Sam Grayson

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