Brahnamin's Characters - Alice

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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 never had formal training, but folk who can't show their face in a legit facility can't be picky.

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]


Street Rat: You never had a roof or walls. You had your fists and your feet and your wits.

Step Back: Roll d4 instead of d8 for 1 PP
Monkey Fist: You have an unorthodox fighting style - Spend 1 PP to roll your Trick die and add it to your total on any Fight roll.
I Know a Guy: Need a special job done? Chances are you crossed paths with just the right person at some point - Spend 1 PP to create a d8 Asset when you call in a shady friend with the skills you need.

[Highlighted Skills: Fight/Sneak/Trick]


Duìzhǎng: You're nobody's captain, but folk have a tendency to follow your lead when you bother to step up and provide it.

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]

Cortex Comms Earpiece: d6 You earned this handy little piece of tech when you kept a gang boss' favorite lieutenant from bleeding out in the street. Your earpiece is jacked into the Cortex at all times and acts as a voice activated micro-terminal wherever there is a Cortex connection.

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

Medic's Kit: Basic medical and emergency surgery supplies, including a modest assortment of drugs.

The Lieutenant's Tanto: A gift 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, 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 who 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 and 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 wandering 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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