True Name: Angelica Mitchell.
Alignment: Unprincipled (Good / Selfish).
Attributes: I.Q.: 20 (+7% / +3), M.E.: 15, M.A.: 9, P.S.: 23 (+8), P.P.: 24 (+5), P.E.: 29 (+7/+28%), P.B.: 23 (65%), SPD: 32.
Weight: 139 lbs (63.1 kg). Height: 5 ft 7 in (1.7 meters).
Age: 20 years. Race: Human (Super Soldier). Sex: Female. P.P.E.: 40.
While she puts up a tough girl appearance and that she needs no one, she really wants to find love and an attention. In many ways, she is struggling for how to live her life. Maybe she is looking for romance but she is likely not even too sure herself. No one should mistake that she is capable of holding her own and she is almost as tough as she appears.
She is quite loyal to those who serve under her and will do whatever she can to keep them alive. In that, she is a good officer. She tends to not have the stringent regard for the rules that some officers have but is still a soldier and realizes that some rules do need to be observed. As such, she can be a bit harsh on those under her. Her regard for the troops under her means that she will argue with someone over her if needed.
After the situation which occurred, she has a distrust of the Coalition Leaders verging on hatred. She has no real hatred of soldiers although clearly knows she needs to be careful with them. Officers are treated extremely carefully. One of her specific concerns with the Coalition is that they want to reproduce her super soldier treatment on others.
As far as non humans, she never was an unthinking hater of them although the Coalition tried to train it into her. That sometimes interferes with her thought process although she does her best to treat them as individuals not all the same. Of course, there are good reason to distrust some of them and she realizes that. Her treatment of those with skills in magic is similar.
Insanities: Suffers from Chronic Nightmares.
O.C.C.: CS Military Specialist. Experience Level: Third (3).
Combat Skill: Hand to Hand; Expert and Boxing.
Attacks per Melee: Six (6).
Bonuses, Combat: Critical Strike: Natural 20, Knock Out / Stun: Natural 20 Bonuses: Damage: +8, Strike: +7, Parry: +12, Dodge +13, Roll (With Punch / Fall / Impact): +6, Pull Punch: +2, Initiative: +13. Has abilities of automatic dodge and Paired weapons.
Supernatural Punch Damage: Inflicts 4D6+8 S.D.C. on a restrained punch, 2D6 M.D. on a full strength punch, and 4D6 M.D. on a power punch (counts as two melee attacks).
Power Armor Combat, Elite - SAMAS Power Armor: Attacks per Melee: Eight (8). Bonuses: Strike: +2 (+9), Parry: +2 (+14), Dodge: +2 / +5 (+15 / +18), Roll (with punch, fall, or impact): +3 (+9), Pull Punch: +0 (+2), Initiative: +13.
Power Armor Combat, Basic: Attacks per Melee: Seven (7). Bonuses: Strike: +1 (+8), Parry: +1 (+13), Dodge: +1 / +3 (+14 / +16), Roll (with punch, fall, or impact): +2 (+8), Pull Punch: +0 (+2), Initiative: +13.
Bonus; Save: Lethal Poison  +7, Non-Lethal Poison  +7, Harmful Drugs  +7, Insanity  +0, Psionics  +0, Magic [12/16] +7, Horror Factor [Varies] +1.
Special Officer Bonuses: +1 to save vs horror factor, +1 to M.E., and +5% to communication skills.
Super Powers & Super Soldier Bonuses:
Minor Super Powers:
Extraordinary Physical Endurance: A greatly heightened physical endurance providing extra P.E. and is transformed into an M.D.C. structure. Increase P.E. to 26 and gives 80 M.D.C.
Super Soldier Features:
Increase Physical Agility and Dexterity: Increase Prowess to 22 and is ambidextrous. Bonuses: +2 on initiative, automatic dodge, paired weapons, and adds +5% on skills requiring high.
Minor and Body are more attuned: Increased reaction time and alertness. Adds one hand to hand attack per melee and +2 to initiative
Physical Transformation: Physically altered with fat becoming lean muscles, bones strengthened, hair filled out, physical impairments (Poor vision and hearing) improved. Add 3 to PS, 4 to PB, 5 to SPD, Because transformation added to characters strength, strength becomes supernatural.
Alert and Quick Response: Very alert and observant, able to respond quickly. +3 to initiative, +5% to detect ambush and palming skills.
Universal Headjack & Ear Implant: Has a special connector / jack built into the skull at the base of the head.
Special Augmentation: Built in long range wide band radio transmitter / receiver - can transmit a whisper and voices of other people up to 6 feet (1.8m) away. Has a range of 20 miles (32 km) and with an additional antenna range is increased to 100 miles (160 km).
Amplified Hearing: Sound amplifiers give ability to hear almost inaudible sounds and recognize specific sounds and voices at 35%+5% per lvl. Also gives +1 to parry, +2 to dodge, and +6 to initiative.
Sound Filtration System: Protects ears from potentially damaging sounds by filtering or blocking the sound.
Optic Nerve Implant: Connects head jack to optic nerve implant. Gives ability to see video transmissions.
Lung Toxic Filter: Lung implant designed to filter out most toxic gases before they get to the lungs. It has an 80% chance to work against nerve gases and toxic gases.
Biocomp Self-monitoring system: Gives medical information on the person implanted in - pulse, blood pressure, body temperature, blood sugar, respiratory rate, trouble breathing, and presence of foreign elements in blood (including poisons and drugs).
O.C.C. Skills: Communication: Radio; Basic (+15%) 82%, Espionage: Intelligence (+10%) 57%, Physical: Hand to Hand; Expert, Running, Pilot: Pilot Hover Craft (+10%) 77%, Pilot Robots and Power Armors (+10%) 79%, Robot Combat (Elite - SAMAS), Robot Combat (Basic), Pilot Related: Read Sensory Instruments (+15%) 62%, Weapon Systems (+10%) 67%, Technical: Computer Operation (+5%) 62%, Languages: American 98%, Literacy: American (+10%) 57%, W.P.; Modern: W.P. Energy Pistol (+3 aimed/+1 burst), W.P. Energy Rifle (+3 aimed/+1 burst).
O.C.C. Related Skills: Espionage: Detect Ambush (+10%) 62%, Disguise (+10%) 52%, Tracking (+10%) 52%, Wilderness Survival (+10%) 57%, Medical: Paramedic 57%, Military: Demolitions (+15%) 88%, Demolitions Disposal (+15%) 88%, Pilot: Boat: Ships (Learned at Third Level) 52%, Pilot Related: Navigation (+5%) 62%, Science: Mathematics - Basic (+10%) 72%, Technical: Computer Programming (Learned at Third Level)(+5%) 42%, Languages: Dragonese (+5%) 72%, Languages: Spanish (+5%) 72%, Lore: Demon and Monster (+5%) 47%.
Secondary Skills: Physical: Athletics, Boxing, Gymnastics, Swimming 67%, Rogue: Streetwise 35%, W.P.; Modern: W.P. Automatic Pistol (+3 aimed/+1 burst), W.P. Heavy (+3 aimed/+1 burst), W.P. Heavy Energy Weapons (+3 aimed/+1 burst).
Special Officers Skills: Mechanical: Basic Mechanics (Received with Armorer) 62%, Military: Armorer (Learned at Second Level) (+15%) 72%.
Skills From Gymnastics: Sense of Balance 72%, Work Parallel Bars and Rings 78%, Climb Rope 86%, Climbing 42%, Back Flip 92%, Prowl 52%.
Stiletto is slightly above average in height but is not incredibly tall. Her appearance is quite striking and she is strongly built while still feminine. Her hair is brown but has golden highlights. It is wavy which she sometimes binds in unusual locks. When hanging down, it hangs down to her mid back. She is Caucasian with a medium, almost dark complexion. Her eyes are a darker shade of brown than her hair. She wears dark lip highlights but otherwise does not wear much in the war of cosmetics. When she is going to go into battle, she does wear what can almost be described as war paint.
Stiletto usually wears extremely dark outfits, usually black or dark grey. She usually dresses almost casually when in body armor, often t-shirts and fatigue style pants. She also usually wears slightly beat up combat boots. She is not one to really like to dress up, either in uniforms or dressy casual clothing. Like many soldiers, she almost always has a weapon on her side.
Weapons of Note:
Hand Axe: Damage: 1D8 S.D.C. + Strength Bonus. Weight: 2 lbs (.9 kg).
Part of NG-S2 Survival Kit.
Survival Knife: Damage: 1D6 S.D.C. + Strength Bonus. Weight: 1 lbs (.5 kg).
Part of NG-S2 Survival Kit.
Ten (10) Wooden Daggers: Damage: 1D4 S.D.C. + Strength Bonus. Weight: 1 lbs (.5 kg)
Two (2) Silver Daggers: Damage: 1D6 S.D.C. + Strength Bonus. Weight: 1 lbs (.5 kg)
NG-45LP “Long Pistol”: Weight: 5 lbs (2.25 kg).
Particle beam pistol. Mega-Damage: 5D6. Rate of Fire: Single blast. Effective Range: 1,200 feet (365 m). Payload: 8 blasts. Bonuses: Has a laser targeting system (Gives +3 to Strike).
Triax TX-5 Pump Pistol: Weight: 5 lbs (2.25 kg).
Non energy projectile weapon. Mega-Damage: 4D6. Rate of Fire: Single shot. Effective Range: 500 feet (224 m). Payload: 5 shots, uses explosive shells. Load individually or with speed loaders of 5.
2 Wilk’s-Remi 104 Derringers: Weight: 10 ounces (.27 kg) each.
Derringer is designed to be able to be plugged into a standard E-Clip recharger. One is concealed in each boot. Mega-Damage: 2D4. Rate of Fire: Two simultaneous shots. Effective Range: 300 feet (91.5 m). Payload: 4 Shots.
Arma-Tech AT-230 Particle Beam Rifle: Weight: 11 lbs (5 kg).
Mega-Damage: 1D4x10+10. Rate of Fire: Single blast. Effective Range: 1,300 feet (395 m) Payload: 10 shots per standard E-Clip and 50 Shots from E-Clip Canister. Bonuses: It has a laser targeting system (Gives +3 to Strike).
Coalition C-12 Laser Rifle: Weight: 7 lbs (3 kg).
Mega Damage: 2D6 or 4D6. S.D.C. Setting: 6D6 S.D.C. Rate of Fire: Aimed, Burst or Wild. Effective Range: 2,000 feet (610 m). Payload: 20 blasts short E-Clip, 30 blasts long E-Clip, 30 more blasts in E-Clip Canister (6 S.D.C. Shots equals 1 M.D.C. shot). Bonus: +1 on Aimed Shots. Also has a laser targeting system (Gives +3 to Strike).
Heavy & Grenades:
Four (4) Plasma Hand Grenades:
Mega Damage: 5D6 and effects a 12 ft (3.6 m) diameter area.
Ten (10) Heavy Fusion Blocks:
Mega-Damage: 4D6 x 10 with a 10 ft (3 m) blast radius - Has a 30 second delay built in.
WI-GL4 Revolving Grenade Launcher: Weight: 20 lbs (9.1 kg).
Needs strength of 20 or has a -1 to strike. Mega-Damage: 4D6 for Fragmentation with a blast area of 12 feet (3.6 m) and 1D4x10 for Armor Piercing with a blast area of 3 feet (0.9 m). Launcher can also fire smoke, illumination, and chemical rounds. Rate of Fire: Single Shot. Effective Range: 1,000 feet (305 m). Payload: 24 Round Magazine - Has 36 extra rounds of armor piercing, 6 extra rounds of smoke, 6 extra sleep gas rounds, 3 extras anti-vampire rounds. Bonuses: It has a laser targeting system (Gives +3 to Strike).
Ammunition (Used by Multiple weapons): 4 Short E-Clips, 2 Long E-Clips, 6 Canister E-Clips.
Armor of Note:
Light M.D.C. Body Suit: M.D.C. (Main Body): 30. Weight: 4 lbs (2 kg). Penalties: No Prowl Penalty.
It can be concealed under clothing. Full body suit copy of Altarain Warrior Woman armor.
NE-C20 Camouflage Armor: M.D.C. (Main Body): 80. Weight: 13 lbs (5.8 kg). Penalties: -5% Prowl Penalty.
Penalty of -20% to other to detect ambush and detect concealment, +5% to prowl skill, 40% even if no prowl skill if not moving, also only has 21% chance of showing up on thermal equipment.
T-10 Cyclops Body Armor: M.D.C. (Main Body): 100. Weight: 25 lbs (11 kg). Penalties: -15% Prowl Penalty.
SNARLS Sensor System: Weight: 1.2 lbs (0.54kg) sensor and 1 lb (045kg) computer.
Effect: Scans for distance, motion, heat, radiation, pheromones, bio-patterns (including high levels of P.P.E., 80+), and uses radar. Transmits to HUD, helmet receiver, hearing / vision implant in less than 3 seconds. Gives silhouette of invisible / cloaked targets. Gives percentile for accuracy and identifies 2,000 known creatures including humans, augmented humans , demons, dragons, and other supernatural beings. Only has 25% chance of identifying changelings, vampires in their human / animal forms, or beings magical transformed. Elves, dwarves, ogres, dog boys, wolfen, and most S.D.C. beings will register as human or not supernatural. High level mages (8+), dragons, and creatures of magic may show up due to high P.P.E. Range: Sensor sweeps a 120 degree arc with a range of 200 feet (61 m). Maximum 500 ft (152 m) but has 50% chance of error. M.D.C.: Sensor: 6 / Computer: 12 M.D.C. (attacker is -4 to strike both). Penalties: Accuracy varies on environment, sensory data, number of targets, and other factors. Invisible beings gain initiative on first attack while the computer is processing data and once data has been processed, initiative is normal. SNARLS cannot detect vampires in mist form.
Modified Coalition PA-06A SAMAS Power Armor:
Painted a grey camouflage. See full power armor description for full stats, M.D.C., weapons, modifications, and other information. Heavily armored power armor with rail gun on the right side and twin mini missile launchers on both lower arms instead of just one. Strength equal to PS 30 and weighs about 365 lbs (153 kg) without rail gun.
Speed: Running: 60 mph (96 kph). Leaping: 15 ft (4.6 m) high and across without thrusters, 100 ft (30.5 m) high and 200 ft (61 m) across with thrusters. Flying: 300 mph (480 kph) - maximum altitude 6,000 ft (1,829 m). Modified to not overheat.
Weapons: C-40R Rail Gun: Mega-Damage: 1D4x10 per 40 round burst (1D4 per round), Range: 4,000 feet (1,200 m), Payload: 2000 rounds (50 bursts). 2 CM-2 Mini-Missile Launcher: Mega-Damage: By missile type. Range: By missile type. Rate of Fire: One or two. Payload: Two mini-missiles each for 4 total.
Bonuses: +1 to dodge bonus, +2 to strike in addition to normal bonuses.
M.D.C.: Main Body: 250. Head: 70. Wings (2): 30. Rail Gun: 50. Main Jets (2): 60. Maneuvering Jets (2): 25. Missile Launchers (2): 50. Ammo Drum: 25. Hands (2): 25. Arms (2): 50. Legs (2): 100. N-50A Superheavy Naruni Force Field: 160 [Shield regenerates 1 M.D.C. per melee unless overloaded - cannot be activated for 12 hours].
Clothing: Clothing as per picture, coalition uniforms, combat boots, camouflage fatigues (forest / grey camouflage), camouflage T-Shirts (forest / grey camouflage), black beret.
Other Items: Combat backpack, infrared distancing binoculars, RMK robot medical kit, IRMSS Internal robot medical surgeon system, 12 wooden stakes, disk recorder, Triax LHP-1000 computer, portable language translator, utility harness and belt, air filter and gas mask, walkie-talkie, NG-S2 Basic Survival Pack (Two person tent, sleeping bag, flashlight with pocket knife, compass, short range radio, mini first aid kit, hunting & fishing kit, saw-wires (3), fire starter, wooden cross, 4 signal flares, 30 ft climbing cord, climbing gloves, 4 ceramic spikes, small mallet, soap, canteen, 5 weeks food rations), makeup and feminine items, comb and brush.
Valuables: 2,540,200 Credits, 5 lbs of silver.
Stiletto was born the daughter of a Colonel Trevor Mitchell. Her father is a well know officer of the Coalition territory of Lone Star and was the hero of several campaigns and was a rising star. She lived most of her childhood in military facilities set up for officers with families along with her three brothers and two sisters. While very disciplined by normal twentieth century standards, he childhood was relatively normal and there was much love in the family. All of the children got an excellent education from the state as well as getting further education by there parents. Much of the parents teaching was slightly heretical by Coalition standards including a different history than was taught by the Coalition. The children were taught that they should never reveal to anyone else what they were taught by their parents.
Along with most of her siblings and her father, she decided join the Coalition when old enough to join at sixteen years of age. She took officer aptitude tests and scored high enough to get into officer training. She easily passed through basic military training and went into the advanced courses to become a military specialist. Because of her fathers status, it was easy for her to pass through security checks. Because she was very intelligent and dedicated, she graduated from training when she was eighteen years old which is slightly younger than normal.
After she graduated officer training, she was assigned to serve as an intelligence officer to Colonel Paul Taylor. He was an old friend of her fathers and had been agreed on previous to her graduating. After about four months working as his intelligence officer she found out about a top secret super soldier formula from sources she had developed over several months. It was a pre-rifts treatment and had been developed for humans with certain gene types only which she was one of only about one percent that have the special genetic code. This program would make a person who was almost as capable as a juicer without all of the problems associated with Juicers. While the Scientists in Lone Star will not admit to programs that involve humans even to their own allies, they have experimented from time to time and this was one of them. She volunteered for the program and she was accepted due to her being one of the few than can accept the program and had excellent evaluations from her superiors. Unlike some similar programs, this one was completely successful for her as well as another three test subjects. The problem is that the treatments only work on a tiny percentage of humans so the program was eventually discontinued. The other three test subjects have died in the field. One died in an accident and the other two died in combat.
Like the others, she was assigned back to the field once the program finished. She worked in small scale intelligence operations. She found in some of these operation that she did not like some of the missions that involved the killing of innocents, wether human or of a D-Bee race. In sprite of this, she continued to do her job but did try to get people out of a town before they were attacked. This never reached her seniors and she was continued to considered for much higher ranks in the future.
Her career in the Coalition ended about six months later because her mother was dying of a disease and her father was desperate to find a cure. While technology could not cure the disease, it was relatively for a combination of magic and psionics to cure it. After exploring all other avenues, he decided that he would defect to the city of Tolkeen and give them intelligence in return for his wife being treated. He did not want the defection to make it dangerous for his children that were still within the Coalition so he created a disagreement between him and his children. Unfortunately, it did not work and within 48 hours of his defection, the Coalition decided to punish the family. The decision was that all of Colonel Trevor’s family would be eliminated as a reprisals. In the space of one day, every one of her brothers and sisters were murdered. Even more horrifying, her oldest brother was killed only ten feet from her while she was trying to help him escape. Probably the reason that she survived is because they underestimated her special abilities and her own resourcefulness. She stole the SAMAS that she had been issued and the high speed of the power armor was a final factor in her being able to escape. While she was getting away, she destroyed the lab and equipment that created the super soldiers. Due to watching her brother getting killed, subsequently learning about all of her brothers and sisters being killed, and having her own people hunting her down and trying to kill her, she has severe nightmares.
She started working as a mercenary to support herself. She kept being ambushed by Coalition special teams and at first she could not figure out how they kept finding her but eventually she discovered that they had a tracer beacon implanted in her. She was able to get a doctor to remove the implant and since has had less problems with being pursued but she realizes that she needs to still be very careful. While adventuring, she worked with a SAMAS pilot from the Republic of Japan who got rifted to North America. She learned a lot about the Republic of Japan from him especially about their culture and technology. In combat, he was killed and his power armor was virtually destroyed. While the SAMAS could not be salvaged, she was able to salvage several other pieces of his equipment.
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Image drawn and copyrighted by Melissa Hitchcock (email@example.com).
More Melissa Hitchcock artwork at Elfwood.
Writeup by Kitsune (E-Mail Kitsune).
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