Mierin (Human, Headhunter Assassin)

EU's Team Evil - If you hear them they're not after you.
GM: Dodsrike
AGM: Ace of Spades

Moderators: Game Masters, Group Leaders

Mierin (Human, Headhunter Assassin)

Postby Mierin » Fri Jan 27, 2006 9:31 pm

Player Name: Sara
YIM Handle: mierin@rogers.com

Name: Amanda Higgins
Alias: Mierin
Race: Human
Character Class: Headhunter Assassin
Occupation: Assassin
Alignment: Aberrant
XP Level: 9
XP Points: 98,412 (Ace of Spades, 6/1/19)
Next Level at: 100,301
Sentiments/Non-Humans: Decided on a case by case basis
Sentiments/Coalition: Good folks, unless they get in the way
Disposition: Has a smirk on her face as if the world amuses her for reasons unknown. When it comes to a job, she is serious and dedicated and does not stop until the target is eliminated. Mierin is very literal. She says what she means and means what she says. Of course, most of the time, she says things like “I’ve come to kill you.”
Insanity: Hates bugs of all kinds, Character will jump up and try to kill bugs whenever they are noticed within 15 feet of her.

ATTRIBUTES
I.Q.: 17 (+3 to skills)
M.E.: 21 (+3 to save vs psionic attack/+4 to save vs insanity)
M.A.: 14
P.S.: 23 (+8 damage bonus)
P.P.: 16 (+1 to strike/parry/dodge)
P.E.: 18 (+6% to save vs coma/death, +2 to save vs magic/poison)
P.B.: 14
Speed: 37

PHYSICAL DATA
PPE: 3
HP: 54
SDC: 96 [-8 SDC, Contributuion to Squad HQ Defenses]
ISP: 35
Age: 28
Sex: Female
Height: 6'1
Weight: 165 lbs

Appearance: Cold green eyes peer out of this fragile looking face, but don't let looks deceive you. To onlookers, Mierin appears cold and aloof, and she is for the most part, save for the few who have known her for years. Mierin usually keeps her red hair in a sensible braid and typically wears all black clothes including a long black trench coat.

Natural Abilities
Perception: 82%
Charm/Impress: 15%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 50 lbs.
Max. Carrying Weight: 230 lbs.
Max. Lifting Weight: 460 lbs.
Max. Jumping Ability: 11.5' length & 5.75 height
Can move 20 yards each action (note: 185 yards per melee round)

Psionics
Sixth Sense
Telepathy

Cybernetics
Multi-Optic Eyes
☞ Telescopic: 4-8x30 magnification | Range: 6000’
☞ Macro Lens: 2x to 8x magnification | Range: 3’
☞ Passive Nightvision: 2000’ range
☞ Thermo-Imaging: 2000’ range
☞ Light Filters: Reduces glare
☞ Targeting Display: +1 to strike w/ ranged weapons


Cybernetic Hand
☞ Garrote Wrist String
☞ Palm Needle & Drug Dispenser
[10] -- Antibiotics: costs 75 credits per dose
[10] -- Tranquilizer/Sleep: Takes effect within 1D4 minutes, last 4D6 minutes, costs 100 credits per dose
[10] -- Truth Serum: Takes effect in 2D6 minutes, lasts 3D6 minutes, costs 75 credits per dose
[10] -- Paralysis: Takes effect in 1D4 melees and lasts 2D6 minutes, costs 150 credits per dose
[10] -- Poison: Takes effect in 1D4, inflicts 6D6 SDC/hit point damage, costs 200 credits per dose


O.C.C. Skills
Language: American 98%
Language Elvish 98%
Language Euro 98%
Language Techno-can 98%
Literacy: American 98%
Math: Basic 98%
Basic Electronics 78%, +5%
Radio Basic 98%, +5%
Radio: Surveillance Systems & Tailing 83%, +5%
Detect Ambush 88%, +5%
Intelligence 81%, +4%
Trap/Mine Detection 83%, +5%
Tracking: Humanoids 93%, +5%
Tracking: Animals 78%, +5%%
Streetwise 73%, +4%
Pilot: Automobile 91%, +2%
Pilot: Hovercycle 98%
Recognize Weapon Quality 83%, +5%
Find Contraband, Weapons, Cybernetics -5% 76%, +3%
Boxing
Wrestling

O.C.C. Related Skills
First Aid 93%, +5%
Gymnastics
Sense of balance 80%, +3%
Work Parallel bars & rings 90%, +3%
Climb Rope 81%, +2%
Back Flip 88%, +2%
Base Climb Ability 70%, +5%
Interrogation Techniques 78%, +5%
Wilderness Survival 78%, +5%
Sniper (+2 on a called or Aimed shot)
Running
Land Navigation 56%, +4%
Lore: Demons & Monsters 48%, +5%

Secondary Skills
Prowl 78%, +5%
Demolitions 97%, +5%
Demolitions Disposal 93%, +4%
Concealment 59%, +4%
Lore: Xiticix 98%, +5% (due to insanity)
Rope Works 53%, +5%
Field Armorer and Munitions Expert 63%, +5%
General Athletics
WP Sword

Combat Data
HTH Type: Assassin
Number of Attacks: 9
Initiative Bonus: +8
Strike Bonus: +4
Strike Bonus w/Gun: +1
Strike Bonus w/Thrown Weapon: +1
Parry Bonus: +7
Dodge Bonus: +6
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +8
Disarm in HTH: +5
Other:
Called Shot: +3
Entangle: +2
Body block/tackle does 1D4 damage
Pin/incapacitate on a roll of 18, 19, 20
Crush/squeeze does 1D4 damage per attack
Kick attack 1D4 damage
Knockout/stun on unmodified roll of 17, 18, 19, 20
Leap Kick (3D8 damage; counts as 2 attacks)
Back Flip

Weapon Proficiencies
WP Paired Weapons
WP Knife (incl. Vibro-blades; +3 to strike, +4 to parry, +4 to strike when thrown)
WP Energy Rifle (+4 to strike)
WP Auto & Semi-Auto Rifles (+5 to strike)
WP Auto Pistol (+4 to strike)
WP Energy Pistol (+5 to strike)
WP Sword (+2 to strike, +3 to parry, +2 to strike when thrown)

Saving Throws
Horror Factor: +6
Mind Control: +3
Vs. Psionics/Insanity: +3/+4
Vs. Coma/Death: +5%
Last edited by Mierin on Sat Jun 08, 2019 9:41 pm, edited 10 times in total.
User avatar
Mierin
Diamond Level Patron
Diamond Level Patron
 
Posts: 511
Joined: Tue Jan 10, 2006 7:00 am
Location: Spook Squad - PC

Postby Mierin » Sat May 12, 2007 1:23 pm

Equipment

Account at MercTown Bank
Room Storage at The Haunt
Parking Area in The Haunt

MI-3000 Firefly Hovercycle

Carried/In Hand

Worn on Person
High-Impact Sunglasses
Encrypted Ear-Bud Radio Transmitter (1 mile range)
CA-3 Light Dead Boy Armor
JA-12 Laser Rifle (shoulder strap)
Malice (shoulder scabbard)
Beretta 9mm Automatic Pistol (shoulder holster)
Wilk's 325 "Mariner" Pulse Pistol (shoulder holster)
Wilk's 300 "Hideaway" Laser Pistol (boot holster)
Talisman of Impervious to Energy (pendant)
Talisman of Chameleon (right earring)
Talisman of Invisibility (left earring)
Secure Universal Card: 1,600,030 credits (5/24/2019, Augur)
Unsecure Universal Card: 600,000 credits (5/24/2019, Augur)
Unsecure Black Card: 33,000 credits (5/24/2019, Augur)

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: TX-22 Precision Laser Pistol
• Attachment: Bandit BigBore Revolver
• Attachment: Vibro-Knife
• Attachment: Vibro-Knife

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle
N/A (the MI-3000 Firefly Hovercycle has no cargo capacity)

23 E-clips
Box of BigBore rounds (144)
Rifle Grenades (18)
(2) Small Knives (1d6)
(2) Silver-plated Knives (1d6)
Coalition States Smoke Grenade (Red)
Coalition States Smoke Grenade (Black)
(5) Coalition States Light High Explosive Grenade



Gear Stats
CA-3 Light Dead Boy Armor
Image
M.D.C. by Location:
  • Helmet: 70
  • Arms: 55 each
  • Legs: 70 each
  • Main Body: 80
  • N-F50A Force Field: 160
Weight: 12 lbs.
Modifiers: -5% to climb, -10% to other physical skills, +2 vs psionics, +1 vs possession
Features:
  • All standard Dead Boy EBA features (p.100, WB11)
  • Naruni Psionic Electromagnetic Dampeners
  • Integrated N-F50A Force Field
  • Aesthetic alterations: totally black w/skull motif removed
Book Reference: p.100, WB11


JA-12 Laser Rifle
Image
  • Range:
    • Laser: 4,000'
    • Grenade: 2,000'
  • Damage:
    • Laser: 4D6 M.D. per shot or 1D6x10+10 M.D. per burst
    • Grenade: 3D6 M.D. to a 10' radius
  • Rate of Fire:
    • Laser: Single shots or 3-shot bursts only
    • Grenade: Single shots only
  • Payload:
    • Laser: 10 shots per E-clip, 30 shots per LE-clip, 30 shots per E-Canister
    • Grenades: 4 per magazine
  • Weight: 13 lbs.
  • Features: Targeting scope
  • Modifiers: +1 to strike on aimed or called shots
  • Book Reference: p.76, WB10


TX-22 Precision Laser Pistol
Image
  • Range: 1,000'
  • Damage: 2D4 M.D.
  • Rate of Fire: Single shots only
  • Payload: 20 shots per E-clip, 50 per FSE-clip
  • Weight: 3 lbs.
  • Features: 1 FSE-clip & 1 E-clip holder
  • Modifiers: +1 to strike on an aimed shot
  • Book Reference: p.143, WB5


Bandit BigBore Revolver
Image
  • Range: 200'
  • Damage: 1D6 M.D. + knockdown
  • Rate of Fire: Single shots only
  • Payload: 6-round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: P.S. 14+ required to fire or else suffer knockdown; P.S. 17+ required to fire 1-handed
  • Book Reference: p.174, WB14


Wilk's 325 "Mariner" Pulse Pistol
Image
  • Range: 900'
  • Damage: 2D8 M.D. or 4D8 M.D. double shot
  • Rate of Fire: Single or dual blasts only
  • Payload: 12 shots per E-clip, 24 shots per LE-clip
  • Weight: 3 lbs.
  • Features: can fire underwater
  • Modifiers: +2 to strike on aimed shots
  • Book Reference: p.103, MercOps


Beretta 9mm Automatic Pistol
Image
  • Range: 200'
  • Damage: 3D6
  • Rate of Fire: Single shots only
  • Payload: 14 rounds (9mm)
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: W.P. Handguns
  • Book Reference: p.28, DB8


Wilk's 300 "Hideaway" Laser Pistol
Image
  • Range: 600'
  • Damage: 1D8 M.D.
  • Rate of Fire: Single shots only
  • Payload: 20 shots per E-clip
  • Weight: 1.5 lbs.
  • Features: virtually undetectable by most security systems
  • Modifiers: +5% to Concealment & Palming, +1 to strike on aimed shots
  • Book Reference: p.102-103, MercOps


Coalition States Smoke Grenade (Red)
  • Range: 120' thrown
  • Damage: -5 to combat actions in a 20-30' AoE


Coalition States Smoke Grenade (Black)
  • Range: 120' thrown
  • Damage: -5 to combat actions in a 20-30' AoE


Coalition States Light High Explosive Grenade (5)
  • Range: 120' thrown
  • Damage: 3D6 M.D. to 6' AoE


Vibro-Knife
Image
  • Damage: 1D6 M.D.
  • Payload: 1 E-Clip will last for approximately 1 hour of use
  • Weight: 1 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.259, R:UE


Talisman of Impervious to Energy
Image
Talisman
Magic Features
  • Impervious to Energy (p.113, BoM)
  • Charges: 3
Book Reference: p.150, BoM


Talisman of Chameleon
Image
Talisman
Magic Features
  • Chameleon (p.93, BoM)
  • Charges: 3
Book Reference: p.150, BoM


Talisman of Invisibility
Image
Talisman
Magic Features
  • Invisibility: Simple (p.97, BoM)
  • Charges: 3
Book Reference: p.150, BoM


Malice
Image
Lesser Rune Bastard Sword
Damage: 5D6
Alignment: Aberrant
1. Independent personality with an average I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull.
4. Made of red-grey metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of an evil alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Curse: None
Personality: Malice is quiet & brooding having been much this way in life. All he remembers from life prior to his soul being ripped out and infused into this sword is that he was a statesman in a state known as the Western Empire.
History: Sword was taken from a very powerful avatar of the goddess Kali.


MI-3000 Firefly Hovercycle
Image
M.D.C. by Location:
  • * Rear Hover Ball Jet Housing (1): 40
  • * Forward Directional Jets (4): 4 each
  • * Undercarriage Directional Jets (4) — 4 each
  • * Forward Headlights (2): 3 each
  • * Forward Laser Turret (1): 28
  • Reinforced Windshield (1): 15
  • Main Body: 72
* Requires a called shot at -4 to strike
Statistical Data:
Maximum Speed: 190 mph
Cruising Speed: 85 mph
Range: 800 miles
Flying: Maximum altitude of 60', can handle drops of up to 400'
Modifiers: +10% to piloting, +1 to dodge, -5% to piloting with passenger
Crew: 1 rider & 1 passenger
Class: Hovercycle
Dimensions: 5'6" long, 330 lbs.
Cargo: None
Power System: Electric
Weapon Systems:
Double-Barrel Heavy Laser
  • Range: 2,000'
  • Damage: 2D6 M.D., or 4D6 M.D. per dual-blast
  • Rate of Fire: Single Shots or Dual-Blasts only
  • Payload: 40 shots per E-clip
Heavy Laser
  • Range: 2,000'
  • Damage: 2D6 M.D.
  • Rate of Fire: Single Shots only
  • Payload: 20 shots per E-clip
Light Laser
  • Range: 1,200'
  • Damage: 1D6 M.D.
  • Rate of Fire: Single Shots only
  • Payload: 20 shots per E-clip
Mini-Missile Launchers
  • Note: 1 launcher each side
  • Range: 1 mile
  • Damage: varies according to mini-missile type
  • Rate of Fire: 1 at a time, or in volleys of 2 or 4
  • Payload: 4 total; 2 mini-missiles each launcher
Features of Note:
Book Reference: p.55-56, WB13
Last edited by Mierin on Sat Jan 25, 2014 5:24 pm, edited 7 times in total.
User avatar
Mierin
Diamond Level Patron
Diamond Level Patron
 
Posts: 511
Joined: Tue Jan 10, 2006 7:00 am
Location: Spook Squad - PC

Postby Mierin » Wed Mar 26, 2008 6:33 pm

Shadow - Bandit K-9 Companion

Model Type: K-9R-1100
Class: Robot Dog
Crew: None
M.D.C. by Location
Head: 50
Legs (4): 50 each
Main Body: 120
Speed
Running: Maximum 40 mph
Leaping: 12' high and 25' lengthwise with running start
Underwater: Can function in/under water, able to walk on bottom of sea at 25% normal running speed, or swim at 3 mph. Maximum depth is 500'
Statistical Data
Height: 3' at top of head
Width: 1'6"
Length: 4'
Weight: 300 lbs.
Color: Looks like regular German Shepherd
Attributes of Note: Robotic PS 22, PP 20, PB 15, Spd 59, IQ 9
Power System: Nuclear (15 year life)
Cargo: Can carry up to 500 lbs., and pull 1000 lbs.
Special Sensors
Keen polarized vision
Passive night-sight: 1600'
Amplified hearing
Ultra ear
Molecular analyzer in nose
K-9 Skill Program
Land Navigation, Track Animals, Herd Cattle, Swim: 90%
Track Humanoids: 75%
Climbing & Prowl: 70%
Weapon Systems
Ion Blasters (eyes): Range: 600ft, Damage 2D6 or 4D6md
Other
Audio recorder: 200 hour storage
Secret compartment: For hiding small items. Pistol, grenade, flares.
Combat Data
APM: 3
Bonuses: +2 to Initiative, +3 to Strike, +1 to Parry, +3 to Dodge when running, +2 to Roll w/Impact
Damage: Restrained bite--6D6, Bite--2D4 MD, Power Bite--3D6 MD (2 APM), Claw Strike--1D4 MD, Tackle--1D4 MD, Head Butt—2D6
Last edited by Mierin on Sat Jun 08, 2019 9:43 pm, edited 1 time in total.
User avatar
Mierin
Diamond Level Patron
Diamond Level Patron
 
Posts: 511
Joined: Tue Jan 10, 2006 7:00 am
Location: Spook Squad - PC

Re: Mierin

Postby Mierin » Sun Sep 16, 2012 9:49 am

Background

“Here’s the thing: if you’re expecting this to be the story of how the innocent girl joined the CS, hoping to do good and was turned into a remorseless killing machine, well, you’re going to be disappointed. This isn't one of those stories...”

An only child, Amanda grew up on one of the lower levels of Chi-Town with her mother, Mary. Amanda’s father passed away of a heart attack when Amanda was a toddler, so Mierin and her mother have always been close. Mierin’s mother Mary still lives there, though now she is on one of the higher levels as Amanda wanted her mother to be safe.

When she was old enough, Amanda joined the CS. She was surprised at how well she fit in, given that she'd been a loner by choice most of her life. It probably helped that she enjoyed what she did. She felt no guilt about what she was doing and, at first, thought the CS was correct in destroying anything that could be a danger to others. However, Mierin had witnessed more than one event where a d-bee had saved the lives of others and then, one day, a thought crept into her head. 'What if.. the CS was wrong?' Unfortunately, once this thought entered her head, Amanda found she couldn't get rid of it and she started examining things more closely. Not being a complete moron, Mierin kept her doubts to herself. After all, she'd seen what happened when fellow soldiers had had similar issues with the conscience. When her time with the CS came to it's natural conclusion, Amanda 'retired' and left to work on her own.

After her time in the CS had ended, Amanda worked with a new group, which included a rogue scholar named Steve. He started calling her Mierin, telling Amanda that she reminded him of a woman in an old pre-rifts book he’d read once. Amanda didn’t protest this, knowing from her time in the CS, protesting a nickname typically meant that a worse one would be used in its place. Eventually, the nickname stuck and Mierin rarely calls herself by her given name unless she’s conducting official business or with her mother.

Mierin ended up in Merctown where she heard of a battle in the Dome and the winner, a d-bee named Thorn. Mierin sought out Thorn and joined the Spook Squad, a group she’s worked with ever since.

Mierin's Goals
WIP
Mierin
ISP: 35/35
HP: 50/50
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

CA-3 Light “Dead Boy” Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--70/70, Arms--60/60, Legs--80/80, Main Body--100/100
Force Field: 160/160

"Do I get bonus points if I act like I care?" House
"Lady, people aren't chocolates. Do you know what they are mostly? Bastards. Bastard coated bastards with bastard filling." Dr Cox, Scrubs
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
User avatar
Mierin
Diamond Level Patron
Diamond Level Patron
 
Posts: 511
Joined: Tue Jan 10, 2006 7:00 am
Location: Spook Squad - PC

Re: Mierin

Postby Augur » Thu Jun 01, 2017 2:14 pm

EPIC GEAR

6 E-clips

Carried/In Hand
JA-12 Laser Rifle--carried or slung over shoulder on strap
Malice

Worn on Person
High-Impact Sunglasses
Encrypted Ear-Bud Radio Transmitter • 1 mile range
Enchanted Talisman • Casts: Magic Chameleon (5x daily, 18 min duration)
Enchanted Earring • Casts: Invisibility (3x daily, 15min duration)
Modified CA-3 Light Dead Boy Armor w/Installed Naruni Super-Heavy Forcefield

Shoulder Holster
Beretta 96d Brigadier Pistol

Boot Holster
Wilk's 300 "Hideaway" Laser Pistol

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: TX-22 Precision Laser Pistol
• Attachment: Bandit BigBore "BB-6" Revolver
• Attachment: Wilk's 325 "Mariner" Pulse Pistol
• Attachment: Pouch for E-clips:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Box of 144 rounds for the Bandit BigBore BB-6 Revolver
• Space: [1] Flash Grenade
• Space: [1] Red Smoke Grenade
• Space: [1] Black Smoke Grenade
• Space: [1] HE Grenade (3d6 MD)
• Space: [1] HE Grenade (3d6 MD)
• Space: [1] HE Grenade (3d6 MD)
• Space: [1] HE Grenade (3d6 MD)
• Space: [1] HE Grenade (3d6 MD)
• Space: [1] Rifle Grenade

Pocket on Backpack
Impervious to Energy Talisman
Amulet of Fire Protection
Shadow Meld Pendant
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImageImageImageImageImageImageImageImage
To help support this site, use paypal.me/LloydRitchey
User avatar
Augur
Admin
 
Posts: 5042
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey


Return to The Spook Squad (Independent, 7 Players, 1 Opening)

Who is online

Users browsing this forum: No registered users and 1 guest