ToE-Wrench VII

L4 Hundred Gear-Head

A mangy, long-snouted, messy-fanged mongrel of a Hundred. Wrench is a technician doing little psuedo-illegal fixes for people in her city. She does sloppy, ugly work, but hey, she's a sloppy, ugly girl. The two-barreled cannon she wields is custom-built from a destroyed defense emplacement on the tower edge. Her tail is bald and rat-like, her ears pointed, and her sneer has a hell of a lot of teeth.

HP: 80/80
MP: 40/40
LP: 13/13
Weight: 10
Drive: 7/18
Initiative: 1d6+10
EXP: 71

2. Toolkit (+1 Mechanisms)
Rations: 16

R: Air, W: Water

[A] Patient: When Defending, +3 damage next round.
[A] Lucky: +3 LP
[P] Roar: When you spend LP, gain MP and Drive equal to the LP you spent.
[P] Clean Barrel: With first attack, and after reloading, deal +4 damage.
[C] Slayer: When you spend LP on an ability, gain +1 Potency per LP. [3G]

AA Gun 6WGT 1d6+10 damage 2 ammo. 10 Critical. +2 Drive on Defending. M-Pin
Medium Armor 4WGT - Armor 3. +15 HP.
Lion Bracelet - Q - The users next non-Overdrive ability has +4 potency.
Slayer's Charm - When you spend LP on an ability, gain +1 Potency per LP.

[T] Semi-Auto: 4MP. 80CoS. 1d6+10 and has +20 Critical. M-Rush.
Attachment: +20 Critical. When you score a critical, deal an additional +2 damage.
C Rush: This attack consumes no Ammo.
C Fire: Deals +4 damage.

[T] Roaring Carbine: 5MP. 80CoS. 1d6+12. M-Launch.
Attachment: +3 damage.
C Launch: Inflicts Short K-Shatter II.
C Recovery: Inflicts Short Toxin II.

[T] Wild Shot: 3MP. 80CoS. 1d6+10 and discards all attachments. For each attachment discarded, this ability True Strikes an additional enemy for 10 physical. M-Rush.
C Launch: Gain +20 Critical to next hit per discarded part.
C Water: Add a potency die to True Strike damage.

[T] Magnetic Stake: 4MP. 80CoS. 1d6+10 and Slow 1s the target. M-Pin.
Attachment: Slow 1. When defending, Slow 1 a single target.
C Air: Quicken 3s the Gear-head.
C Earth: Slow 2s the target, and Slow 1s all other enemies.

[T] Canister Shot: 4MP. 80CoS. 1d6+10, and True Strikes another enemy for 5 physical damage. M-Rush.
Attachment: True Strike another enemy for 5 physical damage and Short K-Shatter I them.
C Water: True Strike two other enemies rather than one.
C Launch: +4 damage.

[Q] - Lion Bracelet: Non-OD action has +4 Potency.
[Q] - Clip Explosion: Reload this turn true strikes all targets for 5 physical.

[OD][T] Overdrive: Desperado: 80CoS. 1d8+14 to a group. M-Rush.
[OD][T] Overdrive: Ferocity: 90CoS - 2d8+18. +10 Critical. K&E Shatter. M-Pin.
[D] Part Toss: Dazed. Remove an attachment from the Gear-heads weapon, then True Strike an enemy for 6 physical damage. M-Launch.

Mechanisms 2
Operation 2
Strength 1
Agility 1
Survival 1
Navigation 2

Rat - Yeah, I can get that hooked up.
Street-cunning, the cracks of society, forgotten places.
Di - +1 die to actions in slums, or when dealing with the dregs of society.
Fa - Authority hates you.
Sp - When you have the opportunity to root around, find a Forgotten Place. The amenities are poor, but it's a safe-house, of sorts.
Sp - When you spend a night sniffing about, learn anything any servant in the city knows about a topic of interest.
Sp - Find a Secret Entrance to anywhere in a city. What it takes to get in there is up to the GM… but it's better than going in the front.

Ranger - What, are you lost?
At home in the wilderness.
Di - +1 die to camping, hunting, and dealing with any hazard presented by a natural obstacle - including natural beasts.
Mo - Animals and plants - natural foes.
Sp - When foraging, you gain an additional success option: 'Cure a condition'.

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