Shaheeda

Class: Adventurer (Partial Expert/Partial Psychic)
Background: Thug

Str: 7 (-1) Dex: 14 (+1) Con: 11 Int: 10 Wis: 12 Cha: 9

Level: 4 HP: 34 AC: 18 (ironhide + dex)

Attack Bonus:
Shoot: 6(+2) Stab: 0 Punch: 0

Saving Throws:
Physical: 12 Evasion: 11 Mental: 12

Skills: (note: 1 point unspent)
Connect-0, Exert-0 (+1 for dex, -1 for str), Lead-0, Notice-0, Program-0, Shoot-2 (+1), Sneak-1 (+1), Talk-1

Psychic Abilities:
Effort: 1 Telekinesis: 0
Telekinesis Techniques
Commit Effort for the scene to exert force as if with one hand at Shaheeda's own strength

Foci:
Close Combatant: Use pistol sized range weapons in melee without suffering penalties for proximity of melee attackers. Ignore shock damage from melee assailants, even if unarmored
Ironhide: AC of 15 plus half character level, rounded up
Sniper: When making a skill check for an Execution attack (or for target shooting), roll 3d6 and drop the lowest die


Equipment Readied: (Up to 3 encumberance worth of items)
Armored Vacc Suit - AC 13, Enc 2
Laser Pistol - 1d6 damage, 100/300 range, +2 to hit if using monocle and targeting beam, silent, ultraviolet, 10 shots per cell, Enc 1

Equipment Stowed: (Up to 7 encumbrance worth of items)
3 extra type A power cells (Enc 1)
This is not Shaheeda's complete equipment list

Tiny Stowed Equipment that Does not Cause Encumberance
Ident Card
Comm Pad
Monocle for viewing ultraviolet light

Equipment Owned but not carried

Shaheeda
Consortium Special Branch Officer
Children

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