- Location
- Ottawa
- Pronouns
- She/Her/Whatever
Arianna Sharpe
Private Detective
Private Detective
Attributes
Body Attributes
Brawn - 0
Grace - 1
Fisticuffs - 0
Endurance: 1
Mental Attributes
Smarts - 2
Sharp - 2
Nerve - 1
Fortitude: 5
Social Attributes
Charm - 0
Read - 1
Contacts - 2
Resolve: 3
Body Attributes
Brawn - 0
Grace - 1
Fisticuffs - 0
Endurance: 1
Mental Attributes
Smarts - 2
Sharp - 2
Nerve - 1
Fortitude: 5
Social Attributes
Charm - 0
Read - 1
Contacts - 2
Resolve: 3
Weapon: Revolvers
Trade: Thief
Talent: Lockpicking
Talent: Stealth
Talent: Forensics
People: Fences
People: Ex-Cons
Knowledge: Criminal Politics
Knowledge: Law
Trade: Thief
Talent: Lockpicking
Talent: Stealth
Talent: Forensics
People: Fences
People: Ex-Cons
Knowledge: Criminal Politics
Knowledge: Law
Mental Tabulator: If there's a piece of trivia about the worldbuilding you want to know, just ask and you'll get an answer. Additionally, up to twice per routine, activate to give yourself any Knowledge skill for the rest of the routine.
Record: You can record and save up to 5 minutes of sensory experience. If you want to save a memory externally, spend $1 to buy a tape.
Shock Generator: In your right hand, you have an electric arc between your thumb and forefinger. This can be used as a melee attack (-1 attack, damage stuns enemies for equal ticks) or like a lighter.
Plasma Torch: You have a small inert gas plasma torch in the palm of your hand. Twice per routine, you can use it to melt locks or handcuffs or as a melee attack (-2 attack, +5 Damage, AP2).
Record: You can record and save up to 5 minutes of sensory experience. If you want to save a memory externally, spend $1 to buy a tape.
Shock Generator: In your right hand, you have an electric arc between your thumb and forefinger. This can be used as a melee attack (-1 attack, damage stuns enemies for equal ticks) or like a lighter.
Plasma Torch: You have a small inert gas plasma torch in the palm of your hand. Twice per routine, you can use it to melt locks or handcuffs or as a melee attack (-2 attack, +5 Damage, AP2).
Gas-Sealed Revolver
Small Handgun
Attack Dice: 1/d10 -or- 2/d10-2 (Impact)
Aim Bonus: +1 (1/d10 only)
Damage Bonus: +0
Armour Reduction: 0
Ammo: 2 shots/2 tick reload/individual load
Special
Can be silenced.
Each point of Ammo must be individually loaded.
Knife
Small Knife
Attack Dice : 1/d10 (Edged)
Damage Bonus : +1
Armour Penetration : 0
Parry Bonus : -1
Disarm Bonus : +0
Small Handgun
Attack Dice: 1/d10 -or- 2/d10-2 (Impact)
Aim Bonus: +1 (1/d10 only)
Damage Bonus: +0
Armour Reduction: 0
Ammo: 2 shots/2 tick reload/individual load
Special
Can be silenced.
Each point of Ammo must be individually loaded.
Knife
Small Knife
Attack Dice : 1/d10 (Edged)
Damage Bonus : +1
Armour Penetration : 0
Parry Bonus : -1
Disarm Bonus : +0
Money
Current Cash: $13
Income Streams
Book Royalties: +$2
Routine Expenses
Living Costs: -$5
Bribes to Captain Engels: -$2
Medical Bills: -$2 or -$5
Beliefs
(2) When the moment comes, I have to put others before myself.
(1) Be patient. Better to gather evidence than pick fights.
Penalties
Current Cash: $13
Income Streams
Book Royalties: +$2
Routine Expenses
Living Costs: -$5
Bribes to Captain Engels: -$2
Medical Bills: -$2 or -$5
Beliefs
(2) When the moment comes, I have to put others before myself.
(1) Be patient. Better to gather evidence than pick fights.
Penalties
⛀⛁ | Sore | Strain | Stress | ⛃⛂ |
0/1 | 0/5 | 0/3 | ||
| 0 XP | 1 XP | 0 XP | |
This ain't one of your Hays Codes pictures now, alright? Blood and guts, sex, drugs, you name it and you might well see it if you aren't careful.
Consider this your last warning.
Consider this your last warning.
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