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: 11
XP Points: 153,574 [UG 01FEB25]
Next Level at: 190,601
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: 61
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: 85%, +3% per lvl
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 99%, +1%
Language Dragonese/Elven 103%, +5%
Language Euro 103%, +5%
Language Techno-can 103%, +5%
Literacy: American 103%, +5%
Math: Basic 103%, +5%
Basic Electronics 88%, +5%
Radio Basic 103%, +5%
Radio: Surveillance Systems & Tailing 93%, +5%
Detect Ambush 103%, +5%
Intelligence 89%, +4%
Trap/Mine Detection 93%, +5%
Tracking: Humanoids 103%, +5%
Tracking: Animals 88%, +5%%
Streetwise 81%, +4%
Pilot: Automobile 95%, +2%
Pilot: Hovercycle 101%, +3%
Recognize Weapon Quality 93%, +5%
Find Contraband, Weapons, Cybernetics -5% 82%, +3%
Boxing
Wrestling
O.C.C. Related Skills
First Aid 103%, +5%
Gymnastics
Sense of balance 86%, +3%
Work Parallel bars & rings 96%, +3%
Climb Rope 85%, +2%
Back Flip 92%, +2%
Base Climb Ability 80%, +5%
Interrogation Techniques 88%, +5%
Wilderness Survival 88%, +5%
Sniper (+2 on a called or Aimed shot)
Running
Land Navigation 64%, +4%
Lore: Demons & Monsters 58%, +5%
Secondary Skills
Prowl 88%, +5%
Demolitions 103%, +5%
Demolitions Disposal 101%, +4%
Concealment 67%, +4%
Lore: Xiticix 103%, +5% (due to insanity)
Rope Works 63%, +5%
Field Armorer and Munitions Expert 73%, +5%
General Athletics
WP Sword
Combat Data
HTH Type: Assassin
Number of Attacks: 9
Initiative Bonus: +8
Strike Bonus: +6
Strike Bonus w/Gun: +2
Strike Bonus w/Thrown Weapon: +2
Strike Bonus on Called shots: +3
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:
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
Critical Strike on unmodified roll of 19 or 20
+25% bonus to Body Block knock-back odds
Weapon Proficiencies
WP Paired Weapons
WP Knife (incl. Vibro-blades; +4 to strike, +4 to parry, +5 to strike when thrown)
WP Energy Rifle (+5 to strike)
WP Auto & Semi-Auto Rifles (+5 to strike)
WP Auto Pistol (+4 to strike)
WP Energy Pistol (+6 to strike)
WP Sword (+2 to strike, +4 to parry, +2 to strike when thrown)
Saving Throws
Horror Factor: +6
Mind Control: +3
Vs. Psionics/Insanity: +3/+4
Vs. Coma/Death: +5%
Mierin (Human, Headhunter Assassin)
- Mierin
- Diamond Level Patron
- Posts: 670
- Joined: Tue Jan 10, 2006 7:00 am
- Location: Spook Squad - PC
- Contact:
Mierin (Human, Headhunter Assassin)
Last edited by Mierin on Wed Jun 05, 2024 9:15 am, edited 18 times in total.
- Mierin
- Diamond Level Patron
- Posts: 670
- Joined: Tue Jan 10, 2006 7:00 am
- Location: Spook Squad - PC
- Contact:
Equipment
Account at MercTown Bank
Room Storage at The Haunt
Parking Area in The Haunt
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: 1,850,030 credits (3/14/2025, Mierin)
Unsecure Universal Card: 536,000 credits (3/4/2020, Underguard)
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
NG Stalker Suit

M.D.C. by Location:
Weight: 3 lbs.
Modifiers: None
Features:
Book Reference: p.58-59, WB34
NE-BA-26 Special Body Armor

M.D.C. by Location:
Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
Upgrades:
[*]HUD Visor Allows 6 different screens to be viewed without impairing vision.
[*]Deluxe Weapons Package
JA-12 Laser Rifle

TW converted L-20 Laser Pulse Rifle
TW Jolt Gun

TW Characteristics:
TX-22 Precision Laser Pistol

Bandit BigBore Revolver

Wilk's 325 "Mariner" Pulse Pistol

Beretta 9mm Automatic Pistol

Wilk's 300 "Hideaway" Laser Pistol

Coalition States Smoke Grenade (Red)
Coalition States Smoke Grenade (Black)
Coalition States Light High Explosive Grenade (5)
Vibro-Knife

Talisman of Impervious to Energy

Talisman
Magic Features
Book Reference: p.150, BoM
Talisman of Chameleon

Talisman
Magic Features
Book Reference: p.150, BoM
Talisman of Invisibility

Talisman
Magic Features
Book Reference: p.150, BoM
Talisman of Invincible Armour

Talisman
Magic Features
Book Reference: p.150, BoM
Malice

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

M.D.C. by Location:
* 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
Heavy Laser
Light Laser
Mini-Missile Launchers
Features of Note:
Book Reference: p.55-56, WB13
Account at MercTown Bank
Room Storage at The Haunt
Parking Area in The Haunt
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: 1,850,030 credits (3/14/2025, Mierin)
Unsecure Universal Card: 536,000 credits (3/4/2020, Underguard)
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
NG Stalker Suit

M.D.C. by Location:
- Helmet: As per separate helmet
- Arms: 5 each
- Legs: 7 each
- Main Body: 12
Weight: 3 lbs.
Modifiers: None
Features:
- Non-environmental
- Thermal Reduction: -20% read sensory equipment checks to detect w/thermal systems
Book Reference: p.58-59, WB34
NE-BA-26 Special Body Armor

M.D.C. by Location:
- Helmet: 50
- Arms: 40 each
- Legs: 50 each
- Main Body: 90
Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
- All standard NE environmental armor features (p.35-36, DB8)
- Modular Features & Upgrades Packages
Upgrades:
[*]HUD Visor Allows 6 different screens to be viewed without impairing vision.
[*]Deluxe Weapons Package
- Twin Retractable Energy Blade (Right Forearm)
- Damage: 4D6 M.D.
- Plasma Encased Garrote Strangle Cord (Left Wrist)
- Damage: 5D6 M.D.C. per melee
- Particle Beam Blaster
- Range: 2,000'
- Damage: 1D4x10 M.D.
- Payload: 10 Shot (E-Clip)
- NE-28R Micro-Missile Wrist Launcher
- Range: 1 mile
- Damage: 6D6 M.D.
- Payload: 2 missiles
- +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
- +1 to Strike with Hand Held Ranged Weapons
- Range 2,000'
- Can track up to 12 targets
- Range: 2 miles
- 360° scanning capability
- +3 Initiative, +2 to Parry, +2 to Dodge, +5 to Roll w/, allows user to dodge all attack, even those from behind and/or surprise
- Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
- Range: 30 miles
- Laser, Holographic, Portable Computer, Programmed with thousands of images of known enemy insignia, uniforms, body armor, weapons, robots, and combat vehicles.
- Includes: Passive Night Vision Goggles, Portable Language Translator, and a Laser Distancer
- Special Gloves with short curved claws on the fingertips and grip tape on the fingers and palms.
- Grappling Hook Launcher (Hand Held)
- Range: 500'
- Damage: 2D6
- Payload: 6 Grappling Hooks
- Notes: 200' lightweight line w/ 600 lbs test weight
- Electro-Adhesive Pads
JA-12 Laser Rifle

- 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
TW converted L-20 Laser Pulse Rifle
- Weight: 7 lbs.
- Range: 1600'
- Damage: 2D6 M.D. single shot, or 6D6 M.D. multiple pulse burst (three simultaneous shots).
- Rate of Fire: Single or Burst
- Payload: 30 single shots per PPE clip.
Note: Damage counts as magical in addition to laser
TW Jolt Gun

- Range: 1,000'
- Damage: 2D6, 4D6, or 1D4 M.D. per blast
- Rate of Fire: Single shots only
- Payload: 20 blasts per charge
- Weight: 5 lbs.
- Features: None
- Modifiers: None
TW Characteristics:
- TW Functions: [insert bulleted sub-list, if needed]
- Activation Cost: 30 P.P.E. to recharge
- Book Reference: p.153, WB2
TX-22 Precision Laser Pistol

- 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

- 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

- 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

- 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

- 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

- 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

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

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

Talisman
Magic Features
- Invisibility: Simple (p.97, BoM)
- Charges: 3
Book Reference: p.150, BoM
Talisman of Invincible Armour

Talisman
Magic Features
- Invincible Armour (p.121, BoM)
- Charges: 3
Book Reference: p.150, BoM
Malice

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

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 Thu Mar 13, 2025 9:12 pm, edited 13 times in total.
- Mierin
- Diamond Level Patron
- Posts: 670
- Joined: Tue Jan 10, 2006 7:00 am
- Location: Spook Squad - PC
- Contact:
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
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.
- Mierin
- Diamond Level Patron
- Posts: 670
- Joined: Tue Jan 10, 2006 7:00 am
- Location: Spook Squad - PC
- Contact:
Re: Mierin
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
“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
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
Stats & Stuff
ISP: 35/35
HP: 57/57
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)
NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
Stats & Stuff
ISP: 35/35
HP: 57/57
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)
NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
- Mierin
- Diamond Level Patron
- Posts: 670
- Joined: Tue Jan 10, 2006 7:00 am
- Location: Spook Squad - PC
- Contact:
Re: Mierin (Human, Headhunter Assassin)
HP, lvl 10 [dice]0[/dice]
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
Stats & Stuff
ISP: 35/35
HP: 57/57
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)
NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
Stats & Stuff
ISP: 35/35
HP: 57/57
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)
NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
- Mierin
- Diamond Level Patron
- Posts: 670
- Joined: Tue Jan 10, 2006 7:00 am
- Location: Spook Squad - PC
- Contact:
Re: Mierin (Human, Headhunter Assassin)
QV-229 Bobcat Hover Cycle
INSERT IMAGE
M.D.C. by Location:
* Items marked by a single asterisk are small and/or difficult to strike. A character must make a "called shot," but even then the attacker is -4 to strike.
Destroying three or more directional jets inflicts a piloting penalty of - 15%. Destroying one of the rear jets reduces speed by 50% and inflicts a piloting penalty of -30%. Destroying both will send the hovercycle crashing to the ground.
Statistical Data:
Maximum Speed: 440 mph, cruising speed 80-150 mph
Range: up to 12 hours continuous use
Flying: max altitude is 2500'; VTOL capable; retractable landing gear
Underwater Capabilities: 220 mph over surface (only)
Modifiers: [If Applicable]
Crew: 1
Class: Aerial Military Combat Vehicle
Dimensions: 4' tall, 4' wide, 13.3' long, 1400lbs
Cargo: 3 cubic feet
Power System: Nuclear (20 year life)
Weapon Systems:
QL-22 Double-Barreled Laser Turret:
RAILGUN: ___ MISSING___
QR-10 Concealed Mini-Missile Launchers (2):
Features of Note:
Book Reference: p.56, WB22
INSERT IMAGE
M.D.C. by Location:
- * Forward Laser Turret (1, front) - 35
- Mini-Missile Launchers (2, sides) - 45 each
- * Rail Gun (1; undercarriage) - MISSING
- * Front Windshield - 30
- * Headlights (2; front) - 8 each
- * Tail Fins (2) - 20 each
- * Directional Jets (10) - 15 each
- Side/Rear/Main Jets (2) - 72 each
- Main Body - 180
* Items marked by a single asterisk are small and/or difficult to strike. A character must make a "called shot," but even then the attacker is -4 to strike.
Destroying three or more directional jets inflicts a piloting penalty of - 15%. Destroying one of the rear jets reduces speed by 50% and inflicts a piloting penalty of -30%. Destroying both will send the hovercycle crashing to the ground.
Statistical Data:
Maximum Speed: 440 mph, cruising speed 80-150 mph
Range: up to 12 hours continuous use
Flying: max altitude is 2500'; VTOL capable; retractable landing gear
Underwater Capabilities: 220 mph over surface (only)
Modifiers: [If Applicable]
Crew: 1
Class: Aerial Military Combat Vehicle
Dimensions: 4' tall, 4' wide, 13.3' long, 1400lbs
Cargo: 3 cubic feet
Power System: Nuclear (20 year life)
Weapon Systems:
QL-22 Double-Barreled Laser Turret:
- Range: 2,000'
- Damage: 3D6 M.D. per blast or 6D6 M.D. per dual blast
- Rate of Fire: Pilot APM
- Payload: unlimited
RAILGUN: ___ MISSING___
- ...
QR-10 Concealed Mini-Missile Launchers (2):
- Range: About 1 mile
- Damage: varies per missile type
- Rate of Fire: One at a time, or in volleys two, three, four, or five.
- Payload: 20 total; 10 per each launcher.
Features of Note:
- Artificial Intelligence (AI) with IQ: 15
- Skill Programs: Dyna-Bot DV-12 Combat Program, Military Pilot (Air), Military, Communications (Basic)
Skills: Computer Operation 90%, Literacy: Native Language 94%, Optic Systems 90%, Radio: Basic 98%, Sensory Equipment 90%, Sign Language 88%
Military Pilot, Air (Combat Flying, Pilot: Combat Helicopters 86%, Pilot: Jet Pack 86%, Pilot: Tanks & APCs 86%)
Pilot: Automobile 96%, Pilot: Truck 90%, Pilot: Airplane 88%, Pilot: Jet Aircraft 88%, Pilot: Tracked & Construction Vehicles 88%)
H2H Martial Arts [LVL 10], WP Paired Weapons, WP Knife, WP Sword, WP Rifles, WP E. Pistol, WP E. Rifle, WP Heavy Energy Weapons, Climb 96%/86%, Camouflage 90%, Computer Operation 96%, Detect Ambush 50%, General Repair & Maintenance 80%, Intelligence 90%, Land Navigation 90%, Math: Basic 96%, Military Etiquette 96%, Pilot Hover Craft 96%, Track People 80% Prowl 50% - Basic (Robot) Hearing System [SB1 Page 28]
- Short-range radar and targeting systems
- Wide Band Radio Receiver and Transmitter [SB1 Page 28, 150 Mile Range (no retractable antenna)]
- Radio Signal Scrambler System [SB1 Page 28]
- Advanced Robot Eyes: Optic System [SB1 Page 28, color vision, 3-D analysis and depth perception, passive nightsight, infrared and ultraviolet vision. Range: 2000 feet ]
- Thermal-Imagers [SB1 Page 29, Raange 3000 ft, +1 Strike in Darkness]
- Robot: Micro-Radar [SB1 Page 30]
- Nonhuman Appendages: Tentacles (1 pair, Retractable, 7ft long, PS 20, PP 10) [SB1 Pg 33]
- Modulating Voice Synthesizer [SB1 Pg 28]
- COMBAT: APM: 8, Initiative: +4, Strike: (+6 'melee') [+3 Strike w Ranged weapons], Parry: +7 to parry, Dodge +8 to dodge, Disarm +3.
Book Reference: p.56, WB22
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
Stats & Stuff
ISP: 35/35
HP: 57/57
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)
NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
Stats & Stuff
ISP: 35/35
HP: 57/57
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)
NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
- Mierin
- Diamond Level Patron
- Posts: 670
- Joined: Tue Jan 10, 2006 7:00 am
- Location: Spook Squad - PC
- Contact:
Re: Mierin (Human, Headhunter Assassin)
Fortune and Glory
1d10: [7] = 7 Strong and Tough
1d8: [1] = 1 Receive a +3 bonus to Entangle, +25% bonus to Body Block knock-back odds, K.O. or Stun increased to Natural 18-20
1d10: [7] = 7 Strong and Tough
1d8: [1] = 1 Receive a +3 bonus to Entangle, +25% bonus to Body Block knock-back odds, K.O. or Stun increased to Natural 18-20
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
Stats & Stuff
ISP: 35/35
HP: 57/57
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)
NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
Stats & Stuff
ISP: 35/35
HP: 57/57
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)
NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
- Mierin
- Diamond Level Patron
- Posts: 670
- Joined: Tue Jan 10, 2006 7:00 am
- Location: Spook Squad - PC
- Contact:
Re: Mierin (Human, Headhunter Assassin) [LEVEL UP]
Level 11 HP
1d6: [4] = 4
1d6: [4] = 4
Mierin
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
Stats & Stuff
ISP: 35/35
HP: 57/57
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)
NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160
"Do I get bonus points if I act like I care?" House
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
Stats & Stuff
ISP: 35/35
HP: 57/57
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)
NE-BA-26 Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--50/50, Arms--40/40, Legs--50/50, Main Body--900/900
Force Field: 160/160