Sigmund Van Hoff36xp
Mad Scientist AbilitiesStr 3; Agi 3; Con 3; Int 6; Wis 3; Pre 3; Vitality (0) 14; Wounds (-2) 8 (Armor 10)
SavesReact 8; Endure 8; Will 8; Luck 5; Surge 3
Psychosis 8
MovementInit 9; Move 60 ft (Run 180)
AttacksUnarmed Strike 4/3S; Heavy Tool 2/4S; Freeze Ray 9/♠/30 ft (15); Thrown Dynamite 4/8L A15’r♠/20x ft
Combat SkillsDodge 7; Feint 7; Grapple 4; Melee 4; Ranged 7; Target 13; Throw 4; Unarmed 4
All Other SkillsAppraise 14; Balance 4; Bluff 7; Climb (7.5’) 4; Conceal 7; Demolitions 13; Diplomacy 10; Disable Device 14; Disguise 7; Drive 7; Escape 4; Gamble 7; Gather Information 10; General Knowledge 12; Hide 4; Intimidate 7; Interrogation 10; Jump (15’l/3’h) 4; Listen 7; Mad Sciences 15; Mechanics 15; Move Silently 4; Ride 4; Search 15; Sense Motive 10; Spot 10; Swim (7.5’) 4; Taunt 7; Treat Injury 10
EdgesChosen One; Mad Scientist; Wildcard;
Gizmo (Accelerator Switch); Gizmo (Armored Vest); Gizmo (Chem Plant); Gizmo (Freeze Ray); Gizmo (IR Goggles); LuckyFlawsAbsent Minded; Geezer; Heavy Drinker
Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600Lab Coat; Leather Aviator’s Helmet; Armored Vest; IR Goggles; Freeze Ray; Chem Plant; Accelerator Switch; Gizmo Bag; Mechanics Tools; Demolitions Kit; Dynamite (12); Smoke Bombs (6); Doctor’s Bag (Surgical Tools, Trauma Packs 3, Antitoxin 4, Black Hole 1, Gamma Green 3, Lightspeed 3, Pain Killer 8, Stimdose 8, Super-Coag 3); $850
Notes Chosen One: The character can spend a Luck Point to change any non Attack-based Extra Success (successful roll of ten or higher) into a Crit instead.
Wildcard (MTN 5): The Mad Scientist Wildcard Edge allows the Mad Scientist to cobble together in a pinch virtually any mundane non-complex, non-electronic, item that lasts for one scene. See Cheat Sheet for a list of items that can be produced with the Mad Scientist Wildcard Edge (though others are certainly possible as allowed by the GM).
Accelerator Switch: The Accelerator Switch Gizmo is a network of wires worn under the clothing and against the skin that sends unique bioelectrical signals throughout the body, causing an explosive twitchiness in the muscle fibers. The effects of this allow for very quick gross motor movement, which doubles the user’s Normal Movement speed and grants an additional Dodge Action each round.
Armored Vest: The Armored Vest Gismo is a padded ballistic jacket, giving the user and Armor Value of 10/-2.
Chem Plant: The Chem Plant Gizmo is strapped-on like a backpack and is designed to produce and inject a variety of bio-chemical concoctions directly into the bloodstream according to the following predetermined stimuli of the user:
- The Chem Plant will automatically oxygenate the blood when oxygen levels drop, allowing the user to go without breathing for as long as his environment requires.
- The Chem Plant instantly rallies against any introduced pathogens or poison, granting the user complete immunity to all Disease and any blood or nerve agent based Poisons.
- The Chem Plant automatically produces Antirad whenever the user is exposed to Radiation.
- The Chem Plant automatically administers Stimdose whenever the user is KO’d and at the user’s Free Action to reduce Fatigue.
- The Chem Plant will also administer Pain Killer at the user’s Free Action.
- The Chem Plant also contains storage bays for three doses of any other drug the user wishes to inject into them, which can then be instantly administered at any time at the user’s Free Action.
.Freeze Ray: The Freeze Ray Gizmo shoots out a beam of numbing cold that causes a level of Fatigue each time it hits a living creature; that translates to Fatigued, Exhausted, Unconscious, and then Dead. For inanimate objects the effects also stack, ranging from Cold to Frost Covered to Frozen Solid, to Shattering.
IR Goggles: The IR Goggles Gizmo grants the user the ability to see in the dark without penalty.
Trauma Pack: The Trauma Pack is a specialized bandage pack that instantly stops blood loss through open wounds when applied, Stabilizing a Dying character without a Treat Injury roll.
Antitoxin: When administered immediately after exposure to poison (within 30 seconds or 6 rounds), each dose of Antitoxin gives the user an additional Endurance Save with a +4 bonus to resist the poison’s effects. It can also be used to Stabilize a character who is Dying due to a failed Endurance Save, regardless of how long the character has been poisoned, although it will not work on someone who is already Dead.
Black Hole: Black Hole grants +10 Wound Points for 1 hour, but causes incoherent speech (–5 penalty to all Charisma skills). When it wears off, 10 Wound Points are lost as damage (whether the additional Wound Points granted by the drug or the character’s own). Those not killed coming down from the drug are Disabled.
Gamma Green: Gamma Green grants a +4 Strength bonus while imposing a –4 penalty to all Wisdom based rolls for 1 hour. When the drug wears off, it causes Exhaustion (and sterilizes the user for 1-20 months).
Lightspeed: Lightspeed grants a +3 Agility bonus, a +3 Wisdom bonus, and a +10 Movement bonus for 10 rounds. It permanently increases Psychosis by 1 and Exhausts the user after the effects wear off.
Pain Killer: Pain Killer reduces all Wound Penalties by 1 for the next 8 hours, but imposes a –2 penalty to all Intelligence rolls while in effect.
Stimdose: Stimdose instantly counters Unconsciousness and reduces Fatigue by one step (Exhausted to Fatigued; Fatigued to Normal), but causes the shakes and imposes a cumulative –1 penalty to all Agility based skills per dose, until after eight hours of rest.
Super-Coag: A dose of Super-Coag instantly stops blood loss through open wounds and restores 5 Wound Points (Stabilizing Dying characters and taking Disabled characters back to Wounded). Using Super-Coag more than once within 24 hours of a previous dose is dangerous, as the drug can cause deadly blood clotting in the heart and brain. If taken more than once within a 24 hour period, the user must make a MTN 10 or Crit Endurance Save (each dose) or become Dying (which cannot be Stabilized with further use of this drug). No more than a total of 10 Wound Points may be restored for any one wounding through the use of this drug.