Up today is the class geek, Tara Smith!
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Tara Smith, class geek
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d4
Skills: Guts d4, Healing d6, Investigation d6, Knowledge (Science) d6, Notice d4, Throwing d6
Pace: 6; Parry: 2; Toughness: 4
Edges:
•Know-It-All: You read a lot, you pay attention in class, and you’re just naturally bright. You have a +2 bonus on Common Knowledge rolls.
•MacGuyver: You’re good at improvising tools when the situation calls for it. You never suffer penalties for lacking proper tools, and with a few minutes preparation and some materials, you can rig up lots of useful stuff (GM’s discretion-—think potato alarm clocks and crystal radios).
Hindrances:
•Bad Eyes: You wear glasses—-without them, you don’t see so good. Without your glasses, you suffer a –2 penalty made to attack or Notice something more than 5” (10 yards) distant.
•Weak Willed: You’re smart, sure, but you really want to be liked, and that sometimes makes you do dumb things. You suffer a –2 penalty on Tests of Will.
•Young: You are only 10 years old. While you have lower attributes and less skills than an adult, you are also somewhat luckier and start with one extra benny.
Gear:
•Brick: Str+d4, Range 2/4/8. You picked it up outside the door… just in case. There are also plenty more laying around, as well as heavy rocks.
•Glasses: These thick coke-bottle lenses prevent you from suffering the effects of your Bad Eyes Hindrance. They’re kind of fragile though, and every time you get Shaken or Wounded, you have to make an Agility roll or lose them. If you fumble the roll, they break.
•Pocket cash: $30.
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