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Ace (Dorothy Gail McShane)

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TO EXPLORE AND LEARN


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ON THE WHOLE SHE IS UNRULY, SELF-DESTRUCTIVE AND PRON TO SULKING IF NO ONE PAYS HER ATTENTION. ACE IS PETULANT AND AGGRESSIVE LARGLY BECAUSE SHE IS LEAVING CHILDHOOD BEHIND AND BECOMING A WOMAN.

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BACKPACK (-1 TO COORDINATION), BASEBALL BAT (+2 TO STRENGTH), SLING 2(1/2/3)

ARGUMENTATIVE, ATTRACTIVE, BRAVE, GADGET (NITRO-9), KEEN SENSES (SIGHT), LUCKY, PHOBIA (CLOWNS), RESOURFUL POCKETS (BACKPACK ONLY), RUN FOR YOUR LIFE!, TIME TRAVELLER (TL7)

5 - (20c Earth)

Argumentative Ace will argue their point of view even if it puts their life in danger. It
shouldnt get in the way too much of their normal behaviour. The Gamemaster will reward the playing in character with Story Points. If the argument might end in a fight, the character may try to back down to save themselves (and the others in their group), but they will have to make an Ingenuity and Resolve roll, with a -2 modifier. Attractive Ace is attractive. +2 bonus to any rolls that involve her stunning good looks. Brave Ace is especially brave. +2 bonus to any Resolve roll when the character needs to show courage. Gadget (Nitro-9) Nitro-9 was an explosive created by Ace in school, where she blew up the science building with it. Ace mixes it herself and puts it inside deodorant cans. Nitro-9 is a variant of Nitro-glycerine. Though the Doctor has told her not to carry it, she continues to and has used it to destroy a Cyber-shuttle, and to open the entry for King Arthur's spaceship. Nitro-9 (Major Gadget), Traits: Natural Weapon (Major x 2), One Shot, Story Points: 2 Nitro-9 does the following damage: 10 (5/10/15) at point blank to close range (5m or less), and 8 (4/8/12) at short range (6 to 10m). At point blank to close range, Nitro-9 also ignores all armour! It can be thrown like a grenade (roll Coordination + Strength to see if you've thrown on-target. The Nitro-9 may go off-target on a Bad or Disastrous roll), or placed near a target and set to explode on a timer (from 1 second to 1 minute - roll Ingenuity + Technology to set the timer. On a Bad or Disastrous roll the Nitro-9 goes off way before or after the intended time!). Nitro-9 can also be used to blow holes in walls or buildings. In this case, use the 'Protection' rules on P.49 of the Game masters book, but ignore all armour for the wall. Instead, if you inflict damage equal to or more than the object's Armour Protection rating in one round, then you have blown a roughly man-sized hole in it (you're not trying to destroy the whole wall or building, just create a hole big enough to get through). Keen Senses (Sight) Ace gets +2 bonus to Awareness rolls when she is trying to spot things. Lucky When Ace rolls a double 1, she can re-roll both dice - once only! Phobia (Clowns) Ace has -2 penalty to any attempt to approach a clown, or stay calm (see Getting Scared on p.51). The Brave Trait doesnt help them when the phobia takes effect. Resourceful Pockets (Backpack Only) Theres a chance that theres something useful in her backpack that could get you out of a sticky situation. Either spend a Story Point and find the thing you need or roll two dice. If you get a double then you find something helpful.

Run for your Life! Youve obviously got this running thing down to a
fine art When in a chase situation (see p.55), you receive a +1 bonus to your Speed when youre fleeing (not pursuing). Time Traveller (TL7) Ace is familiar not only with the Tech Level 5 of Earth, as she spent so time in the far future.

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