Isabella Jones

From RPGnet
Jump to: navigation, search

Isabella Jones, or Izzy to her friends, has always been a born explorer. When she was fourteen she became an orphan after her parents were killed in an accident at the plant where they worked. A social worker arrived to take her to a corporate orphanage so Izzy ran and began living in the crawlspaces of the archology. She found an abandoned storage area high in the dome and converted it into a nice little living area. Since she couldn’t go to school for fear of becoming a ward of the state Izzy spent her days exploring the archology and making detailed maps of all the hidden areas. To make money she would break into some of the higher rent conapts to steal small things and either sell them or trade them.

Oddly enough on most of her cappers she entered and escaped so flawlessly that the police were convinced it was a professional job. As word of her exploits spread juves began approaching her with requests to find things that had either been lost or stolen. Almost overnight she became a sort of treasure hunter working for anyone in need. While she is happy with what she does it had put her somewhat at odds with the ArcoRunner community. ArcoRunners don’t believe in using their knowledge for petty larceny but since most of the things Izzy retrieves are stolen anyway they have not made her an outcast. The fact that she has some of the most accurate arco maps in the city also helps smooth things over. As long as she shares her maps and assures them that she is only doing it for the thrill they will tolerate her.

While Izzy does have a few goboys from before her parents died she prefers to work alone. She does not belong to any one gang but she will work with anyone as long as they need her help. Only a handful of people have ever been to her pad and only a select few know how to get there. On the outside she is a very macho person full of bravado and eagerness, but on the inside she still mourns for her parents. She is also self-conscious about the fact that she never went back to school and only has about an eight-grade education. Recently she had begun doing some work for the Eden Cabal in an attempt to get back at the Corps. She has always believed that the accident that killed her parents could have been prevented if more money was spent on safety. While she mainly does spy work and reconnaissance she has also staged several successful jailbreaks for juves that have been captured. She will not break the ArcoRunner ban on sabotage but anything else is fair game.

Isabella is fifteen years old now and has lived on her own for over a year. She is short for her age but when you are trying to squeeze into narrow air ducts being only five feet tall is an advantage. Her black hair used to be long but she has kept it cut to her ears ever since she became an ArcoRunner. Her skin is a pale white, a drawback from spending so much time in places where the sun doesn’t reach, but is usually covered in grime. Ever since she became a treasure hunter she has become obsessed with dressing like some old movie hero who was an adventurer/archeologist. She always wears a leather coat that has been well worn and her fathers work cap instead of the hero’s trademark fedora. She even had a TinkerTot build her a special whip that can be used to aid in climbing and swinging. She has an old army surplus backpack that she uses to carry most of her gear in whenever she is on a mission. Under her coat she wears a sturdy jumpsuit that has many pockets.

Isabella Jones

INT 4 REF 6 COOL 6
TECH 6 MOVE 6 LUCK 6
BODY 5 EMP 5 ATT 5


Blend 5 Go Go 2 St. Fight 4
Fear. Ldr. 5 Jockstuff 4 St. Smart 4
Genspeak 4 Lil Angel 3 Thiefstuff 5
Get a Clue 5 Schoolin 3 Tuneling 8


Equipment: Cable whip, medium autopistol, 100m SuperString climbing rope, Breath Mask, Tech Tool Kit, 10 microflashes, Magnagrip Grapples and Wyldman Compass

Cable Whip MELEE 0 L R DC2 NA ST*

The Cable Whip is a TinkerTot weapon that is made of a ten-foot section of Myomer steel coil. The unique aspect of Myomer is that when it is heated it can expand to double its length and still retain all of its strength. The handgrip has a built it electro heater that will cause the Myomer to expand when activated. Since the heat is dissipated through the Myomer it is only slightly warm to the touch. The tip of the coil ends in a sharp point that can cut if used for a weapon. A second button on the grip causes the tip to release four pitons that allow it to act as a grapple. The whip can easily hold up to 1000lbs in both normal and extended mode.

* If the wielder fumbles on his attack and rolls under five on a d10 for his jam roll it causes the whip to strike the wielder. Roll for damage normally.