Full Name |
Wesley Dodds |
Race |
Human |
Classes/Levels |
Mysteryman 8 |
Gender |
Male |
Occupation |
Playboy/Mysteryman |
Homepage URL |
http://en.wikipedia.org/wiki/Sandman_(Wesley_Dodds) |
Strength |
15 |
Dexterity |
16 |
Constitution |
16 |
Intelligence |
14 |
Wisdom |
15 |
Charisma |
17 |
About The Sandman
Name: Sandman (Wesley Dodds) Class: Mysteryman Race: Human
Strength: 15 (+1 dmg in melee) Intelligence: 14 Wisdom: 15 Constitution: 16 (+1 hp/HD)
Dexterity: 16 (+1 to hit at range, -2 to be hit) Charisma: 17 (6 SCM, +2 loyalty)
Level: 8 Experience Points: 75,000 Alignment: Neutral
Hit Points: 35 Armor Class: 7 or 5 Move: 60 ft.
Class Abilities: Climb (11 in 12), intimidate (force morale save 1/hr), notice things (2 in 4), +3 signature move (+3 to dmg when punching), invisibility (2 in 4), track (10 in 12), pilfer (2 in 4); law enforcement reaction never better than neutral
Race Abilities: Bonus to notice things (increased to 6 in 10), -2 to be hit in dim light
Saves: vs. missiles – 5, vs. poison – 5, vs. plot – 6, vs. science – 6, vs. magic – 7
SCMs: Sandman – Dian Belmont (girlfriend since 2/40 and back-up Sandman since 11/40), D.A. Belmont (Dian’s father and NY District Attorney)
Items: Gas mask (immune to gas attacks), gas gun (everyone in 10’ radius must save vs. poison or fall asleep for 2d6 turns), 128 gas shells (gun ammo), grapple gun, binoculars, flashlight, handcuffs, camera (Kodak pocket), wristwatch, 6-room house in the city, Chevrolet 1939, chemical research lab
[Item notes: D.A. Belmont has a 6 room house in the city and a Colt .45 revolver. Dian has a Browning 9 mm.]