Lena

Up Captain Dave Hannibal Mack Lena Stooz The Horny Hog Log Kingbeast's Lair

Background: Lena is a military brat – her mother worked on base as an administrator, her father was a Navy man. Born during the Va Rulen (VR) Border War, Lena never knew her father and was lead to believe he was killed in a skirmish late in the war. Her only memories of her father are pictures of him as a young man.

While Lena was still young, her mother was offered a position as an administrative assistant with a contractor that had established an onsite operation at the base – this was GeneCrux. The company and its operation were highly confidential – the level of security surrounding the installation was extreme.

Because Lena grew up on base, it just seemed natural for her to join the Navy. She was still just a recruit when her mother’s company had a breakthrough and volunteers from the base were asked to take part of a pilot program. Lena was never really “in the know” – her mother was never able to tell Lena the type of work GeneCrux was working on.

Lena and hundreds of other soldiers were given the most intense physical any had ever experienced, as well as complete psychological profiling. After weeks of testing and repeated screening, Lena and a handful of her fellow soldiers were asked to participate in a special program – only those that said “yes” were told what GeneCrux was about. Lena and the others in the program began to develop a wide variety of psionic abilities, of varying levels of power.

Under the urging of the Navy, the first group of subjects stayed within the military, with an interesting mandate. They were to continue to report to GeneCrux, study, develop and improve their psi capabilities, and begin a regiment of Special Forces training. It became clear that the UF had a specific idea in mind for how they would deploy GeneCrux augmented soldiers.

Lena spent the next decade as a psi operative within the Navy, one of the most closely held secrets of the military. The psi corps grew rapidly as GeneCrux began to improve their screening and testing programs. As time passed, the Psi Corps became the most effective force the UF had ever deployed. Under the encouragement and with the support of executives within GeneCrux, Lena made the transition from military to commercial life. Her years of experience and specifically her ability to “read” others made a perfect fit within GeneCrux operations.

Lena quickly moved up the ranks within GeneCrux, and spent the next decade screening, and developing some of the most successful psi teams for the UF. Although Lena was no longer an active agent, she was the leader of the GeneCrux team that chose the psi team that planted the Virus that ended the Bionoid War.

Lena’s life took a turn when her mother was in a serious accident - the damage was too severe and she was well into her 70s. The doctors were able to keep her alive long enough for her and Lena to spend a few minutes saying their goodbyes. It was in her last minutes that Lena’s mother told her that her father had not died during the VR wars, but was alive but no longer in the military – last she had heard he was forced to retire when the Terran Confederacy (TC) was formed.

Lena’s world crashed down around her – in one day she lost her mother, but found her father. She became fixated on finding out who and where her father was. She used her contacts at GeneCrux and the TC to learn as much as she could. Eventually she found the information she sought and found her father on Archimedes 2, a remote mining colony near one of the Flux Gates.

Lena has informed GeneCrux that she is taking personal leave – and with the amount of time she has invested in GeneCrux, they tell her to take as much time as she needs. Lena had been so absorbed in her life at GeneCrux, that she finds it a relief to take time for herself, and travel to the outer planets. She begins to realize how much she misses her days in special forces, with missions who’s success left a feeling of satisfaction – a feeling she now realizes she has missed.

Name: Lena Grogan
Player: Jim Schaff
Val Char Base Cost
13 STR 10 3
18 DEX 10 24
15 CON 10 10
10 BODY 10 0
13 INT 10 3
14 EGO 10 8
18 PRE 10 8
14 COM 10 2
5 PD 3 2
5 ED 3 2
3 SPD 2.8 2
6 REC 6 0
30 END 30 0
25 STUN 25 0
7" RUN 6 2
2" SWIM 2 0
2 1/2"/12 1/2" LEAP 3 0
STR Roll: 12- Run:  7"
DEX Roll: 13- Swim:  2"
CON Roll: 12- Leap:  2 1/2"/12 1/2"
INT Roll: 12-
EGO Roll: 12-
PER Roll 12-
Disadvantages Pts
Normal Characteristic Maxima  0
Age: 40+  5
Hunted: GeneCrux 8- (Mo Pow, NCI, Watching)  10
Psychological Limitation: Competitive (Common, Moderate)  10
Psychological Limitation: Ends Justifies The Means (Common, Moderate)  10
Psychological Limitation: Xenophobic (Common, Moderate)  10
Reputation: GeneCrux Employee, 11- (Known Only To High Society People)  5
Social Limitation: Subject To Orders (Occasionally, Minor)  5
 
XP
58
Base Points : 75
Disads Total + 55
Experience Spent + 48
Total Cost = 178
Pts.  Skill/Perk/Talent/Power END
   Everyman Skills   
0   Acting 8-   
0   AK: Core Planets 8-   
3   Climbing 13-   
3   Concealment 12-   
0   Deduction 8-   
0   Language: Pangalactic (idiomatic; literate) (5 Active Points)   
3   Paramedics 12-   
0   PS: Martial Arts Instructor 8-   
0   Shadowing 8-   
3   Stealth 13-   
      
3   +1 with Fencing   
5   +1 with Presence Skills   
3   Acrobatics 13-   
3   Bureaucratics 13-   
3   Conversation 13-   
3   Criminology 12-   
3   Fast Draw 13-   
3   High Society 13-   
3   KS: Business 12-   
3   KS: GeneCrux 12-   
3   Persuasion 13-   
2   PS: GeneCrux Operative 11-   
3   PS: Zero G Training 13-   
3   Seduction 13-   
4   Systems Operation (Communications Systems, Medical Systems) 12-   
3   Trading 13-   
4   WF: Beam Weapons, Common Melee Weapons   
     
8   Scotch: Follower   
7   Fringe Benefit: GeneCrux Executive (On Leave)   
     
     
   Fencing   
4   1) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort   
4   2) Side Step: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort   
4   3) Slash: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike   
5   4) Thrust: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike   
0   5) Weapon Element: Default Element - Blades   
     
7   Mind Reading: Telepathy 3d6, Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -1/2), Only To Receive (-1/2), Increased Endurance Cost (x2 END; -1/2), Requires An EGO Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/2), Language Barrier (-1/2), Concentration (1/2 DCV; -1/4), Reduced By Range (-1/4)  6
4   Telekinetic Assisted Leap: Leaping +10" (2 1/2"/12 1/2" forward, 1"/6" upward) (Accurate) (15 Active Points); Increased Endurance Cost (x3 END; -1), Requires An EGO Roll (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Full Phase, -1/2), Only In A Straight Line (-1/4)  3
3   Movement Of The Mind: Telekinesis (6 STR), Invisible to Sight Group (+1/2) (13 Active Points); Increased Endurance Cost (x3 END; -1), Requires An EGO Roll (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Full Phase, -1/2), Reduced By Range (-1/4)  3
     
     
 98 + Skills Cost
 14 : Powers Cost
 66 + Characteristics Cost
 178 = Total Cost
Base OCV:  6 Base DCV:  6
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: +1 with Fencing
Combat Maneuvers
Name Phase OCV DCV Effect
Block 1/2 +0 +0 Block, Abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 --- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4DC to attack
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged attacks only
Strike 1/2 +0 +0 STR or weapon
Parry 1/2 +2 +2 Block, Abort
Side Step 1/2 -- +5 Dodge, Affects All Attacks, Abort
Slash 1/2 +0 +2 Weapon +2 DC Strike
Thrust 1/2 +1 +3 Weapon Strike
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMod 0 -2 -4 -6 -8 -10
DEX: 18 SPD: 3 ECV: 5
Phases: 4, 8, 12
5 PD (0 rPD) 5 ED (0 rED) MD: 0
END: 30 STUN: 25 BODY: 10
Roll Location STUNx NSTUN BODYx To Hit
3-5 Head x5 x2 x2 -8
6 Hands x1 x1/2 x1/2 -6
7-8 Arms x2 x1/2 x1/2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomach x4 x1.5 x1 -7
13 Vitals x4 x1.5 x2 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 x1/2 x1/2 -6
17-18 Feet x1 x1/2 x1/2 -8
Height: 2.00 m Hair: Brown
Weight: 100.00 kg Eyes: Brown
Appearance: 
Background: 
Name: Scotch
Player: 
Val Char Base Cost
5 STR 10 -5
18 DEX 10 24
13 CON 10 6
8 BODY 10 -4
8 INT 10 -2
8 EGO 10 -4
8 PRE 10 -2
12 COM 10 1
4/6 PD 1 3
4/6 ED 3 1
3 SPD 2.8 2
4 REC 4 0
26 END 26 0
18 STUN 18 0
7" RUN 6 0
2" SWIM 2 0
1" LEAP 1 0
STR Roll: 10- Run:  7"
DEX Roll: 13- Swim:  2"
CON Roll: 12- Leap:  1"
INT Roll: 11-
EGO Roll: 11-
PER Roll 14-
Disadvantages Pts
Physical Limitation: Animal Intelligence (Frequently, Greatly Impairing)  15
Physical Limitation: Diminutive (Frequently, Slightly Impairing)  10
Physical Limitation: Limited Manipulation (Frequently, Slightly Impairing)  10
 
XP
0
Base Points : 75
Disads Total + 35
Experience Spent + 0
Total Cost = 110
Pts.  Skill/Perk/Talent/Power END
6   Pelt: Armor (2 PD/2 ED)  0
9   Acute Senses: +3 PER with all Sense Groups  0
10   Sensitive Nose: Tracking with Smell/Taste Group  0
5   Light Sensitive Eyes: Nightvision  0
3   Sensitive Ears: Ultrasonic Perception (Hearing Group)  0
4   Tail: Extra Limb (1) (5 Active Points); Limited Manipulation (No Digits) (-1/4)  0
10   Claws and Teeth: HKA 1/2d6 (1d6 w/STR)  1
2   Swift Runner: Running +1" (7" total)  1
10   Hard To Hit: +2 with DCV 
    
9   Unconciously Scrambles Incomming Psi Attacks: Mental Defense (10 points total), Usable Simultaneously (up to 2 people at once; +1/2) (13 Active Points); Always Affects Scotch And Person Touched (-1/2)  0
     
     
3   Breakfall 13-   
5   Climbing 14-   
1   Seduction 8-   
11   Stealth 17-   
2   Survival (Tropical) 11-   
     
     
     
     
 68 : Powers Cost
 22 + Skills Cost
 20 + Characteristics Cost
 110 = Total Cost
Base OCV:  6 Base DCV:  6
Adjustment+    Adjustment+   
Final OCV:    Final DCV:   
 
Levels: +2 with DCV
Combat Maneuvers
Name Phase OCV DCV Effect
Block 1/2 +0 +0 Block, Abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 --- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4DC to attack
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged attacks only
Strike 1/2 +0 +0 STR or weapon
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMod 0 -2 -4 -6 -8 -10
DEX: 18 SPD: 3 ECV: 3
Phases: 4, 8, 12
4/6 PD (0/2 rPD) 4/6 ED (0/2 rED) MD: 10
END: 26 STUN: 18 BODY: 8
Roll Location STUNx NSTUN BODYx To Hit
3-5 Head x5 x2 x2 -8
6 Hands x1 x1/2 x1/2 -6
7-8 Arms x2 x1/2 x1/2 -5
9 Shoulders x3 x1 x1 -5
10-11 Chest x3 x1 x1 -3
12 Stomach x4 x1.5 x1 -7
13 Vitals x4 x1.5 x2 -8
14 Thighs x2 x1 x1 -4
15-16 Legs x2 x1/2 x1/2 -6
17-18 Feet x1 x1/2 x1/2 -8
Height: 0.60 m Hair: Dark Tan
Weight: 12.00 kg Eyes: Dark Brown
Appearance: Looks like a combination of a monkey and a cat. Approximately 3 feet long from head to end of tail. Yellow cat-like iris. Large ears. Retractable claws on the ends of paws which are more ape than cat.

Makes a sucking air sound when happy. Hisses in a high pitch when angry. Scotch is not trusting of anyone except Lena.

Omnivore. Loves canned ham.
Background: Pet of Lena's. Former pet of her father, Rusty.