Clarissa "3 Eyes" McTurk

High Maintenance Bitch

Description:
Bio:

6A9D40-B 30 years (born 2152)

Augments: Chip Slot, Skill Enhancement (Combi Weapons)*

Skills: Gun CBt (Comb Weapons)…..2*, Gun Cbt (Blasters)….1, Computers…..1, Deception…..1, Robotics….2, Medic……2, Persuade……1, Comms…..0, Drive (Skimmer)…..0, Investigate…..0. Recon…..0, Athletics…….0

Chipped Skills: Survival…..1 OR Investigate…….1 OR Sensors…..1

TRAITS:

Sexy: The character is especially attractive to the opposite sex (or those who would be attracted to their gender). They gain a +2 DM to all interpersonal skill checks involving Intelligence or Social Standing with anyone who might be attracted to them, opposite or same sex.

Luck/1 Fortune smiles on your character. At Luck/1, you can re-roll one check per session and take the higher result.

Vengeful: The character does not take losing or being wronged very well. They do not even have to have actually lost or been wronged, they only have to perceive that they have. They suffer a –1 DM to all interpersonal skill checks involving Intelligence or Social Standing when dealing with the person upon which they wish vengeance.

Hypnosis: The mutant has the natural ability to hypnotise an intelligent target, using the power of her mind and voice combined. The mutant must be able to maintain unbroken eye contact for a full minute (10 Combat Rounds). She then makes an Influence 8+ roll and notes the Effect:

HYPNOSIS EFFECTS:

–1 or less: The Hypnosis attempt fails. It cannot be reattempted for 1d6 hours.

0-1: The target is placed in a superficial trance. He is aware of his surroundings and is susceptible to suggestions by the mutant; he can resist the suggestion by rolling Int 7+ and will break from the trance. If a suggestion is accepted, then the subject carries it out once he comes out of the trance. No subject can be encouraged to cause selfharm or harm to others at this level of trance.

2-3: Alpha Stage Trance. The subject can overcome pain and requires no anaesthetic to undergo surgical procedures. He is susceptible to suggestions and can resist by rolling Int 9+ and will break from the trance if successful. If a suggestion is accepted, then the subject carries it out once he comes out of the trance. No subject can be encouraged to cause selfharm or harm to others at this level of trance.

4-5: Deep Stage Trance. Here, the subject is unable to resist any suggestions put to it,as long as they do not cause self harm or harm to others. The subject can also be regressed so that memories locked deep in the psyche are recalled with perfect clarity. The mutant can also relieve psychological trauma by repressing traumatic experiences deep into parts of the psyche where they cannot cause further harm.

6+ : Acute Trance. Similar to Deep Stage trance, but at this level, the mutant can suggest that the subject harm either himself or others. To resist such suggestions,the subject must roll Int 8+ successfully. If not, he will feel compelled to carry out the suggestions implanted in his mind.

Frightening Intellect: The mutant has a natural ability of Robotics//2

Special: Life Saver, Called Shot, Leaf on the Wind, Combat Accuity

Enemy: The Alice Gang

“More is always better.”

Clarissa De Melville is the daughter of a high ranking officer in the British Civil Service; the exposure of her mutation would have meant ruin for her father during the mutant suppressions and highly charged atmosphere of the 2160’s. As a child she was kept at home-privately tutored and her mutation concealed by head scarves and bandannas.

Her highly rebellious character made this concealment very difficult, and as something of a wild child Clarissa soon began to run amok. She took took a false name (a joke based on an old comic book character beloved of her brother) and played soldiers with the mutant rebels, actually finding it all rather exciting.

It was all rather less so when she was captured, and got first hand experience of what it was like to be a third class citizen. Fortunately the end of hostilities saw her escape death, and seeking to avoid public disgrace of her family, Clarissa took the opportunity to go off world via the mechanism of the new SD Agency.

Clarissa gear5

Quantum Telephase Blaster (Clarissa): 5d6+4, phased to 120m, Recoil 1, Mass 5 kg, Magazine 30, Powerpacks Cr 3500. Uses Rifle range mod, but is in fact a large bulky pistol. Uses Blaster skill.

Current Cash: Cr 450,000

Clarissa "3 Eyes" McTurk

Doghouse Blues NickPendrell