Sam Grayson
Revision as of 03:57, 20 July 2010 by 82.103.209.4 (talk)
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