
| Full Name |
Harper Beckett |
| Race |
Human |
| Classes/Levels |
|
| Gender |
Female |
| Age |
14 years |
| Languages |
English |
| Occupation |
Attempt not to die |
About Harper Beckett
Hinderances
Young (Major): Begins with an extra Benny per session, starts with ten skill and three attribute points.
Loyal (Minor): NEVER will betray a friend. Even if helping out a friend could get her killed, she would rather save her friend than live her life without them.
Quirk- Gunshy (Minor): After seeing a raider's broken gun malfunction and blow his hand off, Harper is scared of using guns. She's okay with using knives, bows, even certain explosives to suit her needs, but she hates touching guns.
Edges
Beast Master: Loneliness is a truly terrifying feeling, and Harper has learned this the hard way after being forced out of Vault Two and into the barren Wasteland. Luckily, her kindness attracts companionship from the most simple of beings: animals. A special animal that she meets after leaving the Vault is a figure who can begin to fill the void that Percy used to occupy.
Fleet-Footed: Pace is 8, Run die is 1d10
Agility: Up two dice
Skills and Attributes
Agility: 1d10; Spirit: 1d8; Strength: 1d4; Smarts: 1d4; Vigor: 1d6
Sneak: 1d12 (6 pts); Survival 1d4 (1pt), Fighting 1d8 (3pts)
Parry: 6
Inventory
Two empty bottles, 12 radroach corpses, three cooked Brahmin steaks, one stimpak, one backpack, one crossbow, 15 poisoned bolts, 45 bolts, one chain