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Miriam Warren Panpiper
Char  Total  Base  Cost  Roll  Notes 
STR 10/15 10 0 11- / 12-   HTH Damage 2d6/3d6 END [1]
DEX 10 10 0 11-  
CON 13 10 3 12-  
INT 18 10 8 13-   PER Roll 13-
EGO 10 10 0 11-  
PRE 15 10 5 12-   PRE Attack: 3d6
           
OCV 3/4 3 0
DCV 5 3 10
OMCV 3 3 0
DMCV 3 3 0
SPD 2/4 2.0 0 Phases: 6, 12/3, 6, 9, 12
           
PD 3/11 2 1 3/11 PD (0/8 rPD)
ED 2 2 0 2 ED (0 rED)
REC 4/9 4 0
END 20 20 0
BODY 10 10 0
STUN 20/30 20 0
           
Running 12m/14m, 12 0
Swimming 4m 4 0
Leaping 4m/8m 4 0 27 Total Characteristics Points
Pose
COMPLICATIONS
Cost  Complication
5 Social Complication: Too Serious For Casual Conversation And Socialization Frequently, Minor, Not Limiting In Some Cultures
15 Psychological Complication: Tea-totaler (Uncommon; Total)
5 Psychological Complication: Neat freak (Uncommon; Moderate)
10 Watched: CDC, Section M Infrequently, More Powerful, NCI, Limited Geography, PC has a Public ID or is otherwise very easy to find
15 Psychological Complication: Obsessed with research and learning (Very Common; Moderate)
50 Total Complications Cost
EXPERIENCE POINTS
Base Complications XP Total
125 50 0 125

Miriam Warren Panpiper
SKILLS
Cost  Name
3 Crypto-Modern Dr. Livingstone
1 1) +1 with Tranq Guns (2 Active Points)
2 2) Analyze: Disease & Pathogens 13- (3 Active Points)
2 3) Bureaucratics 12- (3 Active Points)
2 4) Deduction 13- (3 Active Points)
2 5) Forensic Medicine 13- (3 Active Points)
3 6) KS: Cryptozoology & Crypto-History (4 Active Points) 14-
2 7) KS: Supernatural World (3 Active Points) 13-
1 8) Language: Spanish (fluent conversation; literate) (3 Active Points)
2 9) PS: Hunter (3 Active Points) 13-
2 10) PS: Medical Doctor (3 Active Points) 13-
2 11) Paramedics 13- (3 Active Points)
3 12) Biology Skill Group: Anatomy & Physiology, Biochemistry, Epidemiology, Cryptobiology, Biology, Psychobiology 14- (4 Active Points)
3 13) Survival (Temperate/Subtropical, Tropical) 13- (4 Active Points)
2 14) Tracking 13- (3 Active Points)
1 15) WF: Small Arms (2 Active Points)
33 Total Skills Cost
FIGHTING SKILLS
Cost  Name
Tactical Tranquilizing
5 1) Pistol Whip / Buttstroke (Defensive Strike): 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
5 2) Crack Shot: 1/2 Phase, +1 OCV, +1 DCV, Range +2, Strike Weapon, Range +2
5 3) Eeek! (Flying Dodge): 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
0 4) Weapon Element: Tranquilizer Guns
15 Total Fighting Skills Cost
PERKS
Cost  Name
6 Contacts & Followers (12)
17 Equipment Pool (85)
1 Fringe Benefit: Licensed MD
1 Positive Reputation: Hunter To Call In On Strange Biology Cases (Section M, Some Hunters) 14-, +1/+1d6
24 Professional Pool (49) (plus Character Creation Resource Points)
1 Supernatural Hunter License
50 Total Perks Cost

Miriam Warren Panpiper
Professional Pool (49/49)
1) +1 Overall
Notes: Real Cost: 10
2) Intense Biologist : +3 with Biology Skill Group
Notes: Real Cost: 8
3) Intense Vigor : (Total: 57 Active Cost, 25 Real Cost)
  • +2 SPD (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 10) plus
  • +10 STUN (5 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 2) plus
  • +5 REC (5 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 2) plus
  • +5 STR (5 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 2) plus
  • Running +2m (12m/14m total), x4 Noncombat (7 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 3) plus
  • Leaping +4m (4m/8m forward, 2m/4m upward) (Accurate) (7 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 3) plus
  • Lightning Reflexes (+3 DEX to act first with All Actions) (3 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 1) plus
  • +1 OCV (5 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 2)
    Notes: Real Cost: 25; There is 1 charge that lasts 1 minute that grants all of the listed abilities.
[1 cc]
4) Intense Resilience : Resistant Protection (8 PD), Hardened (+1/4) (15 Active Points); Restrainable (-1/2), Nonpersistent (-1/4)
Notes: Real Cost: 8
0

Equipment Pool (84/85)
1) "Elephant" Tranq Gun : (Total: 210 Active Cost, 47 Real Cost)
  • Dart: Killing Attack - Ranged 1 point (Reduced Negation (5)), Penetrating (x2; +1) (30 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), No Knockback (-1/4), Beam (-1/4), 16 clips of 1 Recoverable Charge (-1/4), Real Weapon (-1/4) (Real Cost: 7) plus
  • Tranq: Drain STUN 2d6, Attack Versus Alternate Defense (Life Support (Immunity to Terrestrial Poisons); All Or Nothing; +0), Delayed Return Rate (points return at the rate of 5 per Hour; +1 3/4), Damage Over Time, Target's defenses only apply once (12 damage increments, damage occurs every Segment, can be negated by Antidote, Stomach Pump, Charcoal Regurgitant, CON Roll at -6; +6) (175 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Only If 1 Body Damage Inflicted By Dart (-1/2), Beam (-1/4), Real Weapon (-1/4), 64 clips of 1 Recoverable Charge (-0) (Real Cost: 39) plus
  • Reinforced Stock: Hand-To-Hand Attack +1d6 (5 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), STR Minimum 10 (-1/2), Hand-To-Hand Attack (-1/4), Real Weapon (-1/4) (Real Cost: 1)
    Notes: Real Cost: 47
1
2) Tranq Pistol : (Total: 117 Active Cost, 27 Real Cost)
  • Dart: Killing Attack - Ranged 1 point (Reduced Negation (5)), Penetrating (x2; +1) (30 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), No Knockback (-1/4), Beam (-1/4), Real Weapon (-1/4), 4 clips of 4 Recoverable Charges (-0) (Real Cost: 8) plus
  • Tranq: Drain STUN 1d6, Attack Versus Alternate Defense (Life Support (Immunity to Terrestrial Poisons); All Or Nothing; +0), Delayed Return Rate (points return at the rate of 5 per Hour; +1 3/4), Damage Over Time, Target's defenses only apply once (12 damage increments, damage occurs every Segment, can be negated by Antidote, Stomach Pump, Charcoal Regurgitant, CON Roll at -6; +6) (87 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Only If 1 Body Damage Inflicted By Dart (-1/2), Beam (-1/4), Real Weapon (-1/4), 4 clips of 4 Recoverable Charges (-0) (Real Cost: 19)
    Notes: Real Cost: 27
[4 rc]
3) Field Medical Kit : +2 with Paramedics (4 Active Points); OAF (Field Medical Kit ; -1)
Notes: Real Cost: 2
4) Binoculars : +4 versus Range Modifier for Sight Group, Required Hands One Handed (+0) (6 Active Points); OAF (Binocs; -1), Inaccurate (0 OCV; -1/2), Concentration (1/2 DCV; -1/4)
Notes: Real Cost: 2
0
5) Cell Phone - Reliable :
Notes: Real Cost: 1
6) Cop-style Flashlight : (+1D6 Hand Attack, Provides Sufficient Illumination To See A 3 hex Area Within 20m)
Notes: Real Cost: 5

Contacts & Followers Pool (12/12)
1) Contact: CDC (Center for Disease Control) (Contact has access to major institutions, Contact has significant Contacts, Contact has useful Skills or resources, Contact Limited By Bureaucracy, And Only A Few In The Organization Are Aware Of The Supernatural, Good relationship with Contact), Organization Contact (x3) (12 Active Points) 11-
Notes: Real Cost: 12

Miriam Warren Panpiper
APPEARANCE
Height:   5' 9" Hair:  Brown
Weight:  121 lbs Eyes:  Hazel
Miriam sports a natural beauty that she makes little effort with and is largely oblivious to. She is a serious woman given to practical clothing and looks much the part of a seasoned safari traveller, which in truth she is. There is no pretension to her, though some might misinterpret her intellectual drive and fervour to be something akin.
BACKGROUND
An exceptional prodigy, Miriam Warren skipped secondary school entirely and earned her MD well before she was old enough to enter residency in a hospital, so she stayed on at university to kill time and earned a dual doctorate in Biology. Miriam was overqualified to settle for just being an ordinary doctor, and was actively courted by several agencies both public and private. Finally it was the Center for Disease Control that she found the most compelling as in addition to doing lab work she would get to spend considerable time "in the field" tracking down the origins of various pathogens and responding to "unusual" outbreaks of symptoms across America.

Miriam excelled in her work and was a rising star within the insular world of the CDC, quickly scaling the organization's political ladder and exercising increasingly broad authority. However despite the fascinating nature of her work, Miriam quickly tired of the petty grasping at power within the civil service and the convolutions of government bureaucracy. Dealing with the ennui and inertia endemic to the environment became untennable to Miriam in the face of her own troubling findings that there was more to the causes of some of the "pathogens" and occasional "mutations" she had encountered in the field than conventional science could explain. She began to do her own private research into such matters, on the side.

The matter came to a head when Miriam was sent to the environs of Piney Flats, Tennessee to assist an inter-departmental task force contain an outbreak of what was reputedly a rare strain of rabies that caused infected humans to exhibit feral attributes and extreme bestial aggression. A helicopter was dispatched by the FBI to fly her out to the task force's remote field command center, but when she arrived Miriam quickly realized that this was not like any of the field assignments she had previously worked. For starters, the comand center had a military-style perimeter guarded by heavly armed agents. For seconders...most of the so-called agents were actually "consultants" and did not in fact seem like any kind of government agent Miriam had heretofore worked with. For another, there were more kinds of firearms and other extreme ordinance on display than Miriam even knew existed.

An actual FBI Special Agent named Mark Hjalasberg quickly took her into the main command tent and made it very clear to Miriam that everything she was about to be told was of the utmost secrecy, and impressed upon her the seriousness of the situation. That out of the way, he revealed that Miriam's non-mainstream research had not gone unnoticed within the CDC by a small group of senior administrators and doctors who were "in the know" about various things, and she had been flagged as a potential asset for "unusual assignments". Thus, the current situation...a full on outbreak of lycanthropy. Miriam was initially skeptical, to say the least, but her own research had already primed her to accept the possibility that conventional knowledge as to what is and is not possible was off base.

Miriam's first "hunt" was generally successful, though the body count amongst the Hunters, local innocents, and the infected themselves was unacceptably high by Miriam's standards. In due course Miriam was tapped by Section M for a couple more "unusual assignments", and though she abhored the violence that seemed to inevitably transpire Miriam was nonetheless facinated by the glimpses she gained into what she thinks of as cypto-reality. The nature of her own studies changed, as she used her status with Section M to gain access to as much data as could be had regarding the biology of what are rather ignorantly called "supernatural creatures" to Miriam's way of thinking. Accordinly, she insists on referring to such specimens as "cryptids" or "extremophiles".

Having lost most of her interest in the realtively well-understood field of mundane biology, and taking a page from the odd and sundry "consultants" she had worked with on her Section M jaunts, Miriam negotiated a special position with the CDC and Section M as an on-retainer freelance medical consultant which allows her more freedom to pursue her personal interests but still retain the ability to participate in official assignments and to make use of CDC resources when need be. So far the relationship has been mutually beneficial to all concerned.
PERSONALITY
Miriam is focused like a laser on exploring what she sees as an exiting new branch of science and proving her pet theory. She combines the intellect of a genius with the personality of a grand inquisitor and the apporach of a Great White Hunter straight out of a Tarzan-era novel.
QUOTE
"At the root of our most intractable medical dilemmas lays our extensive ignorance regarding extremophile morphology."
TACTICS AND COMBAT NOTES
Miriam would never confront a dangerous creature on her own, she is an extremely smart woman and knows that such things should be a team effort. If she finds herself alone and knowing that her research will bring her head to head with something dangerous, she will contract with other hunters in the region for backup. Miriam is skilled with tranquilizer guns, which she uses to take creatures down alive so that she might further study them. She has no issues with killing such creatures if they are dangerous or if they are not needed for her research, but it is not her habit to pass life or death sentences unnecessarily.
CAMPAIGN USE
Curiosity, a passion for figuring things out, and a genuine desire to leave the world a better place are what drives Miriam. She is a research scientist above all, and any involvement with Hunters is merely a means to the end of furthering her research. That is not to say that she would refuse to participate or facilitate a hunt if it ddin't compliment her research, but if lives are not in immediate danger she would prefer to pursue her own agenda.

Miriam Warren Panpiper
SPEED CHART DEX 10 SPD 2/4 PHASES 12 1 2 3 4 5 6 7 8 9 10 11
DEFENSES
  PD ED MD PowD
NONRESISTANT 3/11 2 0 0
RESISTANT 0/8 0    
FATIGUE & HEALTH REC 4/9   
  BODY STUN END
MAXIMUM 10 20/30 20
CURRENT      
MOVEMENT
Type Total
Run (12m) 12m/14m, [48m/56m NC]
Swim (4m) 4m [8m NC]
H. Leap (4m) 4m/8m
V. Leap (2m) 2m/4m
COMBAT SKILL LEVELS
+1 with Tranq Guns (2 Active Points)
+1 Overall
BASE COMBAT VALUES
  OFFENSIVE DEFENSIVE
PHYSICAL 3/4 5
MENTAL 3 3
HIT LOCATIONS
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
RANGE MODIFIERS  
Range (m) 0-8 9-16 17-32 33-64 65-125 126-250
RMOD 0 -2 -4 -6 -8 -10

COMBAT MANEUVERS
Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Block 1/2 +0 +0 Block, abort
0 Brace 0 +2 1/2 +2 vs. Range Mod.
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2 -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2 -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2 -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Presense Attack 0 +0 +0 3d6 +/- modifiers
0 Set 1 +1 +0 Ranged Attacks only
0 Shove 1/2 -1 -1 Push 1m per 5 STR
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls
5 Pistol Whip / Buttstroke (Defensive Strike) 1/2 +1 +3 Weapon Strike
5 Crack Shot 1/2 +1 +1 Strike Weapon, Range +2
5 Eeek! (Flying Dodge) 1/2 -- +4 Dodge All Attacks, Abort; FMove
15 Total Cost of Fighting Skills

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