Difference between revisions of "Sarah Kristina Noonan"

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(Created page with "==Sarah Kristina Noonan== Age: 19 Height: 5'3" ===Abilities=== '''Body''' 5 '''Mind''' 4 '''Soul''' 5 ===Skills=== Acrobatics: Tumbling (level 1, 3pts) ''Sarah was a gymnis...")
 
(Combat Values)
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DCV: 4/5(Ranged or with a sword)/7 (with shield)/8 (shield and sword, or shield at range)
 
DCV: 4/5(Ranged or with a sword)/7 (with shield)/8 (shield and sword, or shield at range)
  
Armor: 0/6 when transformed/+8 to attack through shiled
+
Armor: 0/6 when transformed/+8 to attack through shield
  
 
Health: 50
 
Health: 50

Revision as of 14:49, 17 April 2012

Sarah Kristina Noonan

Age: 19 Height: 5'3"

Abilities

Body 5

Mind 4

Soul 5

Skills

Acrobatics: Tumbling (level 1, 3pts)

Sarah was a gymnist before her accident. While she got full function back, she couldn’t participate on the school team due to her cybernetics.

Administration: Negotiation (level 2, 2 pts)

Sarah is currently studying business in her spare time, and plans on taking ownership of her own ‘brand’ as she goes forward. She’s already taken a heavy interest in contract negotiations.

Electronics: Robotics (level 1, 2 pts)

Sarah’s learning as much as she can about her limbs, and often changes her own batteries and does minor maintenance and cleaning.

Ettiquete: Upper Class (level 1, 1 pt)

Sarah needs to make as many influential connections as possible, so she practices and studies to fit in.

Military Science: Tactics (level 1, 2 pts)

Sarah studies her opponents carefully, and plans in advance how she wants to fight.

Performing Arts: Public Speaking (level 1, 1 pt)

Sarah is tries hard to make sure ‘Natasha’ always puts on a good show, and a better interview.

Social Sciences: Politics (level 1, 1 pt)

Sarah is good at figuring out how people work, and how to talk to them.


Attributes

Combat Technique: Tournament Encyclopedia - Flaazhiear (level 1, 2pts)

Since being chosen to fight in Flaazhier, Sarah has devoted lots of time to studying the other fighters and the duels themselves.

Ranged Attack: Blasters (level 1, 3pts)

Sarah is trained in using basic energy weapons, and is a member of a local gun club. She makes a respectable showing at club shooting contests, but never wins.

Weapon Attack: "Dance, Spirits of Light!" (Accurate 2, Area 2, Flare 3, Ranged 1, Deplete 1; level 0, 7 pts) (A 3m radius flash of blinding light, costs 10 energy)

Before being picked for Flaazhiear Sarah was trying to become humanity’s first famous magician. It was the first simple spells she had managed to learn that gave her the inspiration for her stage persona as a magical girl. As Sarah she freely teaches a lesser version of this spell (no accurate, area 1, flare 1, ranged 1, deplete 1, level 0) as a means of self defense. She only calls out the name of any of her spells when in character.

Environmental Influence: "Descend, Shadows of Night" and "Obey, Phantoms of Sound" (Darkness and sound; level 2, Range 1 (10 m) Deplete 3 (1 energy/minute), 2 pts)

Sarah continued from her first forays into magic to basic elemental manipulation. Both of these have proved quite useful helping with migraines and hangovers.

Alternate Form: 'Steel Valkyrie Natasha' (level 3, activation, depelete 3, 24 pts)

  • Armor: Tough skin (level 3, homogenous, 10 pts)
  • Combat Technique: Judge opponent (level 1, 2 pts)
  • Melee Attack: Swords (level 2, 6 pts)
  • Melee Defense: Swords (level 1, 3 pts)
  • Extra Defenses (level 1, 6 pts)
  • Ranged Defense: Personal (level 1, 3 pts)

In addition to enhancing her mind and body, Sarah’s augmentation spell physically transforms her into her stage persona ‘Steel Valkyrie Natasha.’ She transforms before going out on stage, and strides out with long blue leggings, a short blue skirt, and a silver breastplate. Her cybernetic limbs are plainly visible, and she gains two blue triangle tattoos below her eyes. Her normally shoulder length black hair turns into a long blonde braid, and her skin pales somewhat. She’s not powerful enough to look completely different, but she does adjust her facial features a bit and give herself blue eyes as well.

Item: Blistering Buckler (13 pts)

  • Shield (level 3, +6 protection, 18 pts)
  • Weapon Attack: Blistering Beam (level 4, ammo 1, ranged 1, 8 pts)

Sarah’s magi-tech buckler was given to her for live field testing before the manufacturer tries to start selling the model to the military. It collapses down to a large forearm bracer when she’s not on stage, but it deploys to a 12 inch shield with six glowing sapphires around the center when in use. The shield hums with energy and has a broad, rectangular muzzle by Sarah’s hand. Each time she fires the shield’s built in blaster one of the gems goes dark. The shield uses advanced AI and micro electric impulses to help it user position it effectively, compensating for its size.

Item: Star Sword (5 pts)

  • Weapon Attack: Energized Blade (level 4, Penetrating 2, 10 pts)

Both the least identifiable, and the hardest to hide part of Sarah’s gear, the Star Sword is a fairly standard energized long sword. When drawn it glows a bright white.

Defects

Marked: Obvious cyber limbs (right arm and leg) (level 2, -2 pts)

The limbs exactly replicate human functionality, but are covered in shiny chrome. More realistic and more powerful limbs exist, but Sarah can’t afford to replace her current ones.

Skeleton in the closet: Secret Identity (uses Alternate Form for duels, changes to 'hunted' as a celebrety if discovered. level 1, -2)

Sarah is well aware of how little privacy most celebrities have, as well as the larger political implications of being one of the UN’s Flaazhier fighters. She works very hard to keep her mundane identity separate from her persona as ‘Natasha.’ In addition to the physical changes she undergoes, she also tends to dress in slightly baggy clothing and proclaims the entire idea of Flaazhier an embarrassment to civilized society.

Easily Distracted: Networking (level 1, -1)

Sarah has a hard time passing up opportunities to extend her influence. Meeting new people and making new connections is something she’s always trying to do, and it can be hard to drag her away.

Special Requirement: Batteries for cyber limbs (level 1, easy to obtain, needed infrequently, -2 pts)

Despite all the modern research about ‘bio/electric conversion crystals’ and ‘etheric capacitors,’ Sarah still has to deal with the old problem of her cyber-limbs running out of energy. About once every two months Sarah has to change the batteries. Since she doesn’t know for sure when they’ll run out, she tries to always have a back up pair handy.

Point Total

200

Combat Values

ACV: 4/5 (Blasters)/6 (Swords)

DCV: 4/5(Ranged or with a sword)/7 (with shield)/8 (shield and sword, or shield at range)

Armor: 0/6 when transformed/+8 to attack through shield

Health: 50

Energy: 45

Shock: 10