Sam Grayson: Difference between revisions
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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 10:57, 20 July 2010
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