Player Name: Derrick
Google Handle: DSmith8807
Tyler Puckett
Rank: Seasoned Advances Gained: 5 Advances Unspent: 0
Race: Human
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Pace: 5(d4); Parry: 4(0); Toughness: 5(0);
Skills (15/15)
- Academics d4 (1)
- *Athletics d6 (1)
- *Common Knowledge d4
- Fighting d4 (1)
- Intimidation d6 (2)
- *Notice d8 (2)
- *Occult d4
- *Persuasion d6 (1)
- Repair d6 (2)
- Research d8 (3)
- Shooting d6 (2)
- *Stealth d4
Hindrances (4/4)
- Obligation (Minor): Your hero has a responsibility she must attend to on a daily or regular basis. It could be a job, volunteer work, taking care of family or friends, etc. The Obligation consumes about 20 hours most weeks. Exactly what that entails should be discussed between the player and the Game Master.
- One Eye (Major): This veteran lost an eye and has trouble with depth perception. He subtracts 2 from any Trait roll dependent on vision and more than 5” (10 yards) distant.
- Slow (Minor): A disability or past injury has hindered this hero’s mobility. As a Minor Hindrance, reduce his Pace by 1 and his running die one step (if already d4, reduce to d4−1). Slow characters may not take the Fleet-Footed Edge.
- Prosthesis: A character with the Minor version of this Hindrance may have a prosthesis. If the prosthesis is lost, he suffers the effects of the Major version of Slow.
- Ugly (Minor): Attractive people get all the breaks. This unfortunate individual isn’t one of them. He subtracts 1 from his Persuasion rolls.
Edges (2/2)
- Connections (LAPD): Your heroine is connected to people or organizations who can help her when the chips are down. It might be the mob, the Feds, a union, or even other adventurers. Connections may be taken more than once, selecting a new faction or contact each time. Once per session, and assuming she can get in touch with them, the heroine can call on her friends for a favor. The favor depends on the nature of the contact (GM’s call), but might include a loan, gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker or scholar.
- Investigator: Investigators spend a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual private investigators while others are sleuthing mages in a fantasy world or inquisitive college professors stumbling upon Things Man Was Not Meant to Know. Investigators add +2 to Research rolls and Notice rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris.
- Jack-of-all-Trades: Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There’s little he can’t figure out given a little time and a dash of luck. The character makes a Smarts roll as an action after observing or studying some subject. She gains a d4 in the relevant skill with success, or d6 with a raise. She may try again after an hour of study, trial and effort, or immersion if she fails or wants to try for a raise. This lasts until the character attempts to learn a different subject, whether she’s successful or not.
- Luck: +1 Benny at the start of each session.
- McGyver: A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device. Failure means the device isn’t ready. A Critical Failure means he doesn’t have the right materials and can’t create the device this encounter.Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc.A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc.The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations.
- Scavenger: Once per encounter the hero may find, “suddenly remember,” or dig up some much-needed piece of equipment, a handful of ammunition, or some other useful device.
The Game Master decides what constitutes an encounter, and has the final word on what can and can’t be found. - Streetwise: Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities.Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.