Wynd

Maya Rose

Oct 14th, 2016
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  1. Name: Maya Rose
  2.  
  3. Fusion: Butterfly
  4.  
  5. <Stats> (+10 to all stats, max of 13)
  6. Strength :10
  7. Vitality :11
  8. Speed :12
  9. Dexterity: :14
  10. Intelligence :13
  11. Perception: :12
  12. Charisma: :10
  13.  
  14. AC: 12
  15. Health: 36/44
  16.  
  17. PDR: 0
  18. HP Regen: 2
  19.  
  20. Avg hygiene
  21.  
  22. Clothing; Miner's Helmet (+1 AC), Reinforced white cardigan +1 (loaned to Sinni), military fatigues +1 . Underclothing is sports bra and boyshorts.
  23.  
  24. Mementos; Locket with partner's picture in it, silver engagement ring
  25.  
  26. <Skills> (+5 , Max of 4)
  27. -Strength
  28. Melee Weapons : +5
  29. Unarmed : 0
  30. Intimidate : 0
  31. Leap : 0
  32. -Speed
  33. Smooth-Step : +1
  34. Reflexes : +1
  35. -Dexterity
  36. Security : +2
  37. Firearms : +3
  38. Throwing Weapons: +2
  39. Move Silently : +3
  40. -Intelligence
  41. Repair : +1
  42. Medicine : +5
  43. Subterfuge : +1
  44. Electronics : +1
  45. -Perception
  46. Hide : +4
  47. Senses : +2
  48. Instinct : +2
  49. Scavenge : +3
  50. -Charisma
  51. Barter : 0
  52. Bluff : 0
  53. Diplomacy : +1
  54. Tame Animal : 0
  55.  
  56. Perks:
  57. Guided Hand; When performing medicine, if you succeed the DC of an application process by 5 or more, you reduce the required materials of the process by 1 down to a minimum of 1. Medicine skillchecks can now be substituted for Perception as a Free Action in combat to determine the weak spot of any biological enemy. Once per Combat, you may use a "Field Medicine" action to heal an ally equal to 1d6 + half your medicine skill. This action is a combat action, and does not take any supplies.
  58. Sweep the Leg: Melee Weapon called-shots now have reduced accuracy penalties by 1, to a minimum of 1. Called shots to the leg or arm critically-hit on 19-20.
  59.  
  60.  
  61.  
  62.  
  63.  
  64. Completed Autopsies and Observed Information;
  65. Freaks: Humanoid, bleed very heavily (1 damage per turn if bleeding), +1 damage taken from slashing weapons. Flesh burns in the light - extremely sensitive. Regens in dark.
  66.  
  67. Fun Guy; Humanoid, covered in fungus which spreads onto wounds? or blood? Fungus is extremely flammable.
  68.  
  69. Jagstags; Deer with two sets of internal organs. Avoid damage to midsection unless using puncturing weapon, blunt damage is more effective against limbs and antlers.
  70. Antlers degrade into powder that makes liquid skin.
  71.  
  72. Hounds; Dogs. Have gaping wounds/weak spots that can be called shotted for extra damage with a medical/senses check.
  73.  
  74. Skaghounds; Skags. Senses are bad, "armoured" skin that can be removed
  75.  
  76.  
  77.  
  78. Contacts;
  79. Blues:
  80. Big John (armoury)
  81. No-name (supermarket)
  82. (passed a crit int check); Rico with the Reds, has ring.
  83.  
  84. <Items>
  85. Medical Kit (2 Bandages, 4 Antiseptic, 7 Suture, 4 Painkillers, 1 Antibiotic)
  86. USP .45 w/ flashlight (12/12) (2d6+1) (collateral with blues)
  87. Sac Knife (1h 2d8+(1AP) Puncture only)
  88. Crowbar (1h 1d8+1)
  89. Lighter
  90. Duffel-bag
  91. Dust Mask (from sewers)
  92. Walkie talkie (Executioners)
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