Difference between revisions of "Sam Grayson"
(Created page with '=Sam Grayson= =Attributes= St d6 Ag d8 Sm d8 Sp d6 Vi d8 Skills Fighting d4 Guts d4 Investigation d8 Notice d8 Repair d6 Shooting d4 Stealth d6 Streetwise d6 Derived Statistic…') |
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=Attributes= | =Attributes= | ||
− | St d6 | + | *St d6 |
− | Ag d8 | + | *Ag d8 |
− | Sm d8 | + | *Sm d8 |
− | Sp d6 | + | *Sp d6 |
− | Vi d8 | + | *Vi d8 |
− | Skills | + | =Skills= |
− | Fighting d4 | + | *Fighting d4 |
− | Guts d4 | + | *Guts d4 |
− | Investigation d8 | + | *Investigation d8 |
− | Notice d8 | + | *Notice d8 |
− | Repair d6 | + | *Repair d6 |
− | Shooting d4 | + | *Shooting d4 |
− | Stealth d6 | + | *Stealth d6 |
− | Streetwise d6 | + | *Streetwise d6 |
− | Derived Statistics | + | =Derived Statistics= |
− | Pace 6 | + | *Pace 6 |
− | Parry 4 | + | *Parry 4 |
− | Charisma 0 | + | *Charisma 0 |
− | Toughness 6 | + | *Toughness 6 |
− | Hindrances | + | =Hindrances= |
− | Curious (Major) | + | *Curious (Major) |
− | Heroic (Major) | + | *Heroic (Major) |
− | Loyal (Minor) | + | *Loyal (Minor) |
− | Pacifist (Minor) | + | *Pacifist (Minor) |
− | Edges | + | =Edges= |
− | AB: Super Powers (12) | + | *AB: Super Powers (12) |
− | Super Karma (7) | + | *Super Karma (7) |
− | Power Points (7) | + | *Power Points (7) |
− | McGyver | + | *McGyver |
− | Super Powers (26) | + | =Super Powers (26)= |
− | Construct (5) - +2 to recover from Shaken, No Wound modifiers, Immune to disease/poison, Repair instead of Healing to recover from Wounds | + | *Construct (5) - +2 to recover from Shaken, No Wound modifiers, Immune to disease/poison, Repair instead of Healing to recover from Wounds |
− | Awareness, Danger Sense (8) - No lighting/obscurement penalties, Character is -4 to hit, Smarts roll to detect hidden dangers | + | *Awareness, Danger Sense (8) - No lighting/obscurement penalties, Character is -4 to hit, Smarts roll to detect hidden dangers |
− | Broadcast (3) - Tap into radio/television broadcasts out to 1000 miles | + | *Broadcast (3) - Tap into radio/television broadcasts out to 1000 miles |
− | Gifted (1) - Ignore -2 penalty for unskilled rolls | + | *Gifted (1) - Ignore -2 penalty for unskilled rolls |
− | Malfunction (3) - Spirit roll to cause technological device to stop working | + | *Malfunction (3) - Spirit roll to cause technological device to stop working |
− | Stun (4) - Targets in Medium Burst Template must make a Vigor roll at -2 or be Shaken | + | *Stun (4) - Targets in Medium Burst Template must make a Vigor roll at -2 or be Shaken |
− | Super Attribute (2) - Agility increased one step, Vigor increased one step | + | *Super Attribute (2) - Agility increased one step, Vigor increased one step |
Revision as of 03:57, 20 July 2010
Contents
Sam Grayson
Attributes
- St d6
- Ag d8
- Sm d8
- Sp d6
- Vi d8
Skills
- Fighting d4
- Guts d4
- Investigation d8
- Notice d8
- Repair d6
- Shooting d4
- Stealth d6
- Streetwise d6
Derived Statistics
- Pace 6
- Parry 4
- Charisma 0
- Toughness 6
Hindrances
- Curious (Major)
- Heroic (Major)
- Loyal (Minor)
- Pacifist (Minor)
Edges
- AB: Super Powers (12)
- Super Karma (7)
- Power Points (7)
- McGyver
Super Powers (26)
- Construct (5) - +2 to recover from Shaken, No Wound modifiers, Immune to disease/poison, Repair instead of Healing to recover from Wounds
- Awareness, Danger Sense (8) - No lighting/obscurement penalties, Character is -4 to hit, Smarts roll to detect hidden dangers
- Broadcast (3) - Tap into radio/television broadcasts out to 1000 miles
- Gifted (1) - Ignore -2 penalty for unskilled rolls
- Malfunction (3) - Spirit roll to cause technological device to stop working
- Stun (4) - Targets in Medium Burst Template must make a Vigor roll at -2 or be Shaken
- Super Attribute (2) - Agility increased one step, Vigor increased one step