Brahnamin's Characters - Alice: Difference between revisions
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: 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. | : 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. | ||
: | : Well Worn : ''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/ | [Highlighted Skills: ''Fight/Know/Trick''] | ||
==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]== | ==Signature Assets [[file:d6a.png|32px|d6]][[File:Arrow03.png|24px]]== |
Revision as of 18:03, 17 August 2019
Alice :: Ship's Cutter
"Bullet in the brainpan . . . squish . . ."
Attributes
Trained Skills
Untrained Skills
| Craft | Drive | Fix | Fly | Focus | Move | Labor | Perform | Shoot | Sneak | Survive | Throw |
Distinctions
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.
- 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.
- Cybernetics: You look normal enough most of the time. Then you do that thing you shouldn't be able to do - When you call attention to your enhanced nature, step back Social for the scene to step up Physical for an action.
- Natural Connection: Machine talks to machine - When using your implants to connect directly with a machine or system, spend 1 PP to step up or double Operate.
[Highlighted Skills: Operate/Treat/Trick]
Duìzhǎng: You don't look like much, but people look to you when the chips are down.
- 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.
- Well Worn : 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/Know/Trick]
Signature Assets
Steady Hands: 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]
Well Worn Dǒulì: 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
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
She was just a little girl when she lost her arms during the war. At this point she didn't remember a time when her torso limbs weren't cybernetic. They'd been changed out as she grew, always a painful process, but she'd had her current arms for several years now. Looked like she was done growing.
It was the repairing and replacing and adapting to artificial limbs that got her interested in the surgeon's craft in the first place. Not that she'd ever had much in the way of formal training.