Post by Learned Hand on May 26, 2008 9:16:32 GMT
Lady Caroline Sharrow
5'11''; White Skin; Black Hair; Brown Eyes
Attributes
Agility D8
Strength D6
Vitality D8
Alertness D8
Intelligence D8
Willpower D12
Lifepoints 22
Initiative D8+D8
Assests
Allure
Sharrow's more handsome than beautiful but she has a way of carrying herself that gives her +2 step Skill die bonus to actions keyed to appearance
Friends in High Places
Sharrow is a member of the aristocracy and as such can pull in some favours. Once per session she can spend 1+ plot points to do so.
Leadership
When Sharrow talks, people listen. Once per session she can designate a goal, and everybody working towards that goal gets a +2 skill step bonus.
Military Rank
Sharrow served in the indepedents as an officer and is used to giving orders. She gets a +2 skill step bonus on all influence-based actions
My Favourite Gun
Sharrow claimed this laser of dubious legality from the corpse of an aliiance major. No matter how many times she loses it, it always seem to end up back in her possession.
Steady Calm
Sharrow'll keep a clear head when everybody else is losing theirs. She gets +2 step bonus to willpower to stay calm
Trustworthy Gut
Sharrow has learned to trust her hunches, and gets a +2 step bonus to any mental attribute role that relies on intuition.
Tough as Nails
Sharrow is harder than she looks and has 2 extra life points.
Complications
Branded
Remember that time Sharrow delivered that nuclear equipment to terrorists who then used it to blow up Lip City? Not many people know her involvement but she suffers a -2 step penalty on all social interactions with those who do.
Hunted
It is technically illegal to not undergo reasonable danger in order to apprehend the Lady Sharrow and her team of terrorists.
Loyal
Sharrow will never betray her team.
Things don't go smooth
Sharrow has Reynolds' luck. She can be forced to re-roll 2 successful actions per session
Skills
Atheletics D6
-Dodge D8
Covert D6
Discipline D6
-Leadership D10
- Morale D8
Guns D6
-Pistols D12+D2
-Rifles D10
Influence D6
Perception D6
Perforance D4
Planetary Vehicles D2
Survival D2
Unarmer Combat D6
-Kung Fu D10
5'11''; White Skin; Black Hair; Brown Eyes
Attributes
Agility D8
Strength D6
Vitality D8
Alertness D8
Intelligence D8
Willpower D12
Lifepoints 22
Initiative D8+D8
Assests
Allure
Sharrow's more handsome than beautiful but she has a way of carrying herself that gives her +2 step Skill die bonus to actions keyed to appearance
Friends in High Places
Sharrow is a member of the aristocracy and as such can pull in some favours. Once per session she can spend 1+ plot points to do so.
Leadership
When Sharrow talks, people listen. Once per session she can designate a goal, and everybody working towards that goal gets a +2 skill step bonus.
Military Rank
Sharrow served in the indepedents as an officer and is used to giving orders. She gets a +2 skill step bonus on all influence-based actions
My Favourite Gun
Sharrow claimed this laser of dubious legality from the corpse of an aliiance major. No matter how many times she loses it, it always seem to end up back in her possession.
Steady Calm
Sharrow'll keep a clear head when everybody else is losing theirs. She gets +2 step bonus to willpower to stay calm
Trustworthy Gut
Sharrow has learned to trust her hunches, and gets a +2 step bonus to any mental attribute role that relies on intuition.
Tough as Nails
Sharrow is harder than she looks and has 2 extra life points.
Complications
Branded
Remember that time Sharrow delivered that nuclear equipment to terrorists who then used it to blow up Lip City? Not many people know her involvement but she suffers a -2 step penalty on all social interactions with those who do.
Hunted
It is technically illegal to not undergo reasonable danger in order to apprehend the Lady Sharrow and her team of terrorists.
Loyal
Sharrow will never betray her team.
Things don't go smooth
Sharrow has Reynolds' luck. She can be forced to re-roll 2 successful actions per session
Skills
Atheletics D6
-Dodge D8
Covert D6
Discipline D6
-Leadership D10
- Morale D8
Guns D6
-Pistols D12+D2
-Rifles D10
Influence D6
Perception D6
Perforance D4
Planetary Vehicles D2
Survival D2
Unarmer Combat D6
-Kung Fu D10