Maria Cristy

Aspects

 * Defining Aspect: When the time is right or The Planner
 * Character Aspects
 * You killed my friend. Prepare to die.
 * Puzzle Master
 * Which way is home?

Advantages/Equipment

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History
Misty's mother died during childbirth and she was raised by her father, a weapons consultant and trainer for

Aspects

 * Something Stinks

Expert
3 for free. 1 AP each.
 * Acrobatic
 * You gain +1 on rolls related to surviving falls and negotiating a difficult environment.


 * Alertness
 * You gain a +2 on any rolls to detect and avoid an ambush.


 * Ambush Predator
 * You gain a +2 bonus on physical attacks made against an ambushed opponent.


 * Athlete
 * You gain a +1 bonus on Strength and Agility rolls to climb, run and lift objects, as well as on any roll required to play an athletic sport such as baseball, football or basketball.


 * Deadly Grace
 * You may substitute Agility for Strength when fighting unarmed or using a melee weapon.


 * Fleet of Foot
 * You gain a +2 bonus on rolls to Run.


 * Grappler
 * You may substitute Agility for Strength when attempting to push, pull, throw, restrain, pin or trip another. (See SoF Chapter 7 for more on these actions)


 * Hide in plain sight
 * You gain a +2 bonus on rolls to hide in a stationary position.


 * Long shot
 * When you are wielding a firearm, bow or crossbow, its range rating is increased by +1.


 * Quick Step
 * You do not suffer a penalty for taking a supplemental action to move before or after making a physical attack.


 * Sniper
 * You gain a +2 bonus to Perception rolls to perform the “Take Aim” Maneuver. See SoF pg. 293 for more on “Taking Aim”.


 * Soft Style
 * You are trained in a style of martial arts that emphasizes misdirection and turning another’s momentum against them. Gain a +1 bonus on Agility rolls to defend against melee attacks. Action Heroes may take this Advantage twice, while Mythic Heroes or higher power levels can take it up to three times.


 * Stealthy
 * You gain a +1 bonus on Deception rolls to avoid being seen or heard.


 * Weapon Specialist
 * Select a category of weapons. You gain a +1 bonus on all attack rolls with a weapon of that category. You may take this Advantage multiple times, each time you must select a different weapon category. The categories are unarmed attacks, light blades, heavy blades, bludgeoning weapons, polearms & spears, bows and crossbows, beam firearms, projectile firearms, or explosives.

Heroic
2 AP each.
 * Catlike Grace
 * You are incredibly graceful, moving with the speed and precision of a great

cat. You gain a +2 bonus on all rolls to run, climb, tumble or otherwise negotiate your environment. In addition, you gain a +1 bonus when using your Agility to make defense rolls.
 * Counter Attach
 * Whenever you generate Spin on a roll to defend yourself against a melee attack or close (same zone) ranged attack, you may spend a FP to gain a free immediate melee attack against your opponent. This is a single melee attack, either unarmed or with a weapon in hand (or already active Melee Power Attack), and you may not perform any supplemental actions or move. You still get the normal +1 Spin bonus which can be added to this attack.


 * Evasive Step
 * Once per scene, you may roll your Agility and elect to reduce the amount of stress you suffer from any single physical attack by the result of that roll.


 * He was just here
 * You have a knack for disappearing when no one is watching, mysteriously vanishing without a trace. Whenever you are not being directly observed, you may roll your Reasoning or Agility against a difficulty of 3. Other Advantages that make you harder to find, such as the Stealthy Expert Advantage, may add to this roll.

If you succeed, you may spend a Fate Point to remove yourself from the scene. If you generate Spin, you need not spend a Fate Point.

Note that if you were being chased or hunted, the GM may ask for an opposed roll against your pursuers’ Perception instead of against a fixed difficulty. The GM may also deny the use of this Advantage, or raise the difficulty, if you were somehow detained or otherwise have difficulty leaving the area.
 * Master Tactician
 * Any time you generate Spin on an attack roll in a conflict, you may attempt to perform a Maneuver as a free action.


 * Opportunist
 * You are especially adept at spotting flaws and weaknesses in your opponents and taking advantage of them. Once per scene, during a conflict, you may attempt to perform an Assessment on one opponent as a free action.


 * Precision Strike
 * You are adept at sizing up your opponent, finding weak spots, and taking advantage of them. Once per scene, when you generate Spin on a melee attack roll, you may ignore your opponent's Armor Rating for that attack.


 * Slippery Combatant
 * If you generate Spin on a defense roll against a melee attack, you may instantly move to an adjacent zone as a free action.


 * Strategist
 * You are adept at seeing and exploiting an enemy’s weaknesses in a physical conflict. These might be tendencies to move a certain way, a propensity to telegraph attacks, or a literal chink in his armor.

Spend a Fate Point to gain a +2 bonus on attack rolls against one opponent for the duration of the scene.

Each time you use this Advantage during this scene, you must select a different enemy to gain this bonus against. You cannot use it twice on the same enemy for a +4 bonus.
 * Weapon Expertise
 * Select a specific type of weapon. You gain a +2 bonus on attack rolls with this weapon. You may take this Advantage multiple times, each time you must select a different weapon category. The categories are unarmed attacks, light blades, heavy blades, bludgeoning weapons, polearms and spears, bows and crossbows, beam firearms, projectile firearms, or explosives.

Equipment

 * Heavy Gauss Pistol. WR=+6, Range=2, TL=5, Cost=4, Armor Penetrating, Small
 * Ammo x 1
 * Coil Carbine. WR=+7, Range=3, TL=5, Cost=4, Full Auto, Armor Penetrating, Large
 * Ammo x 1