Haley Marie (Ex-CS Special Forces)

Jezebel & Kat's new enterprise: General Investigation, Resolution & Liberation Services of Merctown
GM: Townsend
AGM: The Bos OPEN

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Haley Marie (Ex-CS Special Forces)

Postby Haley Marie » Sat Jun 23, 2018 1:07 pm

Player Name: Mike
G-Mail: m.schiedelmyers@gmail.com

Character Name: Haley Marie
Alias: Hail Mary
Race: Human
O.C.C.: CS Special Forces
Alignment: Aberrant
XP Level: 3
XP Points: 4,401
Next Level @ XP: 8,801
Sentiments/Non-Humans: There's a lot of evil out there, whether it wears a Human face or not. Don't trust any of them until they prove otherwise; and then don't trust them much. Who knows what half of them are even capable of anyhow.
Sentiments/Coalition: They were supposed to be our best hope. They betrayed me and mine, used us up and sacrificed us without a thought. They're dead to me.
Disposition: Controlled. Disciplined. Ruthless in pursuit of the goal. A little shell-shocked at times. Can open up, joke, and even relax amongst those she trusts; it's finding trust that's difficult right now.
Insanity: Obsession: Haley severely distrusts/hates sensors and refuses to use them under any circumstances, relying on her own native perception over any other method of observation.

ATTRIBUTES
I.Q.: 12
M.E.: 11
M.A.: 11
P.S.: 16
P.P.: 19
P.E.: 15
P.B.: 11
Speed: 26

PHYSICAL DATA
P.P.E.: 5
H.P.: 24
S.D.C.: 35
Age: 25
Sex: Female
Height: 5'6"
Weight: 138 lbs.
Description: Average height and weight for a human female, lean muscular build, dark skin, short dark hair, dark eyes, no specifically discerning features. Easy to forget at a casual glance, hard to forget once you notice the somewhat dead look in her eyes.

Fortune and Glory
1 free Deus Ex Machina

Natural Abilities
Perception Bonus: 46%
Charm/Impress: 5%
Invoke Trust/Intimidate: 5%
Max. Encumbrance: 41lbs
Max. Carrying Weight: 160lbs
Max. Lifting Weight: 320lbs
Max. Jumping Ability: 8' lateral, 4' high

O.C.C. Skills
Mathematics: Basic 105% (+5%)
Radio: Basic 70% (+5%)
Electronic Countermeasures 50% (+5%)
Language: Native Tongue (American) 88% (+1%)
Language: Spanish 76% (+3%)
Land Navigation 54% (+4%)
Intelligence 60% (+4%)
Streetwise 51% (+5%)
Lore: Demons & Monsters 50% (+5%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 86% (+3%)
Pilot: Robots and Power Armor 72% (+3%)
Pilot: Robot Combat Elite: Special Forces SAMAS
Wilderness Survival 55% (+5%)
Climbing 80% (+5%)
    Rappelling 70% (+5%)
Prowl 75% (+5%)
Running
Boxing
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Rifle
W.P. Knife

Advanced Training
Detect Ambush 55% (+5%)
Interrogation 50% (+5%)
Optic Systems 60% (+5%)
Acrobatics
  • Sense of Balance 80% (+5%)
  • Walk Tightrope or High Wire 66% (+3%)
  • Climb Rope 84% (+2%)
  • Back Flip 70% (+5%)
Camouflage 60% (+5%)
Field Intelligence
Advanced Training enables the character to surmise the likely purpose of an enemy stronghold, operation or construction, and its tactical significance based on the number of troops, types of troops, activity, equip­ment, layout and other factors via careful and/or repeated obser­vation. For example, is the enemy facility a supply hub, landing strip/airfield, storage, Hell Pit, manufacturing, mining, drilling, military outpost, assembling for battle or siege, and so on. Roll under the intelligence skill at +10%.

+25% on Perception Rolls involving Strategic Assessment (AT special ability): The ability to identify "suspected" enemy offi­cers/leaders, special forces, and other unique personnel as well as to surmise the location and purpose of likely enemy resources such as supply depots, weapon depots, communications, prison/jail/slave pen, generators, bunkers and other resources (tech or magic based), even if covered in camouflage or disguised. Note: To confirm suspicions, the Intelligence Specialist or members of her team may have to get a closer look. A successful roll provides an additional +10% bonus to the Intelligence skill and an accurate assessment of the location, item or operation and its purpose. A failed roll means the character cannot make a judgment or determination with the data at hand; needs more information or time for closer observation. Roll again after 1d4+4 melee rounds.

+25% on Perception Rolls to I.D. strength and weakness of En­emy Personnel (special AT ability): The Intel Specialist can eye­ball and assess enemy personnel, face to face, or when observed at a distance no greater than 800' away; line of sight required. It helps if she can hear the enemy even if she does not speak their language, as she can tell a lot from tone and cadence. A successful roll provides an additional +10% bonus to the Intelligence skill and an accurate assessment of the person and strengths to be wary of, and possible weaknesses that may be exploitable. A failed roll means the character cannot make a sound judgment or determination with the data or observations at hand. She needs more information and/or time for closer observation. Roll again after 1d4+4 melee rounds.

Character observations. The Intel Specialist can recognize character strengths which can provide important information and targets, and weaknesses. Character flaws/weaknesses may indi­cate if the enemy subject(s) is potentially easy to jump and take down, trick, cheat, confuse or turn - anything that can be ex­ploited by the Intel Specialist or her teammates.

The Enemy's Morale and Preparedness. The level of morale is an indicator of the enemy's level of alertness, confidence, overall strength and readiness for combat.
Stealth
Prowl AT Bonuses (cumulative): Advanced Training in Stealth provides the following additional bonuses.
+10% to Prowl under the cover of darkness, fog or smoke. Not applicable against enemies who can see the invisible or possess infrared/thermal optics or sensors.
+10% to Prowl when invisible; the character still has mass and makes noise if not careful. Not applicable against enemies who can see the invisible or possess infrared/thermal optics or sensors.
+5% when using appropriate camouflage.
+5% when moving slowly and carefully at a Spd of 5 or less.
+5% when moving along an elevated position such as the top of a wall, the ledge of a building, rooftops, scaffolding, a cable or rope suspended high above the ground, in part because most people do not look up.

Stealth AT Special Abilities:
Prowl to Hide (special AT ability): + 10% to remain unseen when not moving and deliberately hiding behind or under cover. The bonus for the cover of darkness, fog and smoke, or camou­flage may apply as an additional bonus depending on field condi­tions and circumstance.

Prowl to Vanish (special AT ability): The person is able to quietly slip away from a group, provided nobody is directly look­ing at her when she does so. Nobody will realize she's gone until they turn or look in her direction or turn to address her at the spot where they last saw her and realize she is gone; or a noise or disturbance attracts their attention and they look around. Prowl to vanish is usually done to sneak away to a different location or to a nearby hiding place, or to make good an escape. Roll under the Prowl skill to succeed at quietly sneaking away.

Stealth Attack (special AT ability): A character with Stealth Advanced Training can sneak up behind an opponent with a garrote or knife, however it is NOT an automatic free attack or strike. The intended victim gets a chance to notice there is someone behind him about to strike; roll 1D20. No modifiers. High roll wins, defender wins ties. The outcome is to determine whether the intended victim is able to turn and parry/block or dodge (move out of the way of) the incoming attack. If he does nothing the Stealth Attacks hits and does damage.

If the intended victim wins this roll to escape a Stealth At­tack he gets to attempt to parry or dodge the attack coming from behind. Roll to parry or dodge using the appropriate bonuses. A successful parry or dodge means no damage. HOWEVER, the Stealth attacker has initiative, and keeps initiative for that entire melee round.

If the victim fails to avoid the incoming attack from behind he takes double damage from the backstab/sneak attack and the Stealth attacker keeps initiative for the rest of the melee round. Prowl is automatically broken whenever the prowling individual engages in combat or any action other than Prowl. Once com­bat starts, attempting a Prowl is not possible until the next melee round, and only if no eyes are on the character trying to sneak around in silence.

Limitation: Prowl and using skills. Prowl can NOT be main­tained while performing another skill or any task that utilizes a light source, tools, weapons or a lot of motion.

The stealthy individual can stop and Prowl to Hide to perform a simple, quiet skill, task or action that takes no longer than one melee round (15 seconds); such as drawing a weapon, putting a dagger between her teeth, reviewing a map or instructions on a HUD display or on paper in his hands, prepping an explosive charge, picking a lock, or doing math in her head, and remain hidden as per Prowl to Hide. However, to move from her hiding place in stealth mode, a new successful roll to Prowl must be made.

Per forming a skill that takes longer than one melee round (15 seconds), requires a new Prowl roll to be made at -10% to see if the character is able to remain silent and hidden/unnoticed while performing that skill or action over the course of an additional two melee rounds (30 seconds). Roll again for each additional two melee rounds (30 seconds) the character needs to quietly perform the skill or task. HOWEVER, the -10% penalty increases for each additional 30 seconds.

No penalty to Prowl in poorly lit environments where there are still plenty of dark corners, long shadows and physical cover to hide behind, like a dimly lit warehouse at night, a street or parking lot with only a few working streetlights, or a battlefield with plenty of debris, fallen soldiers, craters, etc. HOWEVER, the bonus for cover of darkness does NOT apply, because there is poor/partial lighting.
-30% to Prowl, Prowl Hide and Prowl Vanish whenever the prowler is being actively sought after, or a location is being care­fully searched even under the cover of darkness, etc. Increase that penalty to -70% to Prowl, Prowl Hide or Prowl to Vanish if the area becomes moderately illuminated and/or many people are searching for the character or an unknown intruder. Time to make a run for it.
-20% to Prowl in a moderately lit environment or a location but has a good amount of cover to hide behind.
-20% to Prowl when a few people are hanging around, work­ing or congregating a short distance away, within 60-200'.
-40% Prowl penalty when a few people are hanging around NEARBY, as close as 15-50' away. In this situation, the character must re-roll her Prowl to slip by unnoticed.
-40% to Prowl past any character( s) with heightened sense of smell, hearing or hawk-like vision. In this situation, the character must re-roll her Prowl to pass by unnoticed.
-30% to Prowl past an open door with one or two people in­side. In this situation, the character must re-roll her Prowl to pass by unnoticed.
-40% to Prowl past an open door with more than two people inside. In this situation, the character must re-roll her Prowl to pass by unnoticed.
-50% to Prowl behind and past one or two people looking in another direction as close as 4' away. In this situation, the character must re-roll her Prowl to pass by un­noticed.
-70% to Prowl unseen in a well lighted area or location that is moderately to heavily populated (an office building or store during business hours, for example). Under such a circumstance, the character must roll to preserve her Prowl and unnoticed status
frequently, such as every time he turns a corner, enters a new room or area, opens a door, stops to performs a skill, or for every 150' travelled.
-95% to Prowl unseen in locations of high-security with moni­tored camera systems and/or motion detectors.

Prowl can NOT be performed when out in the open in well lit conditions such as an open field, desert, the middle of a gymna­sium and similar.

Prowl can NOT be performed when moving at speeds that would be considered jogging or running; generally, greater than a Spd of 10.

Prowl can NOT be done when engaged in combat, running or while in front of people. If the character is seen/visible, had just been speaking or doing something in front of others, he must first move out of sight before he can Prowl to Vanish, or sneak away.

Combat Data
HTH Type: Commando
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +1
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other: Body Flip/Throw, Body Block/Tackle, Backwards Sweep Kick, Kick Attack (1d8)

Robot Combat Data: Basic
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +2
Parry Bonus: +7
Dodge Bonus: +8
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: +2

Robot Combat Data: Special Forces SAMAS
Number of Attacks: 7
Initiative Bonus: +4
Melee Strike Bonus: +3
Ranged Strike Bonus: +2
Parry Bonus: +9
Dodge Bonus: +8
Flying Dodge Bonus: +9
HTH Damage Bonus:
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +6
Bonus to Disarm: +3

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Paired Weapons
W.P. Energy Pistol: +2 to strike
W.P. Energy Rifle: +1 to strike
W.P. Rifles: +2 to strike
W.P. Knife: +1 to strike, +2 to parry, +2 to strike when thrown

Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (varies): +0
Horror Factor (varies): +2
Last edited by Haley Marie on Mon Jul 09, 2018 6:36 pm, edited 21 times in total.
Haley Marie

Armour: ATEA-50 Supai Stealth Armour
• Helmet: 50
• Arms: 35 each
• Legs: 50 each
• Main Body: 100

Conditions: Cloaking
User avatar
Haley Marie
Diamond Level Patron
Diamond Level Patron
 
Posts: 9
Joined: Sat Jun 23, 2018 12:39 pm
Location: Rifts North America: G.I.R.L.S.

Haley's Equipment

Postby Haley Marie » Sat Jun 23, 2018 1:08 pm

Equipment

NG-230 Prowler

Carried/In Hand
NG-SL20 Sniper Laser Rifle

Worn on Person
ATEA-50 Supai Stealth Armor (Patron Item)
BDUs
Survival Knife (boot)

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
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: NG-33 Laser Pistol Block I
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: E-Clip
• Attachment: IRMSS (Internal Robot Medical Surgeon System)
• Attachment: RMK (robot medical kit)
• Attachment: Explosive Grenade
• Attachment: Explosive Grenade
• Attachment: Explosive Grenade
• Attachment: Smoke Grenade
• Attachment: Smoke Grenade

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: Flares (2)
• Space: Dress Uniform
• Space:
• Space:
• Space:
• 2 Spaces: Gas Mask & Air Filter
• 2 Spaces: Canteen
• Space: Secure Universal Card (1,000 credits)



Gear Stats
ATEA-50 Supai Stealth Armor (Patron Item)
Image
ArmaTech's answer to the difficulties of training ninja. A medium armor that practically makes its wearer invisible, but as is typical in a competitive market, this armor proved cost inefficient and was shelved with only a small batch of prototypes being produced and subsequently sold off.
M.D.C. by Location:
• Helmet: 50
• Arms: 35 each
• Legs: 50 each
• Main Body: 100
Modifiers: +10% to prowl, palming, and concealment skills. No modifiers to physical skills.
Features:
    • Experimental Cloaking Technology
    • • Functional equivalent of the Cloaking major super power.
    • • See page 256 of Heroes Unlimited 2E for details.
    • • Cloak is the functional equivalent of 1st level; does not increase with experience.
    • Weight: 12 lbs.


CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image

NG-33 Laser Pistol Block I
Image
• Range: 800'
• Damage: 1D6 M.D. per blast
• Rate of Fire: Single shots only
• Payload: 20 shots
• Weight: 4 lbs.
• Features: None
• Modifiers: None
• Book Reference: NG1, p.191


NG-SL20 Sniper Laser Rifle
Image
• Range:
• • Laser: 3,000'
• • Ion Blaster: 1,000'
• Damage:
• • Laser: 4D6 M.D.
• • Ion Blaster: 3D6 M.D.
• Rate of Fire: Each laser shot fired requires two melee actions to aim and shoot. Each ion blast counts as one melee action/attack.
• Payload: 5 laser shots or 10 ion blasts per E-clip
• Weight: 10 lbs.
• Modifiers: +3 to strike with the laser; only +1 to strike with the ion blaster.
• Features: Integrated laser targeting and superior balance for the laser (bonuses already included).


NG-230 Prowler
Image
Crew: One rider only
Special Bonuses: +5% to piloting skill, can use character prowl skill (under 35mph) while piloting the NG-230
M.D.C. by Location:
* Large Hover Jet (1; rear) — 38
* Small Hover Jet (1; rear) — 15
Side Hover Jets (2) — 30 each
* Undercarriage Directional Jets (4) — 5 each
* Side Stabilizing wings (2) — 18 each
* Tail Fin (1; large) —28
* Forward Headlights (1) — 4
* Forward Laser Turret (1) — 6 each
Windshield (1) —18
Main Body — 80
Max. Speed: 190mph
Max. Altitude: 700' and handles drops of up to 900'
Max. Range: 900 miles (Tank refill costs about 1200 credits)
Power Plant: Combustion engine
Dimensions: 7'3" long, 700 lbs.
Heavy Laser: 2D6 M.D., Range: 2000', Payload: 40 shots
Last edited by Haley Marie on Mon Jul 02, 2018 12:55 pm, edited 5 times in total.
Haley Marie

Armour: ATEA-50 Supai Stealth Armour
• Helmet: 50
• Arms: 35 each
• Legs: 50 each
• Main Body: 100

Conditions: Cloaking
User avatar
Haley Marie
Diamond Level Patron
Diamond Level Patron
 
Posts: 9
Joined: Sat Jun 23, 2018 12:39 pm
Location: Rifts North America: G.I.R.L.S.

Haley's Background

Postby Haley Marie » Sat Jun 23, 2018 1:09 pm

Background Story
Haley was a determined young woman who fought past every obstacle in her way to become a member of one of the most elite groups of defenders of humanity known to the world today. Her innate capacity to read people was noted and acted upon, resulting in nearly a year of advanced training in battlefield intelligence and specialized stealth techniques before she was assigned to a deep recon Special Forces team.

Sergeant 'Hail Mary' Marie had never felt so much at home as she did with the members of her squad; they deployed together, they joked together, they survived the shit together, and they knew, knew, that they had each others' backs.

Unfortunately for her and her squad, ultimately the same didn't hold true for CS High Command. While in the field and observing a mercenary company that had inexplicably been providing a surprising amount of grief to local CS detachments, their presence was discovered and they undertook heavy fire. Their call for backup was refused, High Command choosing instead to cut their losses and sacrifice the recon team rather than risk more expensive military hardware in an attempted extraction against a force that was unpredictably effective against such forces.

Haley's squad was wiped out.

Left for dead, she eventually regained consciousness in scrapped armour, amongst the bodies of her team. Shedding her gear and armed only with a scavenged vibro-knife, the rest of that long night still resides only in bits and flashes in her memories, the rest erased by shock and trauma.

Moving with extreme care, eyes as wide as possible to take in the dim light, slipping through picket lines in the dark.

Tasting mud as she flattened herself into the ground, booted feet walking past not yards away.

The flash of her knife opening the rear of a field tent, the whine covered by the raucous celebrations going on nearby of those who had killed her friends...her family.

The coppery scent of blood, heavy in her nose, as she nearly took the head off the mercenary leader before he even knew she was behind him.

Dressed in his armour, toting his weapons, she had departed the tent as bold as brass and commandeered a vehicle to escape into the night. Her actions wouldn't stop them for good, and would never bring her squad back.

And she...wasn't going back. Not to a military that felt she and hers were a disposable asset, not when the resources had been in place to extract them. She wasn't sure what she was going to do with her life, however. This was, in essence, all she knew.
Last edited by Haley Marie on Mon Jul 02, 2018 1:16 pm, edited 1 time in total.
Haley Marie

Armour: ATEA-50 Supai Stealth Armour
• Helmet: 50
• Arms: 35 each
• Legs: 50 each
• Main Body: 100

Conditions: Cloaking
User avatar
Haley Marie
Diamond Level Patron
Diamond Level Patron
 
Posts: 9
Joined: Sat Jun 23, 2018 12:39 pm
Location: Rifts North America: G.I.R.L.S.


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