MacKenzie B
MacKenzie Anne Bjôrn
Don't throw that out. It'll make good shrapnel.
Attributes
Physical || Mental || Social ||
Trained Skills
Craft || Know / Rumors || Treat ||
Fix ||Operate / Security Systems || Trick ||
Untrained Skills
Drive | Fight | Fly | Focus | Influence | Labor | Perform | Shoot | Survive | Throw
Distinctions/SFX
Mechanic - You can fix damned near anything, or you can use your skills to fuck shit up.
- Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a instead of a
- Ghost in the Machine: Sometimes Fixing a thing means teaching it to do something it was never meant to do. When subverting the original purpose of a system or device, spend 1pp to roll your Trick die and add it to your total on any Craft, Fix, or Operate action.
- Duct Tape and Bubble Gum: Ain't a perfect fix, but she'll hold! (Hear me, baby? You gotta hold). When you slap on a jury-rig patch, step back a mechanical or system based complication.
Highlighted Skills: Craft | Fix | Operate
Clockwork Orphan - You're some cybersurgeon's discarded experiment.
- Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a instead of a
Highlighted Skills: Know | Notice | Treat
Slip of a Girl - You're good at getting into and fitting into places and situations you maybe shouldn't.
- Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a instead of a
Highlighted Skills: Move | Sneak | Trick
Signature Assets
Steady Hands: Despite their cybernetic nature, your hands and arms look perfectly normal, perfectly organic, 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.
Mamas Little Helpers You have a team of micro-drones that can get into spaces you can't and act as extra sets of eyes or hands.