Google Handle: fkennethvudmaska@gmail.com
Player Name Severianna (Pilot call-sign Misfit)
Rank: Seasoned Experience: 38 updated 04/04/18 Advances Left: 0
Race: NightCrawler
Iconic Framework: M.A.R.S. Personal Concept
Attributes:
Agility d12+1 (+2 acrobatic maneuvers, +4 trick rolls) race, f&g, hind, cyber, cyber
Smarts d8 1pt, adv
Spirit d10 (+2 Shaken rolls) adv,2pt
Strength d10 cyber, cyber, cyber
Vigor d12, f&g, hind, 2pt
Charisma: 0/-4 CS; Pace: 6; Parry: 13; Toughness: Light version 12 (4) / Tactical 16 (6); Strain: 8/12
Skills: 20/20
- Fighting (5) agility d12+2/d12+3 (+1 w/ Trademark weapon edge) (+2 H2H reaction wiring Cybernetic)
- Shooting (1) agility d4
- Throwing (2) agility d6
- Piloting (2) agility d6 (F&G), d6+2 (Ace Edge), d10+2
- Driving (3) agility d8+2 (Ace Edge)
- Boating (0) agility (d4-2)+2 (Ace Edge)
- Lockpick (2) agility d8+2 (w/+1 die roll from Thief HJ)
- Stealth (1) agility d6 (race) d12/d12+2 (w/+2 die rolls from Thief HJ), (+2 in urban environments only)
- Climbing (1) Strength d4+2
- Notice (2) smarts d6/d6+2 (+2 Sight based rolls - cybernetics) (+2 rolls that only relate to traps and similar devices)
- Repair (1) smarts d4 (+2 to rolls that only relate to traps and similar devices)
- Clueless (Major): Growing up in a secret and very secured experimental facility doesn't lend itself to a general education of the world. -2 to most common knowledge skills.
- Vow (Minor): To assist those who cannot help themselves. To help those exert their own will on their lives and make their own choices and live their own lives.
- Loyal (Minor): The hero tries to never betray or disappoint his friends. She's never really had friends, and always wanted some.
- Inhuman (Racial): Of course, their appearance is beyond the ability to pass for human without magical disguise, so they suffer an additional -4 Charisma when dealing with citizens of the CS.
- Light Sensitivity (Racial): Without protective eyeware, Nightcrawlers suffer a -2 penalty to all vision-related rolls in normal illumination, and suffer a -4 to resist light-based effects that target the eyes (like flashbang grenades or light-trapped blindness). (treat as a variation of the Bad Eyes Hindrance)
- Instinctive Curiosity (Racial): Nightcrawlers have a knack for being drawn into events beyond their control the (and their natural abilities let them escape more often than they should). They suffer from the Curious Hindrance.
- Wanted: Coalition (Minor) (Racial): "Escaped Lone Star experiment"
- Quirk - Touchy-Fealy tail (Racial): Sometime uses her tail inappropriately or in a way others aren't expecting.
- (Race) Acrobat: +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), also adds +1 to a character’s Parry as long as he has no encumbrance penalty.
- (Race) Dat Tail: The tail of a Night-Crawlers is fully prehensile, giving them an additional non-movement action each round and +1 Parry.
- (Race) Stealthy: Night-Crawlers Start with a d6 skill in stealth
- (F&G) Ambidextrous: ignore -2 penalty for using off-hand (see pg 85 SWSE)
- (F&G) Trademark Weapon Edge: The hero knows one unique weapon like the back of his hand. When using that weapon, he adds +1 to his Fighting rolls.
- (F&G) Nerves of Steel: Ignore 1 point of wound penalties
- (HJ) Professional Edge: Ace +2 Driving, +2 Boating, +2 Piloting, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.
- (HJ) Thief: +2 Climbing, Lockpick, Stealth, Notice/Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas.
- (MARS PCO) Weapon Master: +1 Parry
- (MARS PCO): Dirty Fighting: Some fight with honor. Some fight to win. This Edge is most likely known by thugs, mercenaries, and assassins. A Dirty Fighter is particularly good at Trick maneuvers, gaining a +2 bonus with them.
- (PBP) Tricky Fighter: The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. (Agility)
- (N1) Two-Fisted: A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty (see page 75 SWDE).
- (N3) Improved Nerves of Steel: The hero ignores 2 points of wound penalties.
- (S1) Combat Reflexes: Your adventurer recovers quickly from shock and trauma. He adds +2 to his Spirit roll when attempting to recover from being Shaken.
- (S2) Block: +1 Parry
- (S3) Upgradable: +6 Strain
Optics Package Strain: 1
- both of the cyborg’s eyes are replaced, granting: +2 to all sight-based Notice checks
- thermal imaging and night vision (ignore illumination penalties)
- 50× magnification for distance; 20× macro lens for up-close detail
- glare filters that give a +2 on checks to avoid blinding flashes and related light burst effects.
- Finally, the Optics Package provides the ability to record still or moving images and store them for later viewing or display.
- Switching modes is a free action.
- Agility is increased one step for each application of these artificial nervous system enhancements and hard-wired celerity systems. Each step past d12 adds a +1.
- Reinforced artificial musculature raise the creatures Strength. Each step past d12 adds a +1.
- Requiring at least one level of Cyber-Wired Reflexes, this upgrade grants a +2 to all Fighting checks.
- Strain 1
- Damage Str+d8 damage; AP 6; Mega Damage
- Parry +1
- wielded as a pair
- electricity trapping
- either blade gains Reach 1 and ignores cover as a free action
- either blade may transform into a shield as a free action & can't be used to attack that round but adds +2 Parry in melee and +4 Armor vs. ranged attacks from the front and that side
- Stun: On a hit, target must make a Vigor check (+2 if in FEV armor) or fall prone and Incapacitated. A new check is made each round, a success is up but Shaken, no Shaken on a raise.