Ritsuko
created: 03/05/04
updated: 03/25/04

Name: Ritsy
Race: Konatsa
Power Level: 10,720
Power Up: 800

Characteristics
Mental: 10
Physical: 5
Combat: 15
Move: 10

Skills
Fighting: 0
Evasion: 20
Weapon: 20
Gadgeteer: 25
Body: 0
Mind: 5

Defense: 50
Hits: 115

Ritsuko


Personality:

Peronality is: Ditsy as hell. Most important value is: Machinery and Guns. Most valued person is: Her grandfather, who got her into gadgeteering. How I feel about others? They won't stop talking to me and no one else can hear them.


History:

Ritsy grew up under the charge of her mechanic grandfather, who taught her how to create weapons and gadgets.


Techniques:

Scope: Fashioned in the likeness of the old headgear, this allows Ritsy to view a number of things from an opponent. The scope will view a person's power level. The scope will also tell Ritsy the relative health of the character (Healthy = 100%, Lightly Damaged: 25% or less, Medium Damaged: 25% to 50%, Heavily Damaged: 50%-75%, Severely Damaged: 75%+). The scope will also tell her with someone has a deflection up or not. (Not energy amount)

Deflector Belt: This belt was designed by Ritsy and there is no other in existance. Ritsy can place personal energy into the belt much like his guns and use it to form a deflection like the deflection skill.

Heavy Visor (Piece, that her scope is built into): Grants Ritsy an additional +4 versus Bright Lights, Blinding attacks and darkness.

Battle Vest: This vest was rigged together by Ritsy and protects her torso, shoulders, and groin. It has a 100 HITS (meaning it will absorb up to a total of 100 damage before its destroyed). The Vest also provides an inherit 400 pt deflection for the covered area. When hit an attack, roll 1d6, a roll of 2 or less means you got hit somewhere the battle vest doesn't cover and you don't gain anything from it's defense. Vest's deflection takes effect after any ki-powered deflections, they do not stack.

Rocket Rider: As she is unable to fly, Ritsy constructed a one-man rocketbike, that can carry her through the air and hit mach speeds. The Rocket Ride has its own energy cells that ritsy designed. (Power Level: 600, Power Up: 600). The Rocket Rider can move at flight speeds, and going into Hyperspeed 1.

Blast Pistol: An Energy gun, created to run off of either its own ammo, or Ritsy's power, this gun is fashioned to fire rapidly. Rapid fire if used off Ritsy's Power. (3 Damage Dice)

Phase Gun: Weapon attuned to be charged by Ritsy's power. Can be altered to use Deadly Effect, Homing and Area of Effect. (Only one effect at a time and only if the Phase Gun is using Ritsy's Energy, instead of it's own ammo) (8 Damage Dice)

Aim: Ritsy sets up the Phase Gun on it's tripod and uses the targeting recticle to get a lock on her opponent. +20 to weapon, takes two rounds to charge up. Can't evade while aiming.

Pounder Max Arm Cannon (2): A heavy artillery armor, welded with a cannon onto the forearm. base 13d6 damage. Takes 1 round to put on and take off. Ritsuko has a right and left arm cannon now.

Reinforced Armor Boots: (Super Reflex Boost x2)

L.A.R. Rocket System: A rocket pod, that can be carried, or strapped to the shoulder, this weapon fires a salvo of missiles at the intended target. Base 15d6.

Launcher Pistol: The base and shaft of an old Desert Eagle hand cannon, asfixed with a small rocket pod on top. This powerful gun can only be fired once per round, or it over heats and explodes in her hand. base 20d6 damge.

"Blur": Activation cost: 200 pl. Ritsy presses a few buttons on her belt, then sets a dial on her helmet. The effect of this is much similar to the light-bended camouflage of the 'hunters.' Opponent must roll 1d20+Mental+Mind to see her. The target must roll a d20+mental+mind and beat Ritsuko mental+mind check to evade any attacks made. In order to find her, a phase must be forfietted and a d20+mental+mind must be rolled with a result greater than Ritsuko.

"I GOT SHOTGUN!" Ritsy whips out a good, old-fashioned 10 gauge and pumps hot lead into the poor fucker. DV is Physical+Gadgeteering versus 10 per MOVE to activate. Successful hit deals double damage. Shotgun base damage is 5d6. Total damage is 50d6. Knockback Effect.

" 'Nade!" Ritsy begins chucking grenades at her opponent. Each 'nade' deals 100 points of ki from her readied PU. Clusters of grenades are added together, rather than seperate and increase the DV of activation by 10 per Nade. Different Nades have different effects; Incindiary is plain damage. Fragmentation is Deadly Effect, Shock works like Blinding Flash.


Experience: 672
XP Unspent: 0

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