Kara Swann, 2015

From RPGS surrounding the Labcats

Description: A blond, stocky built woman, Kara can often be recognized by her pristine yellow cab, with distinctive striped wheels, her figure and face cloaked by a long coat and wide-brimmed hat. When she chooses to reveal herself, she appears as a muscular, armored shield-maiden, her visage that of a 19 year old scandanavian woman.

Approaches

  • Careful: +0
  • Clever: +2
  • Flashy: +3
  • Forceful: +1
  • Quick: +1
  • Sneaky: +1

Apsects

  • High Concept: Cab Driving Valkyrie
  • Trouble: Oh, come on, I'm immortal
  • I'm always armed.
  • Msst has a mind of her own
  • (later)

Conditions

  • Stressed(fleeting): (6 boxes, 1 each)
  • In Peril(sticky): (one box, 4)
  • Doomed(lasting): (one box, 6)
  • Wounded (sticky): (one box, 4, absorbs 4 shifts of physical harm, recovers when ou spend at least a scene of downtime resting or obaining medial attention)
  • Injured (lasting): You have an additional condition you can take specifically to absorb 6 shifts of physical harm. WHen you're Injured, death is on the table when you're taken out, as with the Doomed condition. To begin recovery, another character who is capable of seeing to your injury must overcome an obstacle of Great (+4)or higher, in quiet and ideal conditions. You recover fully at the end of the -next- session.

Stunts

  • Rune Magic: You are capable of wielding ancient NOrse magic, using a set of powerful rues to achieve wondrous effects. Choose two different combinations of approach and action and name the effect associated with them. A Forceful defense might be a "ward of power", or a Sneaky attack might be a "shadow strike". You have +2 when you use either combination with magic. Choices:
    • Flashily Attack (steel-hail (hagall))
    • Cleverly Create Advantage (dragon-tongue (fe))
  • Chooser of the Slain (once per session, you may name a characer whose final hours are near, and take a Foreknowledge of 's Demise advantage with two invokes)
  • Perfect Memory (once per session, automatically succeed at any overcome action that involves knowing specific information provided you can justify where you encountered that information to begin with)
  • Magical Steed: (you have a magical flying horse with a mind of its own. Once per session, you may use its powers to automatically succeed at overcome actions that involve obstacles you can bypass by flying).

Mantle: Valkyrie (Supernatural)

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