser Targeting: The shooter gains an additional +1 to all shooting rolls with this weapon, in addition to the bonus for Wide Spread.
• • EMP Attack: The wielder uses his Shooting skill to target a technological device (−4 Called Shot penalty for any hand-held or small items targeted). On a successful hit, the device won’t work for one round; it fails to operate for two rounds on a raise. Shoot a vehicle's weapon and it will not work. Shoot a light and it goes out. Shoot a vehicle or robot combat vehicle and it cannot move or maneuver (though subsystems might still work, like a single weapon system; GM's discretion). This requires 3 shots from the weapon's E-Clip.
For technological characters such as Juicers, Combat Cyborgs, and Intelligent Constructs, as well as those in Power Armor, they instead suffer one Fatigue (two on a raise). They may roll Smarts to resist. This cannot incapacitate.
• Notes: NG prototype. Cost for Repair Purposes: 80,000 credits, but this can ONLY be done at a Northern Gun outlet, and then with a certain amount of discretion.
• NG Manufacture: CritFail can avoid Technical Difficulties with a Common Knowledge roll
• Calibrated for MOH: +1 Shooting
• Min Str d6
• 5 lbs
MDC Handcuffs (x4)
Up to Size 3; 20 Hardness
3 lbs each (12 total)
NG-S2 Survival Pack
Survival Knife
Wooden cross
Wooden stakes
NG Manufacture: CritFail can avoid Technical Difficulties with a Common Knowledge roll
Background
Name: Millicent (no legal last name, see Background Info)
Callsign or Nicknames: Mille Visage
Rank: Private
ICMN ID Number: 9Q54-68FI-1PY7-28UM
Specialty: Negotiation, Field Command
Trained: NG Sales Force Training Program - June 6 101 PA - April 9 106 PA; ICMN School of Soldiery - Special Operations Center 6 March 108 PA - 19 January 109 PA
Experience: Reconnaissance Patrol Northern Ishpeming Mining District 1 February 110 PA to 30 April 110 PA
Evaluation: Former NG Contract Employee, remains firmly devoted to company. Tactics knowledge makes her an asset to any team.
Extra-Martial Accolades: Team placed second in the AME "Wild Draft" competition, February 109 PA
Best Suited for: Small-unit Field Commander, Hostage Negotiator, Intelligence Gathering, Undercover Assignments
Background Information:
Millicent's earliest memories are of her parents leaving her behind in a giant parking lot. The French-speaking Quebecois child, unable to explain to most adults in the area what had happened, was taken in by one of the many groups of City Rats who worked the Safe Zone around Northern Gun, eventually learning enough American to communicate (and, in time, quite fluently), and became a productive member of the gang. By 15, Millicent was the de facto leader of a gang of City Rats, offering protection services to visitors wanting to make sure their vehicles and campsites were unmolested while they were in the city. Her skill at both keeping the City Rats (many older than her by more than a few years) in line and negotiating prices with visitors brought her to the attention of Chadwick Dunner, one of the aides to Kenneth Gunther, President of Sales and Promotion. Dunner approached Millicent with an offer of Contract Employment, if she could complete the Sales Team training course; the orphan immediately agreed, and proceeded to pass all of Dunner's expectations.
Not only was she a quick study of sales techniques (which include far more study of military tactics than most people realize--her first course assignment consisted of a Chinese-American Dictionary and a copy of Sun Tzu's Art of War in the original Chinese) and an adept manipulator of her potential clients, but she was also skilled at inspiring her co-workers, often gaining authority exceeding her official title simply by giving good advice at crucial moments. Dunner was particularly impressed with her ability to gain this de facto leadership without ruffling the feathers of those who were her nominal supervisors. By 21, she'd been granted actual position as a sales team leader, and was considered by most to be on the fast-track to the upper offices of corporate HQ.
Things went awry, however, when a Naruni Repo Squad interrupted a meeting with her old City Rat crew, who'd managed to acquire a set of Naruni Force Fields from someone who hadn't paid the protection fee. The Naruni attack was vicious; nearly half the crew were killed, and Milly's face was badly damaged. However, on the upside, she'd held them off long enough for LPO to respond to the situation in the Safe Zone, and the Force Field generators were acquired. As a reward for her service, NG sponsored her for an advanced cybernetic installation, giving her the ability to not only regain her own face, but also change her appearance at will.
While grateful for the restoration, the encounter changed something inside Millicent. She turned in her resignation from the Sales Team (though she parted with the company on mutual good terms, and readily signed the usual NDAs and Non-Compete post-employment contracts in exchange for being allowed to keep her 'field demo' Gladius suit). As soon as she was free and clear, she enrolled at the ICMN School of Soldiery, under the name Mille Visage. While her personal combat skills are nominal, her ability to draw out the best in her companions caused her group outcomes to be exemplary, as was demonstrated most effectively in the AME Wild Draft competition, in which teams are formed on the spot with random draws. Her team's second-place performance has given her the attention of merc recruitment officers across Northern Gun.
Modifications to City Rat IF for NG Sales Rep OOC:
Swap Thief and Scrounger for Command and Charismatic
Swap Thievery d4 for Battle d4
Fortune & Glory
F2d20 Blerg. Let's just spend the 10 EP for two Robs, shall we?
6 Smart & Learned" +1 Die-type Smarts, +2 Die-types to three Smarts-linked Skills (Battle, Common Knowledge, Research)
19 Charmingly Fluent: Begin with Linguist Edge, gain +1 Persuasion when dealing with native speakers of languages not my own
Hero’s Journey
Education - 9-10: She’s traveled far and wide, and she knows a lot about the world that could come
in handy. Your character gains a +2 on any Common Knowledge rolls related to
geography and understanding the people and places of North America. She also
gains a +2 on Survival and Networking checks in North America.
Education - 11: Understanding the ebb and flow of power in the habitable lands of North America
may very well mean the difference between life and death, making your hero’s
grasp of such matters extremely valuable. She gains Academics at d6. She also
gains +1 to Persuasion and Performance rolls.
Body Armor - 1-4: You may trade the starting armor from your Iconic Framework for any other body
armor (not power armor or robot vehicle). If this is not your first roll, apply all other
results from rolling on this table to your newly chosen body armor. (NG-EX10 Gladius
Exoskeleton EBA)
Interlude Bonus Roll: Experience & Wisdom 19 = 7-8: She always gets a strange tingling in the back
of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your
character has the Danger Sense Edge.
Advances
Human Advance: Spirit d8
Initial Advances: Tactician, Master Tactician
Edge(s) granted by Iconic Framework: Charismatic, Command, Streetwise
Ms. Grey looked up from the mission report Mille had handed her. "I must say, Ms. Visage, that this wasn't exactly what I expected when I hired you to negotiate terms between two of the car-park gangs."
Mille shrugged nonchalantly. "Oh, I know. Wasn't what I had in mind, either. I set up the meet in good faith, and one side followed all the terms of the meet. It's not my fault the other gang pulled an ambush, and I was just lucky enough to see it coming. I felt it fully appropriate to give a warning to the side that was acting in good faith, and of course, when the treacherous team decided to include me in the ambush, my own associates came to my assistance. Fortunately, no bystanders were injured, and even the property damage was kept to a minimum. And the territorial dispute is certainly settled, as the surviving members of the second gang have fled the parking zone entirely; I was able to persuade the remaining group to only claim that portion of the territory they could easily cover, and then negotiate terms with neighboring groups from a position of strength."
"How did you spot that ambush? I've reviewed the video footage of the combat, and the hit team was pretty much invisible."
Mille chuckled. "Oh, a thousand little things; it would be hard to say which one confirmed to me it was an ambush, though. Everything from tells in their expressions when we set up the meet in the first place to the lack of small animals in the area when I arrived with the other group. Even the way the shadows lay when we arrived was, in itself, suspicious--they'd set the location and time for the meet, and I realized the way some of the vechicles were laid out created pretty solid cover. And my MOH picked up some heat rising from behind some of the vehicles, as well."
The blonde woman pursed her lips in response. "I can't help but note that the first gang, the ones who played by your rules and came out of this smelling like roses, were also the current incarnation of the very same gang you were leading when you were recruited to NG so many years ago." It wasn't a question, but an implication. Mille wasn't offended--several departments in NG practically had 'meaningful innuendo' as a second language.
She replied with a sincere smile. "Well, isn't that why you hired me? Because of my connections with, and knowledge of, the local gangs? You can hardly complain about getting what you asked for."
Ms. Grey chuckled. "Touche," she acknowledged, and passed over the credstick.