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Sally

Sally

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Signals & Salvage Tech
Mutant Liberation

Identity

Animal: Mouse
Alignment: Principled
Disposition: Warm, fidgety, and irrepressibly curious.
Age: 22
Gender: Female
Weight: 85 lbs
Height: 4' 8"
Size Level: 7
Level: 3 (2500 XP)

Background & Personality

Escaped lab mouse from a Helix electronics plant that exploited her dexterity for micro-circuit assembly. Smallest Rescuer at 4'8", cream fur, pink-tinged ears, rust-orange mechanic's coveralls bound with copper wire, salvaged headset with a flip-up loupe. Warm, fidgety, irrepressibly curious. Runs the Rescuers' signal intercepts and keeps Iron-Hide's legacy systems going mid-fight.

CLASSIFIED SECRET

She was the one who spliced the hidden compartment in the APC seat pocket where the handwritten note now waits — and she holds a single decryption key that will unlock Jarek's deeper archive only if he dies.

Vitality

Hit Points: 18
SDC: 25
Armor (AR): 5
Armor SDC: 15

Attributes

AttributeScoreBonus
I.Q. (Intelligence)18+4% to all skills
M.E. (Endurance)12+0 Save vs Psionics
M.A. (Affinity)16+25% Charisma & Trust
P.S. (Strength)9+0 Damage
P.P. (Prowess)18+2 Strike/Parry/Dodge
P.E. (Endurance)11+0 Save vs Coma/Toxin/Magic
P.B. (Beauty)14+0% Charm & Impress
Spd (Speed)1616 squares

Combat Stats

Actions/Attacks per Melee: 3
Initiative: +2
Strike: +2
Parry: +2
Dodge: +2
Roll: +0
Damage: +0
Critical: 20

Weapon Proficiencies

W.P. TypeLevelS/P/D Bonus
W.P. Pistol3+1 Strike
W.P. Blunt2+1 Strike/Parry

Equipment

Patched Rust-Orange Mechanic's Coveralls (AR 5, SDC 15)
Salvaged Headset with Flip-Up Magnifying Loupe
Pen-Sized Electrical Probe & Micro-Tool Kit
Jury-Rigged Signal Jammer (Helix transponder scrambler)
Holdout Pistol (Damage: 1d6, Range: 60ft)
Spool of Stripped Copper Wire
Data-Slate Decryption Key (single-use, encoded to Jarek's vital signs)

Mutant Traits

Mutant Origin: Helix Spliced / Micro-Circuit Assembly Prototype
Attribute Bonuses: +4 I.Q., +3 P.P., +1 P.B.
Hands: Full
Biped: Full
Speech: Full
Looks: None (retains purely mouse features on a human-sized body)
Natural Weapons: None
Animal Abilities: Enhanced Tactile Sensitivity (can "read" micro-circuitry by touch)

Skills

Professional Skills (%)
Basic Electronics: 75%
This is a rudimentary understanding of the principles of electricity, simple circuits, wiring, and so on. This person can do basic wiring, repair appliances and read schematics. Base Skill: 40% + 5% per level of experience.
Electrical Engineer: 65%
Knowledge of electricity. Characters can diagnose and locate electrical problems. It is also possible to put together electrical equipment. The character can attempt to bypass security systems and burglar alarms at a — 25%; if Surveillance Systems is also taken, then there is a + 10% bonus instead. Base Skill: 45% + 5% per level of experience.
Radio - Basic: 80%
This is the knowledge of the operation and maintenance of field radios and walkie-talkies, wire laying, installation, radio procedure, communication security and visual signs/communications, as well as knowing Morse code. Base Skill: 50% + 5% per level of experience.
Radio - Scramblers: 70%
This is training in the use of electronic masking and scrambling (unscrambling) equipment, and codes, for increased security. Base Skill: 40% + 5% per level of experience.
Computer Operation: 70%
A knowledge of how computers work, along with the skills to operate peripherals like keyboards, printers and modems. Characters can follow computer directions, enter and retrieve information, and similar, basic, computer operations. However, this does NOT include programming. Base Skill: 60% + 5% per level of experience.
Mechanical Engineer: 55%
A training, understanding and knowledge of how machinery is designed, operated, built, and maintained. Characters can attempt to redesign, modify, sabotage, repair, or construct mechanical devices. The first percentage is how to operate/analyze/design machinery; the second is how to repair, construct or sabotage. Base Skill: 45% + 5% per level of experience. Special Bonus: + 5% to Locksmith skill and + 5% to Surveillance Systems skill.
Amateur Skills (%)
Prowl: 45%
This skill helps the character to move with stealth; quietly, slowly and carefully. Base Skill: 46% + 8% per level of experience.
Escape Artist: 55%
The character will know the methods, principles, and tricks of escape artists. By tensing and relaxing muscles, flexing and popping joints, the character can try slipping out of handcuffs, straight jackets, etc. Also includes a knowledge of knots and the ability to conceal small objects on the person. Picking Locks is a separate skill. Base Skill: 30% + 5% per level of experience.
Pilot - Motorcycle: 40%
The practical skill of riding a motorcycle. Base Skill: 60% + 4% per level of experience.
Cooking: 50%
Skill in selecting, planning and preparing meals. A cooking roll failure means that the cooked food is either inedible (burnt!) or distasteful. Base Skill: 60% + 5% per level of experience.