Special Abilities:
•Curious: Must check out everything and solve all mysteries
•Sage: When fighting a creature, he can make a Common Knowledge roll to remember one of her Special Abilities. In addition, once per session, the player can invent a useful piece of knowledge, remembered from her studies, that helps her or the group in the current situation. This knowledge cannot contradict the consolidated background. If the piece of information is accepted by the Game Master and doesn’t disrupt the plot, it grants a bonus of +4 to a single roll or automatically solves a specific problem (GM’s decision). Particularly good ideas should be rewarded with a Bennie too.
•Scholar (Arcana, Legends & Lore): +2 on two Knowledge skills with d8+
Demetrio's trusty staff. He never goes anywhere without it. He once used this to destroy a powerful mummy and now there is a permanent blood stain on the exact spot where he struck it down. The wood is cold to the touch.
Somehow his righteous anger coalesced with the necromantic energy that animated the mummy to create a disrupting field.
The staff stores a single Benny that can be used to reroll damage against undead creatures, similar to the No Mercy edge (SWD p.36). The player can also use his own Bennies to activate this power.