Difference between revisions of "Brahnamin's Characters - Alice"

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(Distinctions 32px|d8)
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'''Tech Gremlin:'''  
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'''Clockwork Orphan:''' ''You lost parts of yourself to the war. But they put you back together''
 
: '''Step Back:''' <u>Roll [[file:d4a.png|18px|d4]] instead of  [[file:d8a.png|18px|d8]] for 1 PP </u>  
 
: '''Step Back:''' <u>Roll [[file:d4a.png|18px|d4]] instead of  [[file:d8a.png|18px|d8]] for 1 PP </u>  
  
: '''Code Monkey:''' ''You're a master at teaching old code new tricks'' -
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: Cybernetics:
  
 
:  
 
:  
[Highlighted Skills: ''Fix/Operate/Trick]
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[Highlighted Skills: Fix/Operate/Trick]
  
  

Revision as of 18:03, 16 August 2019

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Alice :: Ship's Cutter

Alice001.png

"Bullet in the brainpan . . . squish . . ."

Attributes d6Arrow03.png

Physical d6 || Mental d8 || Social d10

Trained Skills d6Arrow03.png

Fight d10

- Martial Arts d6

Influence d10

Know d10

- Rumors d6

Notice d6

Sneak d6

Treat d12

Trick d10

Untrained Skills d4

| Craft | Drive | Fix | Fly | Focus | Influence | Labor | Perform | Shoot | Survive | Throw |

Distinctions d8

Back Alley Cutter: You were a promising medical student once upon a once. Now you patch up thugs who can't show their face in a legit facility.

Step Back: Roll d4 instead of d8 for 1 PP
Street Surgery: This condemned cargo depot ain't particular sanitary, but at least there's no lawmen about - When you treat someone with injuries that would make a normal hospital ask inconvenient questions, spend 1 PP to step up or double Treat for the roll.
Triage: You know how to stabilize a body til you can see to 'em proper - Spend 1 PP to step back another character’s medical or injury related complication.

[Highlighted Skills: Know/Notice/Treat]


Clockwork Orphan: You lost parts of yourself to the war. But they put you back together

Step Back: Roll d4 instead of d8 for 1 PP
Cybernetics:

[Highlighted Skills: Fix/Operate/Trick]


Duìzhǎng: You never ran with the gangs and you're nobody's captain, but folk have a tendency to follow your lead nevertheless.

Step Back: Roll d4 instead of d8 for 1 PP
Give 'em Hell: For whatever reason, folk seem willing to commit absurdities on your behalf - When you convince someone to make hell for someone else, spend 1 PP to give them an Asset equal to your Trick die.
Talk 'em Down: You have some experience dealing with hotheads - When you try to defuse a charged situation, step up or double Influence. Take or step up a Complication to do both

[Highlighted Skills: Fight/Influence/Trick]

Signature Assets d6Arrow03.png

Steady Hands: d8 Despite their cybernetic nature, your hands and arms look perfectly normal - perfectly human. They don't flinch or shake, and they don't hesitate. No matter what is going on around you, your hands know what they are about. After all, that's how they were engineered.
[Special: Cybernetics extend to shoulders]

Field Medic's Kit: d6 You carry basic medical and emergency surgery supplies, including a modest assortment of drugs, at all times.

Fine Gorramn Dǒulì: d6 You've worn this ubiquitous conical bamboo hat as long as you can remember and it has served you well as a shelter from sun and rain and prying eyes.

Diceless Assets Blackfatezero.png

The Lieutenant's Tanto: You have this Japanese style dagger from a Browncoat Lieutenant for services rendered after a rather epic bar fight. The simple heirloom supposedly originated on earth-that-was.

Episodes

Background

Alice was a war orphan who grew up in the belly of a lawless and broken city on a rock that nobody wanted anymore. She learned to survive the streets, learned to fend for herself and move with care where no one did, but it was a sparse and vicious existence.

Then a clash of rival gangs swept through her neighborhood killing many that she knew and costing her both her arms. She was found in the aftermath of the conflict by a kindly order of well meaning shepherds that had a surgeon among their number who endeavored to replace her arms - shoulder to finger - with cybernetic replacements.

The procedures and therapies involved in attaching and adapting to the artificial limbs spanned first months and then years as they had to be adjusted or even replaced altogether as she grew.

In her time with the shepherds, Alice learned something of the surgeon's trade and would assist as she was able - until the inevitable press of the gangs and the folk struggling to survive their constant conflict pushed the shepherds out of the settlement entirely. For all they had done for her, Alice did not opt to follow them to their new home, instead slipping back to the streets and plying her new trade for anyone who could pay a chit or trade a meal.

That felt like a lifetime ago.

She had since traded broken streets on a broken rock for ships and space stations across the black, and for the most part she avoided craning her neck over her shoulder to see if the past was catching her up.

She preferred to look - and move - forward.



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