Miranda Greene

Saves:
 * Blacksmithing:
 * Bowyering:
 * Cybernetics:
 * Fletching:
 * Genetics:
 * Gunsmithing:
 * Horsemanship:
 * Leatherworking:
 * Mechatronics:
 * Musketeering:
 * Swordsmanship:

1)Working on Cars

2)Social Drinking

3)Wood Carving

 Fears: 

1)Thassolophobia

2)Spiders

3)Losing Her Free Will

 Likes: 

1)Old Music

2)Old Movies

3)Animals

 Dislikes: 

1)Abusive/ Manipulative People

2)Prissy Prudes

3)Breaking Promises

''' Character Bio+Description: Formerly a soldier in the American Army, Miranda was frozen for nearly 70 years before being awoken by Silo 7. She was then tricked into joining them, subjugated to their cybernetic surgeries, and forced to take the hellish Horrifium. Some time later, other soldiers helped her escape, and she swore to them to bring help, to free them from their oppressors.'''

 Backpack Inventory(C.C): 

Alice Pack

34 Days Food and Water

Tactical Vest

Cowboy Hat

Combat Boots

Cargo Pants

Wool Socks

T-Shirt(Black)

Hemp Rope (20 Ft.)

Flashlight

Sleeping Bag

Set of Cookware

Climbing Pick x2

Nylon Socks

Bass Guitar

Parrot- Unnamed

Record Player

Bed (Marce's Home)

Locker (Marce's Home)

Climbing Harness

Lantern

Weapon Repair and Cleaning Kits

Tool Kit

15x Railroad Spikes

1x Smashed AR-15 Magazine

10(m9 mags worth)x 9mm

1x Prybar

2x Suitcases, Hard-Sided

2x Cheap Suit Jacket

Horrifium (x49)

Cybernetic Arms- +4 Melee

Cybernetic Eyes- +4 Perception

Cybernetic Ears- +4 Perception

Cybernetic Heart-Doubled Stamina if both lungs are cybernetic as well.

Cybernetic Lungs-When both lungs are installed the user is immune to all airborne toxins and cannot catch respiratory related illnesses.

Cybernetic Kidneys-All liquids have doubled hydration effect. Alcohol products no longer cause dehydration if both are installed.

Cybernetic Legs- +4 Movement per AP

Cybernetic Spine

Cybernetic Liver-Alcohol no longer gets the character drunk. Character is immune to Neurotoxins.

Cybernetic Stomach-Immunity to poison and food related illness. Also, food is doubled in effectiveness.

Pain Nullification Implant-The user is immune to pain related effects and trauma.

Power Armor Interface Implant

Sub Dermal Armor Implant-The user gains +2 to all armor ratings. This armor is undetectable.

Power Armor- 10 Armor, 1500 HP, 200 Slot Usage

This armor render the user immunity to: * Electrical Shock Hazards * Environmental Fires * Fall Damage * Inhalants(including smoke)

Additionally the user gains:

* One hour of air stored within the armor * Ten additional carry capacity while wearing the armor, Uses 1 power cell per 3 days of use.