Full Name |
John Smith (yes, really!) |
Race |
Human |
Gender |
Male |
Size |
5'2" |
Age |
19 |
About John Smith42
He's young, short, and pudgy (as much as he can be without being Hindrances), and was bullied a lot so he's surly, but is loyal to friends and protects the innocent. He was a spoiled-rich-kid who was disinherited when his powers began to manifest, and he has had to survive on the streets on his own (that is, homeless) for awhile.
Savage World stats :
Attributes
Agility : d6
Smarts : d10
Spirit : d8
Strength : d4
Vigor : d6
Derived
Pace : 6
Parry : 6
Charisma : 0
Toughness : 5 + Armor 2, or 4 vs. bullets
Skills
Fighting (Ag) : d4
Healing (Sm) : d6
Knowledge/Occult (Sm) : d4
Lockpicking : d6
Notice (Sm) : d6
Shooting (Ag) : d8 (+1 with a specific Glock)
Magic (Sm) : d10 (was Spellcasting)
Streetwise (Sm) : d4
Tracking (Sm) : d4
Hindrances
Major : Heroic (always help those being abused or taken advantage of)
Minor : Loyal, Mean
Edges
Arcane Background (Spellcasting)
Power Points
Trademark Weapon
Marksman (+2 Shooting this round if no movement)
Powers
Confusion/1, Deflection/2, Healing/3
15 power points, recover 1/hour
Gear
Gun : Glock (12/24/48, AP 1, 2d6, 17 shots, semi-auto[double-tap]), 3 lb, $200
Armor : Kevlar (+2/+4 bullets), 8 lb, $250
Spare Glock (ankle holster)
Uzi
Car : Toyota Corolla
In car : crowbar, shovel, hatchet, duct tape, flares, boxes of Glock and Uzi ammo (well hidden)
Smartphone
Jeans jacket with many outside and inside pocket containing : two filled clips, a taser, and one clip each of cold iron and silver
Special ring - Quickness : 10PP, Cost of 4PP to activate as an action. Duration 3 rounds with 2PP per round to continue. No rolls required, as such there is no possibility for a Raise.
On self (fanny pack) : good gloves (thin, good grip, easy to put on), whistle, safety pins, super-glue, button compass, coil of wire, handkerchiefs, metal mirror, magnifying glass, flare, pepper spray, a butane lighter, a mini-flashlight, tin of Advil, 10' of heavy twine, a multi-tool, a dozen long zip-ties, and a Swiss army knife
$5415. $500 of that on self, $440 of that well-hidden.
Adventure Card
- Replace any single roll as a Success with a Raise. This includes critical failures.
- Call in a Deux ex Machina favor from Maggie. This can change the plot entirely, if you need it to.