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karbon:paramilitary_footman

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Paramilitary Footman

CONCEPT

The

OPTIONS

(4 points)

  • Body Overhaul: Raise all your immunities one step. At the end of any scene where you have seven or more fortune, you have a 4+ chance of losing one.
  • Deep Instruction: How did the agent get this special instruction?

ABILITIES

(14 Points, 11 Ability, 3 Training) CORE * Fight 5 [X] * Prowess 3 [X] * Hand-Eye 3 [X] * Prowl 3 [X] * Guile 2 [ ] * Hack 2 [ ] SUPPLEMENTAL * Charm 2 [ ] * Standing 0 [ ] * Savvy 5 [ ] * Trickery 0 [ ] * Insight 2 [ ] * Scheme 0 [ ] ===== GEAR ===== ( 7 points = 69 kcred) * Hypertech Body 3 (Body Overhaul) * Field Silk *

karbon/paramilitary_footman.1348337809.txt.gz · Last modified: 2012/09/22 11:16 by JasonP