Morgan Boru, Former CS Officer


This was my character in my normal, weekly (more or less) game, until she was killed in action against a greater demon. She's seen quite a few changes over the last few months, including a slight fragmentation of her personality, the loss of her career, and abandonment by the nation she swore to protect. There are three sections here. The first details the past and basics of Morgan Boru. The second is an alignment profile, using a system developed by Midnght based off the standard alignments. Third is an internal monologue of sorts, between the two fragments of her personality, as she tries to decide how to continue in the strange lands of Europe, in the second century P.A.


Morgan Boru grew up the quintessential army brat. Her family would hop from post to post, following her mother, a member of a CS ranger battalion, who was slightly annoyed at having been assigned rear-echelon duties after the birth of her first child, David (human, currently a Captain in the CS Military, assigned as a Military Specialist). Her position was even further confirmed by the birth of Morgan, as the result of an authorized dalliance with a wild psi-stalker who worked for the Coalition.

Morgan was very precocious, and was speaking in simple sentences soon after her first birthday, mostly by using telepathy to beam the words to people's heads (as her vocal cords were not yet fully developed, she had trouble speaking). Her life was relatively normal for a psychic child, her limited formal education supplemented by training in the use of her powers (at that time, she was a minor psychic, capable of telepathy and object read) and by the careful instruction in the ways of the wilderness by her father, who surprisingly proved to be a doting parent. Its assumed that it was during this early period in her life that Morgan picked up her primitive animism, the belief that all objects have a spirit attached to them. She attends to address objects when she's working with them, and frequently apologizes when a relatively innocent piece of ferrocrete must be destroyed to get to her prey. The Coalition psychologists are aware of this belief, but since it doesn't seem to hinder the performance of her job in any way, they have let it be for now.

Soon after her 13th birthday, the true influence of Morgan's father became evident. Morgan's once-red hair gradually grew paler and paler, finally dropping out several weeks later, and her skin tone went from its normal rough tan to a pale white. Morgan was a little bit distraught at the loss of her hair, so her mother purchased her a set of implanted false hair, preset in the scalp-lock Morgan customarily wore, but slightly adjustable in both style and color. Morgan's mutation was promptly brought to the attention of the CS recruiter on base, and he offered to give Morgan an education in exchange for her entering the CS Army's PSI Corps. After discussing it with her parents, Morgan declined the offer, preferring to wait some years before entering the service. However, she was quickly (and quite willingly) implanted with the registration chip required for all psychics.

During the nine years between her mutation and entering the service, Morgan and her father disappeared. Its unknown to the CS what happened to her during this time, and Morgan does not speak about it to anyone (read: GM can make up what he wants). However, she returned to the CS a fully trained psi-stalker, now calling herself Morrigan. She is a member of the newly identified "Balancer" type... while civilized enough to easily function within the confines of the CS military, they could also disappear for years amongst the tribes of wild psi-stalkers if necessary, awaiting further orders.

Morgan flew through basic training, then requested the special training available to psi-stalkers through the Coalition Military. On her initial aptitude test, she scored high above the other applicants, becoming the first person to actually test out of the school in all areas. This remarkable achievement not only earned her the entry rank of warrant officer (given to all graduates of the program to represent their intense training and wide life-experience), and also marked her in the eyes of Coalition High Command as either having the potential to be either a problem or a great boon to the CS.

Personality: Morrigan is extremely loyal to the CS, and accepts the slight prejudice against psi-stalkers with reasonable aplomb. She views her own word and honor as highly important, and reminds herself that her first and foremost oath is always to the CS on a daily basis... she will break later oaths if she must, reasoning that her oath to the CS takes precedence, since it was first. She tends to be somewhat distant towards those around her, but once someone is considered a friend, nothing will cause her to break with them (though they may physically part, she will not betray them).

Personally, Morrigan has little against those that are officially enemies of the Coalition, such as Dee-Bees and Men of Magic, who otherwise do not interfere with the State. However, should they ever act against the Coalition States, they become her personal enemies. In her opinion, the Coalition is the last hope for humanity (which includes, to her, humans, psi-stalkers, and loyal creations of Lone Star), and anyone who opposes it deserves to be disabled until they can no longer be a threat to the Coalition. She does think that the Coalition hatred of _all_ Dee-bees and _all_ men of magic is slightly misguided, but she sees the wisdom in it, as it would be an almost insurmountable task to separate those that could be trusted from those that could not.

As a result of experiments undergone at Mindwerks, Morgan's personality has taken a slight shift, becoming more hyperactive and fidgety, as well as more likely to take reckless action and excessive risks. While Fortune may favor the bold, review boards rarely favor the reckless; these implants will likely inhibit her upward movement in the ranks.


While I have Morrigan's alignment listed as Aberrant, I like Midnght's system so here is a bit of a break-down of her according to that system:

1. A. Always Keep your word of honor
On this, see the notes about when she will break her word in the above section. She never likes having to break her sworn word, even if it conflicts with the goals of the CS, so she will try to be in a position where she doesn't directly break it. If that's not possible, she will break her word, but will be upset about it for several days afterward.

2. F. Lie to & cheat those not worthy of your respect?
In Morrigan's mind, all members of the Coalition States and their affiliated kingdoms are automatically worthy of her respect until they prove otherwise. Once her respect is lost, it is likely to only be regained posthumously.

3. C. Not likely kill an unarmed foe, but certainly knockout, attack, or beat up one?
This becomes slightly blurry in Morrigan's mind where Dee-Bees and reputed Men of Magic (or rogue psychics) are concerned. Those almost always have the potential to be armed, and as such she prefers to take the simple expedient of killing them in order to protect herself when at a distance. In hand to hand combat, though, she will attempt to render an unarmed foe incapable of being a further threat.

4. D. Not kill innocents, particularly children (but may harm, kidnap all but children)
Again, no enemy of the CS is an innocent in her eyes, though she does avoid killing non-combatants if possible.

5. D. Use torture to extract information (Not likely for pleasure)?
Occasionally, Morrigan will play with prey she considers unworthy, but does not like to draw out the suffering of non-prey unless they fail to respond to more conventional means (including telepathic scans and the interrogation of personal items through the use of object read).

6. E. Kill for sheer pleasure?
Morrigan, being a psi-stalker, is incapable of not liking the hunt and the kill.

7. B. Help those in need most of the time?
Of course, this only truly applies to those that she deems worthy of her help, or is able to help without violating her oath. While she will empathize with the plight of a poor Dee-Bee child, and will want to help, she often will not do so, and certainly not overtly, because that would aid a possible enemy of the Coalition States.

8. B. Work with groups, but dislike confining laws and bureaucracy (red tape)?

9. F. Respect and honor self-discipline?
Morrigan obeys the law most of the time, but will occasionally slip by giving aid to a technical (but not actual) enemy of the state. She views this as part of being human, and accepts these occasional lapses so long as they do not interfere with her job. In social situations, she tends to be somewhat priggish, despising alcohol and those who attempt to use it as an excuse for their behavior. She sees herself as being in control of herself at all times, whether she is on or off-duty. The only apparent crack in her hard-bitch facade comes when she dances. Apparently, during her long absence after her change, Morrigan studied a variety of kinds of dance, from formal dances to modern dance to exotic dancing. The fact that she often dances while still wearing her knives tends to discourage all but the most adventurous from bothering her, and those that get attempt to do more than dance often get a nick for their trouble.

10. A. Never betray a friend?
Morrigan has few she considers friends, but will not betray a friend if she has a choice about it. Were she to ever befriend a true enemy of the Coalition States, it is entirely likely she would go rogue, rather than betray someone she has let that close.

If you care to run the numbers, she actually scores a 34, one point above Anarchist. However, it would perhaps be more accurate to describe her as Aberrant with Unprincipled leanings, given the actual breakdown of her moral and ethical code.


I try and concentrate on the road, but the words just keep roiling around my head. How could they have cut us loose? We served out country, we did our job, we got results. And they exiled us. Just like that. No hesitation. What's going to happen to David? To Mom? Thank the spirits that Dad's not gonna hear about this, not after he answered the Dragon's call. I hope they're alright, though. I wouldn't want them to get hurt because of something I've done.

STOP IT!!! We've done nothing, remember? We got the job done, we got the bad guys. I should just purge it out of my system, forget about the States and try to live here, or maybe down south, or anywhere but the States. Get over it, and live as you were meant to!

But I can't abandon Parker. He's as good as dead without me… you've seen him. And that guy is going to be out of place anywhere that he has to deal with D-Bee's. The NGR is out of the question. I can't just drop him somewhere, and say "I'm going to go live in the woods and eat people. Have fun, and don't forget to write." He'd be dead in a week, either shooting off his mouth or just walking too fast down the street.

Oh, isn't that nice… the mother wolf cares for her cubs… Do you lick his ass clean after he takes a shit so he doesn't get sick? Maybe pre-chew his food to save his poor little jaws?

Don't be vulgar, Morrigan. You know full well I'm right. You've seen him. Just because you're a pussy...

Cat-like in temperament does not mean pussy, you stupid little bitch.

Just because you're a pussy doesn't mean the pack instinct didn't get lodged in me. At least one of us got it… we do know what they do to rogues. If it wasn't for the Coalition, we'd be dead. They kept us alive, taught us what we needed to know and made sure we had food. Hear that gnawing in our belly? That's only going to get louder, and there aren't any captive mages to feed on out here.

That's ok, I can hunt. Just because you lost the taste for it, preferring to roll belly-up for all those generals and such to help your career, doesn't mean I'm domesticated. We need to start working as a team, Morgan...

...Yes, a team. And you want me to ditch Parker because he's weak. You want me to walk away from the Coalition States, an excellent team to which I've devoted most of my life. What do you know about teamwork? You come and go as you please, leaving death and destruction in your wake, then leave me to explain why in the hell I just ripped someone's throat out with my bare teeth!

Then what do you suggest? Run simpering home to your precious Coalition, hoping to all the spirits that they do take you back, rather than blow you away like that missive suggests they will? I'm suggesting we be who we are, that we turn stalker again, instead of an officer and a gentlewoman. We can make a living out here, set up and maybe start running our own Empire. Start organizing some mercenaries, running raids and using bounties and booty to finance the entire thing. Why be a Lieutenant when you can be a General? Why not use our gifts to get rid of the Gargoyles, one at a time if need be? You know we could do it. What are you waiting for?

I...I... I don't know. I don't want to think about this anymore. I don't want to think anymore, but I don't want the instincts you offer… I don't know.


In January of 106, Mary Boru sat at her desk, finishing the report on her most recent patrol. The Xiticix had stepped up recently, and the Emperor was pulling back training battalions to safer ground, so this would be her last report on this particular stretch of ground. She'd miss it, she supposed... even a ranger is allowed to get used to a section of ground, and there had been good spots to set up traps to catch the little grunts. Her eyes strayed to the picture on her desk... mother, daughter, her son and her daughter's father. The picture was easily ten years old, but it was the only one of them together.

A throat cleared in her door, and she looked up. Three men stood before her, their dress blacks sharp, like they had just been pressed for this duty. One of them, a Lieutenant, stepped forward, a flag clutched to his chest, a tremor in his eyes. She knew his words, even before they left his mouth.

"Sergeant Mary Boru? It is my sad duty to inform you that you daughter, First Lieutenant Morgan Boru was killed in action while returning from assignment in the New German Republic. Due to the circumstances of her death, there is no body to be buried. Know that the Emperor shares in your loss of this fine soldier, and presents you with this flag. Posthumously, your daughter has been awarded with a Crimson Heart and the Imperial Medal of Honor."

The young man snapped to attention, presenting the Sergeant with his best salute. The salute was never returned, for Mary Boru, looking ten years older than when he first saw her, had buried her tear-streaked face in the flag she now clutched to her chest.


1st Lt. Morgan Boru (aka Morrigan), Psi-stalker and CS officer
I.Q.: 15
M.E.: 15
M.A.: 15
P.S.: 18
P.P.: 21
P.E.: 20
P.B.: 19
Spd.: 36

Ht: 5'9"
Wt: 125#
22 year old female
Description: Morrigan is a stunning young woman of average height with an extremely athletic build. Her skin is very pale, and her eyes stand out as a bright green against the white background. She still retains the bio-system scalp-lock she recieved from her mother, and so stands out amongst other psi-stalkers with her flowing scalp-lock that reaches to mid-back when allowed to hang down. With several minutes of preparation, she can changed the hair to nearly any color she wishes, though she prefers either the rich, full red of her youth or a more conservative black.

H.P.: 40
S.D.C.: 70
P.P.E.: 4
I.S.P.: 115
Level: 5
XP: 16,501


OCC and Natural Abilities:

Sense Psychic and Magic Energy
-130' feet if not using powers
-1000' for those using powers / constant effects
--Recognize Familiar Scent 40% (+5% per level)
--Track Psychic Scent (not using powers) 40% (+5% per level)
--Track Psychic Scent (using powers) 80% (+5% per level)

Sense Supernatural Beings
-250 feet if not using powers
-1400 feet if using powers
--Identify Creature by Scent: 60% (+5% per level)
--Track Psychic Scent (not using powers) 50% (+5% per level)
--Track Psychic Scent (using powers) 82% (+3% per level)

Nourishment
Feeds on P.P.E., requiring 50 P.P.E. per week, but prefers 80-100 P.P.E.
Can absorb P.P.E. from 300 yards/meters
Needs only two pounds of meat, 16 oz pf water a week

Empathy with Animals
Domesticated and Wild animals always react favorably
Felines, mutant predators and alien predators see as rival and threat


O.C.C. and Related Skills
Speak American, Spanish: 98%
Radio: Basic: 75%
Pilot: Hovercraft: 80%
Read Sensory Equipment: 60%
Weapons Systems: 70%
Climbing / Rappelling: 72% / 62%
Prowl: 62%
Body Building, Running, Gymnastics
-Backflip 90%
-Sense of Balance 98%
-Work Bars/Rings 72%
-Climb Rope 78%
Horsemanship: General: 80%/75%
Horsemanship: Exotic: 70%/60%
Camouflage: 43%
Streetwise: 41%

Secondary Skills
Swimming: 70%
SCUBA: 70%
Wilderness Survival: 55%
Basic Mathematics: 65%
Land Navigation: 52%
Dance (Professional Quality): 60%
Hunting
Literacy: American (learned at 4th level): 35%
First Aid (learned at 4th level): 55%
Pilot Automibile (special): 20%

Bonuses and Combat Information
5 attacks per round
+2 initiative (+1 at 6, 7, 10, 12, 14)
+5 strike (+6 with knife, +6 with thrown knife, +7 with blunt, +4 aimed with Energy pistols and Energy Rifles, +2 Burst with Energy Pistols and Energy Rifles)
+3 parry (+5 with knives, +5 with blunt)
+3 dodge
+7 damage
+5 roll with punch
+3 pull punch
+6 vs. Magic
+5 vs. poisons/toxins/drugs
+2 vs. disease
+17 vs. Coma/Death
+8 vs. Horror Factor
+5 vs. Mind Control
720/360# Lift/Carry
35 mph for 80 melees
Leap 22 feet long by 14 feet high
Heal 2 times faster than normal

Mind Over Matter Implants
Enhanced Speed
Enhanced Healing
Hyper Sense
-10 ISP
-2 minutes/level
-touch or 5 foot range
Adds +2 initiative, +1 parry, +2 dodge, +2 roll, +2 pull, +1 vs. Horror Factor when activated

Psionic Powers
Empathy: 4 ISP, R.M.B. pg. 121
Mind Block: 4 ISP, R.M.B. pg. 122
Object Read: 6+ ISP, R.M.B. pg. 122
-Impressions: 64%
-Images: 56% -Present: 46%
See Invisible: 4 ISP, R.M.B. pg. 122
Telepathy: 4 ISP, R.M.B. pg. 123
Total Recall: 2 ISP, R.M.B. pg. 123


Equipment

MP-10 Caseless Pistol
-1200ft range
-20 Round Magazine
-Single Shot or 10 round burst
-300 rounds of normal ammo
--3D6 single shot, D6*10 Burst
-50 rounds DU ammo
--4D6 single shot, 2D4*10 burst
-100 rounds Heavy Ramjet
--1d4 MD single shot, 3d6 Burst

C-20 Laser Pistol
-800ft range
-2D6 MD per shot
-21 shots per clip
-3 spare clips

C-12 Laser Rifle
-2000ft range
-4D6 MD, 2D6 MD, or 6D6 SDC per shot
-20 MD shots per clip, or 120 SDC shots
-+1 to strike from laser targeting
-Passive Nightvision scope
-Shares clips with C-20

Vibro-knife
-1D6 SDC or MD

Neuro-Mace
-D8 SDC
-Save vs. poison at 16 or go unconscious
-If save made, -8 strike, parry, and dodge for 2D4 melees
-Not effective against sealed enviromental armor

Magic Hammer
-2D6 SDC, can harm creatures only hurt by magic

Black and Camouflage jumpsuits
Partial Military uniform (now down to boots, uniform pants, and an undershirt)
Black evening gown, black heels, and white gloves
Cold-weather gear
IR Binoculars
Nightvision Goggles
Short-Range Headset Radio (2 miles)
Portable Language Translator (programmed for Europe and Asia, plus American)
Medkit, RMK, and IRMSS
Personal Hygene Items
Rope, tarps, tents, and blankets
Climbing Harness
Commando Harness

T-42 Commando Armor
-MDC:

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