Longarm Yncey Binn

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Longarm Yncey,
Principled Female Elven Bounty Hunter


SDC: 40 HP: 28 PPE: 19 ISP: 21

  • IQ 10
  • ME 11
  • MA 10
  • PS 15
  • PP 20 +3 Dodge and Parry, +3 Strike
  • PE 26 +22 vs. coma/death, +6 vs. magic/poison
  • PB 20 50% charm/impress
  • SPD 17
  • +5 Dodge
  • +4 Parry
  • +5 on initiative.
  • +5 to pull punch.
  • +7 to roll with punch, fall or impact.
  • 4 attacks
  • Elf abilities: Nightvision 100; +2% to all wilderness skills
  • Psionics, Minor: Astral Projection, Sixth Sense

Skills:

  • Speak Elven/Dragonese 98
  • Speak American 73
  • Literate Elven/Dragonese 98
  • Literate American 55
  • Basic Math 70
  • Radio basic 65
  • Surveillance 45
  • Basic electronics 40
  • Computer operation 50
  • Track humanoids 45
  • Find contraband 40
  • Land Navigation 57
  • Intelligence 51
  • Interrogation 45
  • Detect ambush 45
  • Wilderness survival 52
  • Climbing 45/35
  • Swim 65
  • WP energy pistol, energy rifle, blunt
  • HTH Expert
  • Pilot Hovercycle 83
  • Pilot Jetpack 56
  • Sniper
  • Detect Concealment 35
  • Acrobatics
  • Gymnastics
  • Paramedic 45
  • Secondary skills
  • Sensory Equipment 35
  • Creative writing 30
  • Hunting
  • WP handgun

Equipment
A suit of personalized T-42 Commando Suit EBA

  • M.D.C.: Helmet: 60. Main Body: 70. Arms: 40 each. Legs: 50 each.
  • Mobility: No penalty.
  • Special Equipment: Enhanced optics package, miniature multi-purpose

computer, laser distancer, laser targeting (+1 to strike).
extra suit of CA-1 Dead Boy EBA

  • M.D.C.: Helmet: 50. Main Body: 80. Arms: 35 each. Legs: 50 each.
  • Mobility: -5% to climb; -10% to prowl, gymnastics, acrobatics

A set of travel clothes, a set of dress clothing, black and camouflage fatigues, a gas mask and air filter, tinted sunglasses, and an NG-S2 Basic Survival Pack, IRMSS robot medical kit, infrared distancing binoculars, portable language translator, 4 tracer bugs, pocket scrambler, 7 sets of handcuffs(80 S.D.C.), 2 M.D.C. handcuffs (15 M.D.C. each), 50 feet of strong rope, utility belt, backpack, duffle bag, and 1 sack.


Weapons

  • Neuro-Mace (see GameMasterGuide p.125)

.357 Magnum Revolver.

  • S.D.C. Damage: 4D6 per shot. Rate of Fire: Standard. Range: 150 feet
  • Payload: 6 shots (plus 108 silver bullets)

NG-S6 Northern Gun Light Ion Pistol

  • Mega-Damage: 2D6 M.D. Rate of Fire: Standard. Range: 400 feet.
  • Payload: 6 shots standard E-Clip, 12 shots long E-Clip

NE-75H Shoulder Cannon

  • 6 feet long from the butt to tip Weight: 30 lb
  • Mega-Damage: 2D4x 10+20 M.D. per shot from heavy bore cartridges.
  • Rate of Fire: Each shot counts as one melee attack. Range: 6,000 feet
  • Payload: 8 cartridges in magazines.

JA-11 Juicer Assassin's Energy Rifle

  • Mega-Damage: Laser has two settings: 2D6 M.D. and 4D6 M.D., both work on different light frequencies

too. The ion beam does 3D6 M.D. S.D.C. Damage: Single, hand loaded 7.62mm shell. Available types include a standard 7.62mm round that inflicts 5D6 S.D.C., or armor piercing 6D6 S.D.C., or exploding 1D6x10 S.D.C. damage.

  • Rate of Fire: Laser: This is meant to be a precision sniper/assassin weapon and as such, can only be fired as an aimed shot. Ion beam: Each shot counts as one melee action. The 762mm round: Loading and firing counts as two melee attacks/actions, one to load and one to aim and fire.
  • Range: Laser: 4,000 feet, Ion Beam: 1,600 feet, S.D.C. 7.62mm round: 2,000 feet.
  • Payload: Standard E-Clip has 10 shots, Long clip 30 shots. Canister E-Cell: Adds 30 shots. 7.65 mm round: One loaded in weapon, others to be added.
  • Laser Targeting Bonus: +1 on an aimed shot.

Stun Blaster

  • Damage: Victims are dazed, -10 to strike, parry and dodge, for 2D4 melees. A successful saving throw vs non-lethal poisons means that the person has successfully fought off the effect and is unimpaired. Roll to save against each blast that strikes.
  • Range: 100 feet Rate of Fire: Aimed fire only.
  • Energy Capacity: 10 charges per standard E-Clip

CS-12 Heavy Assault Laser Rifle.

  • Mega-Damage: Setting one: 4D6 M.D. or Setting two: 2D6 M.D. S.D.C. Damage: Setting Three: 6D6 S.D.C. *Rate of Fire: Equal to the number of combined hand to hand attacks of its user
  • Range: 2,000 feet
  • Payload: 20 M.D. blasts from standard E-Clip or 30 from a long E-Clip, plus another 30 can be added

with one E-Clip cannister. Note that six S.D.C. shots equals one Mega-Damage blast.

  • Laser Targeting: Add +1 to strike on an aimed shot. Also has passive nightvision scope.

3 flash grenades

  • The victims of a stun/flash grenade are -10 to strike, parry and dodge, -1 on initiative and lose one melee attack/action for the next 1D4 melee rounds (15 to 60 seconds). Even those in armor should be momentarily distracted for 1D4 seconds and lose initiative.

passive, telescopic nightsight scope for rifle, and passive nightvision goggles


1900 in tradable items, 1000 in gold and silver, 800 in universal credits.


Special Equipment: Souped-up nuclear powered Prowler hovercycle with 2 Dual mini-missile launchers, doubled MDC, long range radio and radar.


Cybernetics: Advanced Hearing (+1 parry, +2 dodge, +3 initiative), Sound Filtration System, Radio Bandit's Ear