Maggie
Rank: Legendary Advances Left: 0
Race: Psi-Ghost
Iconic Framework: Glitter Boy Pilot
Attributes: Agility d10 (3), Smarts d8 (2), Spirit d8 (2), Strength d6 (1), Vigor d8 | d10 in LLW armor (2)
Pace: 6, run d6 | in GB Pace 14, run d8; Parry: 9 w/Boom Gun equipped, 7 otherwise ; Toughness: 43(25) MDC in Glitter Boy w/LLW Light Armor Vigor bonus, 13(5) in LLW Light Armor; Strain: 0
Skills:
- Athletics d8 +1 to climbing (2)
- Common Knowledge d8 (2)
- Electronics d8 (1)
- Fighting d10+1 unarmed/GB fists (4)
- Notice d8 (2)
- Persuasion d4 (0)
- Piloting d6 (0)
- Psionics d10 (3)
- Repair d8+2 (2)
- Shooting d10 +3 w/Boom Gun, ignore 2 points of Shooting penalties from Sensors, and ignore 2 more points of penalties or add +1 from Marksman, as applicable (4)
- Stealth d8 | d10 in LLW armor, +1 in urban (2)
- Thievery d8 +1 (3)
Hindrances
- Driven (Major): She wants to prove that she’s worthy of the Glitter Boy Armor Heather left her.
- Loyal: Maggie sticks with people; no one gets left behind.
- Quirk (Kids): Maggie frickin’ loves kids. She’s like everyone’s cool aunt.
- Wanted (Major): Psi-Ghosts are not the most popular of folks. She’s wanted pretty much wherever she goes.
- Vow (Major): The first rule of Psi-Ghosts is you don’t talk about Psi-Ghosts.
Edges
- Arcane Background (Psionics): 3 Starting powers (one of which must be detect/conceal arcana) and 10 ISP.
- Power Armor Jock: She does not suck in Power Armor. No -2 penalty.
- Ms. Fix-It: +2 to Repair, 1/2 repair time with a raise.
- Trademark Weapon and Improved Trademark Weapon (Boom Gun): +2 Shooting, +2 Parry with her weapon of legend equipped.
- Marksman: Ignore up to 2 points of penalties from Range, Cover, Called Shot, Scale, or Speed; or add +1 to first Athletics (throwing) or Shooting roll. Character may not move or fire greater than RoF 1.
- Connections (Black Market): Contacts provide aid or other favors once per session. A Psi-Ghost has got to know people to stay alive in this world, you know?
- Thief: +1 to Thievery, Athletics (climbing), and Stealth (in urban areas).
- Elan: +2 when spending a Benny to reroll a Trait roll.
- Champion: +2 damage vs. supernaturally evil creatures.
- Iron Jaw: +2 to Soak and Vigor rolls to avoid Knockout Blows.
- Scavenger: May find a needed item from her bag up to twice per encounter.
- First Strike: Free Fighting attack once per round when foe moves within Reach.
- Martial Artist: Unarmed Fighting +1, fists and feet count as Natural Weapons, add d4 damage to unarmed fighting attacks (or add a die type, as applicable)
Bennies 3
Conviction 0
ISP 20
Wounds 1
75 Boom Gun Shots