Real Name: Patience Ferdin
Aka: Red, Red Hood
Who
Personality
Background
“Scarlet” Patience Ferdin
Aka: Red, Red Hood
R/OCC: Human Rogue Genius 5, EXP: 25,450
IQ 30(+20), MA 27(+45), ME 27(+8/14), PS 22(+11), PP 27(+8), PE 32(+10), PB 23(+60), SPD 20(mph)
HP: 80, SDC: 135
Defense: Melee 18, Ranged 22
PPE: 105, ISP: n/a
Channel 25 PPE per Action.
-----------------------------------------------ATTACKS
Firebolt Pistol- +11 Strike, 4D6+5 MD
Draining Blade- +11 Strike, 4D6+2 MD, plus Life Drain
-----------------------------------------------COMBAT:
Hand to Hand: Jujitsu
Attacks 7
Initiative +1, Perception +9. Strike +11, Parry +13, Dodge +13, Auto-Dodge +0, Roll Impact +9, Roll Fall +9, Pull +4, Disarm +0, Damage +2
Psi +9, Insanity +15, Poisons +10, Magic +12, Horror +1
Special
Snap Kick 1d6, Knife Hand 2d4, Kick 2d4, Tripping Leg Hook, Backward Sweep Kick, Critical (Behind), Palm Strike (2d4), Drop Kick
En Pistol +2 Strike
En Rifle +2 Strike
Hvy Weapons +1 Strike
Sniper +2 Aimed
Sword +2 Strike/+1 Parry
Knife
Archery
-----------------------------------------------Description/ Disposition
Age 24, Female.
-----------------------------------------------EDGES
Choose one at level 1, 3, 6, 9, 12, 15
• Smart Plus- Power of Intelligence
• Older Than You Look- Gain Gain Contacts and bonus secondary skills equal to your Int/2
-----------------------------------------------ABILITIES
Speed Reading/Rapid Learning (400 pages per min)
Total Recall 72 (+4)
Power of Intelligence
1. Martial Arts Mastery- Jujitsu
2. Arcane Mastery (Lv 3)- +2 to standard save versus magic
3. Stop Aging- Looks 25ish, actual age 60+
4. Pain Tolerance- Ignore Pain and Torture
5. Find Weakness (Ranged)-
Perception roll of 12+ for humanoids, 15+ for bizarre humanoids, 18+ for supernatural or monsters, and 20+ for the extremely alien. Double Damage!! The character is +2 on initiative, +2 to strike, and +3 to parry and dodge, but only against that one opponent whose weaknesses are presently known and -3 to Parry and Dodge against all others
6. (Bonus) TW Education
7. Mental Toughness- Block herself from psionic, communication, probes and attacks via Empathy, Telepathy, Empathic Transfer, and See Aura. Bonuses: +6 to save vs Hypnotic Suggestion, Mind Bond, Mind Wipe, Empathic Transfer, Bio-Manipulation, and +1 to save vs all other types of psionic attacks, mind control, insanity and Horror Factor.
-----------------------------------------------MAGIC
Arcane Mastery, TW Education
Personal Spells- Vampires Silver (Lv3/10): Make any substance act as silver to vampires.
Lv1- Blinding Flash (1), Sense Magic (4), Cloud of Smoke (2), Globe of Daylight (2)
Lv2- Extinguish Fire (4), Manipulate Objects (2/5 lbs), Shatter (5)
Lv3- Armor of Ithan (10/ 40 MDC +10/Lv), Create Wood (10-20), Ignite Fire (6), FLoat on Air (5), Light Healing (6), Light Healing (6/ 1d4 HP or MDC), Orb of Cold (6/3d6 MD/Numbness), Telekinesis (8), Wave of Frost (6)
Lv4- Fire Bolt (7/+2 st/4d6 MD), Energy Field (10/60 MDC total), Magic Net (7), Multiple Image (7), Shadow Meld, Watchguard (10)
Blue Flame
-----------------------------------------------PSIONICS
None
-----------------------------------------------EQUIPMENT
Armor- Huntsman 45 MDC/Destroyed
Weapon-
•TW Firebolt Pistol (4d6 MD/shot, single-shot, 450’, Clip 10 x3)
•Jericho 9mm (CFT Laser Bullets/New West 212p) 3d6 MD or SDC rounds
•Draining Blade (4d6 MD plus Life Drain, 5 PPE to activate)
Life Drain-A failed save means the victim loses half his hit points and S.D.C., plus speed is reduced by half, the character loses one melee attack, and suffers -10 on skill performance. This attack will affect targets in body armor or power armor, but not anything bigger. M.D. creatures only suffer the 4D6 M.D. The weakness will last for 10 melee rounds, after which the victim begins to regain their hit points and S.D.C. as is normal for their healing ability.
Barret Lt 50 Kw (Kilowatt) Laser:
Weight: Weapon fully loaded. 24 Ibs (10.8 kg); 26 Ibs (11.7 kg) with tripod and mini-HUD unit.
Primary Purpose: Assault and Anti-Personnel.
Mega-Damage: 5D6 M.D. per single shot. +3 to strike if the shooter has the W.P. Heavy Weapons skill (no bonus without a W.P.).
Effective Range: 6000 feet (914 m).I
-----------------------------------------------VEHICLE
-----------------------------------------------SHE DEVIL
Zone Ranger TW ATV
Model Type: Four-wheeled All Terrain Vehicle
Crew: One pilot and up to six passengers.
M.D.C. by Location:
Tires (4) - 100 each
Top Hatch - 75
* Main Body - 350
* Depleting the main body M.D.C. will completely destroy the vehicle, Destroying one wheel reduces speed by 33. Destroying two wheels reduces speed by 80. Destroying
three wheels immobilizes the vehicle. Note: Magically resistant to beat and fire (does half damage).
Speed: 120 mph (192 km) maximum; 50 faster when driving on a ley line.
Piloting Skill: Techno-Wizards, Controllers and APC Pilots: 70 +3 per level of experience. Any other character: 60 +3 per level of experience.
Statistical Data
Height:14 feet (4.3 m). Length:25 feet (7.6 m).
Width: 16 feet (4.9 m). Weight: 10 tons
Cargo: Upgraded Cargo hold. Size 10x8x8
Power System: Magic. The engine requires 30 P.P.E. per hour of use and can hold up to 300 P.P.E. Anyone may add their P.P.E. to the engine by touching it and willing their energy tn it, or by parking on a Ley Line it will regenerate P.P.E. at 40 per hour. When purchased, the engine will be fully charged.
Control Systems: The vehicle’s controls are very basic, consisting of a steering wheel, gas pedal (or “go” pedal since it doesn’t use gasoline), and brake.
Black Market Cost: 1.5 to 2 million credits for the basic vehicle without special features or weapons.
Scarlets Mods- TW Weapons and Special Features
The standard Zone Ranger has no weapon systems. Special Magic features are available, but each costs extra.
1. Float on water: The vehicle can actually ride on the surface of water at a maximum speed of 35 mph (56 km). Costs 400,000 credits.
2. Total Chameleon: The entire vehicle and all inside it, magically blend into the landscape, effectively becoming invisible, but the vehicle must be at a complete stop and the engine turned off. In this case, there is no heat signature to give away its position, since it appears as one with the surrounding environment. Requires 10 P.P.E. to activate. Duration is equal to chameleon spell at 5th level strength. Costs 600,000 credits.
3. Shoot Fire Ball: A fire ball magically appears in front of the vehicle and flies at the forward facing target indicated by the pilot. Does 5D6 M.D. and has an 800 foot (244 m) range; requires
10 P.P.E. for each blast. Costs 500,000 credits.
4. Rail gun mounts.