Difference between revisions of "7/11"

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*[http://forum.rpg.net/showthread.php?t=526085 recruit]
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*Casey Harrrison (7/11), Young, single and the night manager of her local convenience store . That is until she woke up in her new metal body in a blasted wasteland.
 
*Casey Harrrison (7/11), Young, single and the night manager of her local convenience store . That is until she woke up in her new metal body in a blasted wasteland.
  
 
*Now able to jump large distances, walk on walls, see in the dark and disappear at will the once mild mannered woman is now trying to find some answers......Don't wanna talk? Time to meet her razor sharp trademark knives then.
 
*Now able to jump large distances, walk on walls, see in the dark and disappear at will the once mild mannered woman is now trying to find some answers......Don't wanna talk? Time to meet her razor sharp trademark knives then.
  
* she's also pretty angry that no one's around to explain what has happened. She's reveling in her new body and powers and needs to be held back from murdering anyone who gets in her way. Narky and arrogant.
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* she's also pretty angry that no one's around to explain what has happened, especially dealing with the whereabouts of her younger sister that she looked after......
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=Attributes=
 
=Attributes=

Revision as of 12:49, 17 July 2010

  • Casey Harrrison (7/11), Young, single and the night manager of her local convenience store . That is until she woke up in her new metal body in a blasted wasteland.
  • Now able to jump large distances, walk on walls, see in the dark and disappear at will the once mild mannered woman is now trying to find some answers......Don't wanna talk? Time to meet her razor sharp trademark knives then.
  • she's also pretty angry that no one's around to explain what has happened, especially dealing with the whereabouts of her younger sister that she looked after......


Attributes

  • St d6
  • Ag d8
  • Sm d6
  • Sp d6
  • Vi d8
  • toughness 6
  • parry 5
  • pace d6
  • charisma 0

Skills

  • Fighting d6
  • Shooting d6
  • Stealth d6
  • Streetwise d4
  • Guts d4
  • Notice d6
  • Climbing d4
  • Swimming d4
  • Driving d4
  • Repair d4
  • Lockpicking d4
  • Knowledge (Electronics) d4

Hindrances

  • Heartless (Minor)
  • Overconfident (Major)
  • Vow (Major) : Hunt down who did this and kill' em

Edges

  • AB: Super Powers (12)
  • Super Karma Bonus Points (7)
  • More Power Points (7)

Super Powers (26)

  • Construct (5) - +2 to recover from Shaken, No Wound Penalties, Immune to Disease and Poison, Repair rather than Healing to recover from Wounds
  • Attack, Melee (6) - Str+2d6 to unarmed damage, AP 4, HW . Hidden arm blades.
  • Darkvision (2) - Ignore Lighting Penalties Activated power (-1)
  • Interface (3), Codebreaker - +4 to computer and electronics rolls, Electronic security can be circumvented with a knowledge: electronics roll.
  • Invisibility (5) - Invisible at will, -6 for attacks to hit, -4 notice roll to detect within 1".
  • Leaping, Level 3 (3) - Can jump 8" vertically, 16" Horizontally, can do a flying leap attack for a + 3 to damage and a - 3 to hit.
  • Super Attribute (1) - One Level Agility, One Level Vigor
  • Wall walker (1)- Can walk on walls [/sblock]