Player Name: Sgt 86Delta
Google Handle: Sgt 86Delta
Doc Olliday
Rank: Seasoned 2 Advances Left: 0
Race: D'Norr
Iconic Framework: Techno-Wizard
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d6
Pace: 6" (d6); Parry: 4 (½ Fighting +2); Toughness: 0 (½ Vigor+2 plus armor); Strain: 0
Skills:
- Core
- Athletics d4
- Common Knowledge d4 d6 +2 (Streetwise (cond)) +2 (HJ Exp & Wisdom (cond))
- Language (Native - American) d8
- Notice d4 d8
- Persuassion d4 d8 +1 (HJ Education) +2 (Streetwise (cond))
- Stealth d4
- Standard
- Academics d6
- Electronics d8
- Fighting d4
- Healing d8 +2
- Occult d10
- Performance d4-2/ d4-1 (HJ Education)
- Repair d10
- Science d8
- Survival d4-2/ d4 (HJ Exp & Wisdom (cond))
- Techno-Wizardry d10
Train Later
Not Using
Hindrances
- Alien Physiology (Racial)
D-Bee (Major) (Racial)
Restricted Path (Racial)
Sensitive (Racial)
Cybernetics (IF)
Device Dependent (IF)
Enemies (IF) - Gearhead Geek (IF) Doc Olliday has a fascination with the Wild West of early Colonial America (Quirk Hindrance). All of his TW Gizmos bear some Western motif or Steampunk flavor.
- Curious (Major) Doc Olliday is more curious than a cat. Exploration and Discovery are his biggest weaknesses.
- Driven (Minor) Its one thing to be the best, it is entirely something different when you make a living at it.
- Loyal (Minor) He does not have many close friends (lots of associates) but if he considers you a friend, you better believe that Doc has your back.
- Hindrance (Major): brief description
- Hindrance (Minor): brief description
- Charismatic [Novice, Spirit d8] Doc Olliday gets a free reroll on Persuassion rolls. (Racial)
Horns (Racial)
Intelligent & Spiritual (Racial)
Natural Arcane Affinity (Racial) - AB Techno Wizard (Environmental Protection, Healing, Relief) (IF)
Arcane Machinist (IF)
Machine Maestro (IF)
Required Knowledge (IF) - Streetwise [Novice, Smarts d6] 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.(InitAdv)
- New Powers (Havoc, Smite) (N2)
- Healer [Novice, Spirit d8] A hero with this Edge adds +2 to all Healing rolls, whether natural or magical in nature.(N3)
- Work the Room [Novice, Spirit d8] Your hero’s words don’t just inspire those they’re directed at—they often inspire others as well. Once per turn, you can use Work the Room to roll an additional skill die when Supporting with Persuasion or Performance. The additional die Supports any other ally who can see or hear your hero, and applies to their next action, whatever it may be.(N1)
- Master of Magic [Seasoned, Arcane Background (Magic or Miracles), Smarts d8, Arcane Skill d8, Occult d8] True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.(S1)
- New Powers (Dispel, Warrior's Gift) (S2)
- I Know A Guy [Novice, Persuasion d6, Charismatic] Interlude - HJ _
- Linguist Edge: [Novice, Smarts d6]
This world-traveler has an ear for languages. She begins play knowing half her Smarts die type in different Language skills of her choice at d6 (see the Language skill on page 31). (S3) - Combat LifesaverCOMBAT LIFESAVER
- Scholar-HealingScholar - Healing
- Improved Combat Lifesaver
- Work the Crowd
- Rich Shipping Container Finds
RICH
- New Edge: brief description
Not Applicable _