ToE-Wrench VII

WRENCH VII
L1 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: 6/18
Initiative: 1d6+10
EXP: 59

Items:
1. F2003 Labyrinth Map (+1 to Stealth and Navigation while map applies)
2. Toolkit (+1 Mechanisms)
3.
Rations: 11
14C

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.
[C] Slayer: When you spend LP on an ability, gain +1 Potency per LP. [3G]

AA Gun 6WGT 1d8+14 damage 2 ammo 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. 1d8+14. 20 Critical. M-Rush.
Attachment: +20 Critical.
C Rush: This attack consumes no Ammo.
C Fire: Deals +4 damage.

[T] Scope: 4MP. 100CoS. 1d8+14. M-Pin.
Attachment: +20 Accuracy.
C Air: The Gear-head recovers +1LP.
C Pin: This attachment counts as two attachments when discarded.

[T] Gravity Gear: 3MP. 80CoS. 1d8+14 and Slow 1s. M-Pin.
Attachment: Slow 1.
C Air: Quicken 3s the Gear-head.
C Earth: Slow 2s the target, and Slow 1s all other enemies.

[T] Wild Shot: 4MP. 70CoS. 1d8+14. Discard: For each attachment discarded, this ability targets an additional enemy. M-Rush.
C Launch: This attack can Push any number of hit targets as desired.
C Water: Lower all CoS check results by -30.

[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 1

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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