Google Handle: mjhusband
Character Name Egil ‘The Edge’ Skallgrim
Rank: Seasoned Experience: 33 Advances Left: 0
Race: Psi-Stalker
Iconic Framework: Crazy
Attributes: Agility d10+2, Smarts d10+1, Spirit d8, Strength d10+1 (+3 Jump) Vigor d8
Charisma: -2; Pace: 16 d8 (Climb 10); Parry: 7; Toughness: 18 (8); Strain: 1
Skills:
- Climbing d4+3
- Fighting d8
- Notice d6+2
- Psionics d10+1
- Riding d6
- Shooting d8+2
- Stealth d6
- Streetwise d6
- Survival d4
- Tracking d6+2
- Hindrance (Psychic Degradation): Monologuer
- Hindrance (Major): Curious
- Hindrance (Minor): Outsider
- Hindrance (Minor): Habit: Constantly goes off topic in conversations
- Hindrance (Minor): Quirk: Licks his fingers after feeding by touch
- Hindrance (Psychic Degradation):[dice:2mrjngky]3615:0[/dice:2mrjngky] [dice:2mrjngky]3615:1[/dice:2mrjngky] Phobia: Drowning: Egil will panic if fully submerged in water
- Edge: Combat Reflexes
- Edge: Ambidextrous
- Edge: Major Psionic
- Edge: Scrounger
- Edge: Quick
- Edge: Connections: The Black Market
- Edge: Sublime Chaos
- Edge: Split the Seconds
- Edge: Controlled Hunger
- Edge: Acrobat
- Edge: Gymnastic Mastery
- Edge: Off the Handle
- Edge: Master Psionic
- Edge: Battle Hardened
- Edge: Linguist: American, Techno-Can, Spanish, Japanese, Euro, Dragonese, Gobbley, Faerie Speak, Chinese, Demogogian, Russian
- Edge: Tricky Fighter
- Summon Inner Strenght: Boost Trait, Cost 2 or 4, Adrenaline Surge Spirit Trapping
- Neural Strike: Lower Trait, Cost 2 or 4, Bio-Manipulation Paralysis Trapping
- Riding the Edge: Illusion, Cost 3 or 6, Empathic Transmission - Fear Trapping
- Mystical Skin: Armor, Cost 2 or 5, Trapping: PPE/ISP Glutton ( Psychic vampire only). Brimming with residual PPE or ISP from feeding, or maybe after and epic supernatural chow down, the overflow has made my skin pulsate with energy making it incredibly easy at a moment's thought to go from sensitive to rock solid. This power is self only but for +1 ISP can be activated as a free action.
- Clairvoyance, Cost 3+ or 6+, Trapping: Temporal Thought. A beneficial power gives unexpected insight often from a life choice not taken. Upon casting this, you can choose an untrained skill and gain a d4 in that skill for the duration of the power. This trapping adds +1 PP to the casting cost.
- Losing it (Free Action): -2 Parry, +2 Fighting, +2 Strength, +2 melee damage, +2 Toughness, ignore wound penalties
- Getting it Together: Smarts check, -1 on Trait Rolls
- Bio-Regeneration: Natural Healing roll 1/24 hours
- Arcane Background: Psionics
- Super Endurance: ½ the amount of sleep and +4 to resist Fatigue
- Super Reflexes: -2 to be hit as long as he is aware of attack
- +2 Parry when using Defend Maneuver
- Ignore Difficult Ground when moving
- Agility Check to reduce falling damage by 10 ft or 20 ft on a raise
- Distinctive Appearance: M.O.M. implants
- Magic is impossible
- Needs Action: Spirit roll during slow periods. Failure causes -2 to Charisma and -1 to Trait rolls
- Unstable Psyche
- +1 Armor vs. damaging Arcane powers, +1 to all opposed trait rolls vs. Arcane powers
HJ Rolls
Adventure Deck
Racial Abilities
- Animal Empathy
- Psychic Sense: Detect Arcana at will using Notice or Tracking skill
- Psychic Vampire (3 PPE/ISP every 48 hours)
- Racial Enemy: Simvan
- Cannot take PPE Arcane Background