Chaingun Sally

(created by Orion Ussner Kidder)

 

Full Name: Sally Fjelgard

Appearance: Chaingun Sally dresses in black fatigues reminiscent of a SWAT uniform, complete with visored helmet and bullet-proof vest. Her hair is usually tied in a loose pony tail and hangs behind her helmet. Her real “uniform” is the, on average, dozen firearms she has on her person at any given time, all of them either custom-made or heavily altered.

Personality/History: Sally Fjelgard spent several years in the Canadian military where she excelled at target shooting, electrical engineering, and ballistics. She left the military under somewhat mysterious circumstances with an honourable discharge and full pension, but her records are sealed past that. Subsequently, in need of a job but not an income, she consciously chose the life of a vigilante and assembled a “costume” based entirely on practical necessity. In Edmonton, she teamed up and soon began dating Whip Lass, becoming one of Canada’s few out superhero couples. As a duo, they are jokingly, but fondly, known as “Whips and Chains.”

Location: Edmonton, Alberta, Canada

Power Theme: Chaingun Sally doesn’t have any overt powers, but her technical expertise runs distinctly into the realm of the fantastic. Unlike many super-scientists, she also has a firm grounding in traditional engineering and hard science. She combines power-enhanced firearms with her own skills, honed over years of training and practise. Since teaming up with Whip Lass, she has significantly expanded her repertoire of non-lethal weapons, starting with rubber bullets and bean-bag rounds, but working her way up to various kinds of launchers for hand-cuffs and bolas-like entanglers. She carries conventional firearms as well, of course, for those situations where only lethal stopping power will do the job. She tends to travel in an armoured SUV with a full toolkit and fold-out gun racks in the trunk. At any given time, Sally also carries 20CP-worth of Inventions that she has created using Supertech Invention power, some examples of which are below under “equipment.”

Sally’s Chainguns are mini machine pistols designed to take linked ammo that feeds from Sally’s backpack. As such, she almost never runs out of bullets. Sally follows the “lefty-lethal” rule. All guns she fires from the right hand are loaded with non-lethal rounds, which use a custom-made polymer that is extremely unlikely to ever cause permanent injury, but everybody knows that her left-hand gun fires lethal rounds.

The Cuff Gun is a forearm-mounted launcher that fires a pair of locking rings connected to a chain. Resembling a bolas more than actual hand-cuffs, the rings spin in a circle until they hit something, usually the legs or arms of someone trying to run away, and then wrap tight and lock.

The Net Launcher fires a human-sized net made of high-tension plastic that opens and then envelopes the target. The edges of the net have small, smooth hooks that latch onto the net itself, thus wrapping the target up tightly. The Net Launcher is still in the development phase, however, since it’s hard to aim and has a very short range.

Combat/Tactics: Sally very much enjoys sneaking up on her targets and hitting them before they have a chance to fight back. Ending the fight quickly is her way of keeping casualties to a minimum. She has a strict policy of meeting force for force. She is perfectly willing to go easy on targets who don’t employ deadly force, but once they show intent to do real harm, she does not see any reason to hold back.

 

Class Soldier 14
Species Human
Nationality Canadian
ECL 14 (14 levels + 140CP)
Hit Dice 14d10 (77HPs)
Mass. Damage 50HPs
Initiative  8
Speed 30 ft.
Defence 27 (Class +9, Dex +2, Tactical Vest +6)
Touch: 21, Flat-Footed: 25
Knockback 20 HPs
Base Attack +14 / +9 / +4
Mêlée: +14/+9/+4, Ranged: +21/+16/+11
Attacks
Chaingun +26/+21/+16 (2d6 19-20/x3)
Dual Chainguns  +24/+24/+19/+19/+14/+14 (2d6 19-20/x3 40 ft.)
Chaingun Rapid Shot +24/+24/+19/+14 (2d6 19-20/x3 40 ft.)
Dual-Chaingun Rapid Shot +22/+22/+22/+17/+17/+12/+12 (2d6 19-20/x3 40 ft.)
Chaingun Many Shot  +22/+22 (6d6 19-20/x3 40 ft.)
Heavy Rifle  +18/+13/+8 (2d12, 20/x2, 180 ft.)
Heavy-Rifle Rapid Shot  +16/+16/+11/+6 (2d12, 20/x2, 180 ft.)
Heavy-Rifle Many Shot +14/+14 (6d12 20/x2, 180 ft.)
Bean-Bag Gun  +18/+13+/+8 (2d8 NL, 20/x2)
Cuff Gun  +18/+13/+8 Touch attack (20 ft.)
Net Launcher  +18/+13/+8 Touch attack (10 ft.)
Baton  +18/+13/+8 (1d6 20/x2)
Dual Batons  +16/+16/+11/+11/+6/+6 (1d6 20/x2)
Special Attacks Blazing Charge: full-attack while charging
Grazing Shot: NL firearm attacks
Skip Shot: ignore cover, -2 attack, -1 die
Sneak Attack: +4d6
Sniper: sneak attack beyond 30′
Ability Scores Str 10, Dex 18 +4, Con 14 +2, Int 22 +6, Wis 10, Cha 13 +1
Size/Reach Medium / 5-foot
Allegiance
Saves Fort +10, Ref +10, Will +10
Action Points 14 APs
Reputation 6
Occupation Technician
Skills 108
Cr: Electronic +23 (rnk 15), Cr: Mechanical +16 (rnk 10), Cr:  Structural +6 (identify weak points +4) (rnk 0), Demolitions +21 (rnk 15), Drive +22 (rnk 15), Kn: Technology +12 (rnk 6), Craft +6 (address power stone +2) (rnk 0), Repair +23 (electronics, machines/engines, supertech +6) (rnk 17), Spellcraft  +6 (decipher scrolls +2) (rnk 0), Stealth +12 (rnk 5), Powercraft +25 (fiddle with the knobs +2) (rnk 17), Use  Device  +9 (supertech +6) (rnk 8)
Languages English, Urdu, Arabic, Pashto
Feats Brawl, Mastercraft (Advanced), Invent Super Equipment (Invent Super Armament, Invent Doohicky, Invent Ray Gun [Improved Ray Gun], Invent Gizmo, Invent Superchemical), Improved Critical Damage (Range), Improved Initiative, Point-Blank Shot (Precise Shot, Combat Shot, Grazing Shot, Deadeye, Sharpshooter, Sniper, Rapid Shot, Many Shot, Shot on the Run, Blazing Charge, Skip Shot), Two-Weapon Fighting (Improved x2, Mixed), Weapon Finesse, Weapon Focus: chaingun (Weapon Specialisation, Greater Focus, Greater Specialisation)
Proficiencies Armour, Firearms (exotic [chaingun, cuff gun, net launcher]), Weapons (simple, over-sized)
Power Die 14d6 (51PPs)
Origin Supertech
Powers 100cp
Ability Enhancement Intelligence +6 12cp
Mighty Lifting rnk 4 (x4) 8cp
Supertech Invention Increased Power rnk 10 (20cp cap), Multiple Activations, Sustain Power 72cp
Esoteric Item Chainguns (pair) custom heavy machine pistols (see below) attack/damage +10, DNA Key +2 24cp
Special Abilities Bonus Feats x7 (ranged, saves, vehicle), Sneak Attack (+4d6), Protective Instincts x2 (Great Fortitude, Iron Will), Evasion, Cross-Trained (Cr: Electronic, Powercraft).
Wealth +20
Ads Feat x20 40cp
Comps Favours Owed +9cp General Paul St. Pierre CAF
Insatiable Curiosity +2cp
Notoriety (Violent Rep) +5cp
Equipment
Tactical Vest Armour +6, MD +2,
Bean-Bag Shotgun 2d8NL, 20 ft., S, 4 internal, B-rounds
Sleepy Stick 1d6L/NL, mêlée, 1d6, 19-20/x2
Heavy Rifle scope (Range x1.5) 2d12, 180 ft., S, 12 clip, L3
Chainguns heavy machine pistols (2d12, 20/x2, 40 ft.), customised: linked ammo, left hand: lethal rounds, right hand: rubber
Cuff Gun touch attack, -4 attack (must hit legs), 20 ft., impedes movement faster than 5 ft., hit while running, Reflex (DC 20) or fall/trip
Net Launcher  touch attack, 10 ft. range or entangled

Sally’s Inventions:

The Amazingly Accurate Maglight is one of Sally’s favourite Inventions: a flashlight loaded with Amazing Accuracy (as a power). She holds the flashlight with one hand, over the barel of her gun, and fires with the other hand. Turning the flashlight on activates the power. It grants her ranged attacks a +10 enhancement bonus. (Amazing Accuracy: CP 15, Activate: 1pp per round per rank (By CL); use-activated [ranged attack]).

The Amazing Combat Gloves are a pair of black, leather, fingerless gloves that, to most people, would look like driving gloves. Instead, they are a form-fitting pair of flexible circuit-boards that wirelessly interface Sally’s guns with her optic nerves. The upshot is that, when she wears the gloves, they increase her BAB by +5 (to +19/+14/+9), and grant an additional iterative attack. For the gloves to work, both must be in contact with the weapon she fires, and so she cannot use them to wield two weapons at once. (Amazing Combat Skill: CP 20, Activate: 1pp per round per rank (By CL); use-activated [attack]).

The Amazingly Deflective Riot Shield is the equivalent of a small shield made of clear plastic. It projects a force field that repels physical objects, thus granting Sally a +5 Deflection bonus to Defence. There is a small activation stud on the handle. (Amazing Deflection, CP 8, Activate: 1pp per round per rank [By CL]; free action.)

The Sleepy Stick is a standard, telescoping stun baton, the likes of which Sally regularly carries anyway, which delivers a special nerve-scrambling signal from its tip. Anyone hit by the baton (either hit for damage or hit as a touch attack) must roll a Fort save (DC 18) or fall unconscious for 1d4 rounds. (Cause Unconsciousness: CP 12, Activate: 2pp; use-activated [attack])

The Bubble Blower looks like a handle with a button on top. When Sally presses the button, a barely visible sphere inflates and surrounds her at a range of about 2 feet (i.e., a Force Field). The bubble has an effective Will of +14 because of the Tough Bubble enhancement.  (Force Field: CP 10, Activate 1pp per round/hour; move action).

The Big Clunky Aviators are a large pair of glasses that bend light around Sally and funnel a small cone of it into the lenses, thus rendering her invisible but still able to see. The glasses require constant, manual adjustment in order to keep the light-well properly aligned, so she has to keep one hand on them at all times. (Invisibility, CP 14; Activate: 1PP; full-round action.)

Sally built the Power-Seeking Phone out of the shell of an old cell phone. It can sense the activation of powers, including Inventions or Gadgets/Power Armour, within 90 ft. It’s also a functioning cell phone, cause why not. (Power Detection, CP 9, Activate: 1pp; move action.)

The Power Jammer is built out of the shell of an MP3 player. It generates a very short-range signal that disrupts the natural energies that some people seem to use to create super-power effects, although it so far has no effect on mysticism and psionics (which Sally only just barely believes in). The upshot is that the Power Jammer grants Sally a PR score of 19 against cosmic, bio, and supertech. (Resist Power, CP 11, Activate: none; use-activated.)

The Web Sprayer is a small fire-extinguisher that Sally altered and filled with a liquid polymer that sprays out in the form of many thin strands; it appears and behaves like silk webbing, although it has the oily texture of plastic. The Webbing has an effective Strength of 18, and anyone who is entangled by it takes a -8 to attack, -16 to Dexterity, and cannot move, although they can take move actions. (Webbing, CP 14, Activate: 1pp per 50 ft. (By CL); standard action.)

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