Maurice Grimm (8 of 8 XP Psychic)
Abilities Str 3; Agi 3; Con 3; Int 3; Wis 5; Pre 3; Vitality
(0) 16 0; Wounds
(-2) 8 0
OBLITERATEDSaves React 8; Endure 8; Will 10; Luck
3 0; Surge
3 0
Psychosis 2 Movement Init 13; Move 25 ft (Run 75)
Attacks Unarmed Strike 6/3S; Grapple Moves; Deck Pistol 10/8L/40ft (12); Combat Knife 6/5L; Combat Axe 5/6L; Riot Gun 10/10L/100ft; Concussion Grenades 10/0+S/20x (2)
Combat Skills Dodge 10; Feint 6; Grapple 10; Melee 6; Ranged 9; Target 6; Throw 10; Unarmed 6
All Other Skills Appraise 8; Artistry 13; Balance 6; Bluff 6; Climb (6’) 6; Conceal 8; Diplomacy 11; Disguise 8; Drive 6; Entertain 11; Escape 6; Gamble 8; Gather Info 9; General Knowledge 9; Handle Animal 9; Hide 8; Intimidate 9; Jump (15’l/3’h) 2; Listen 8; Move Silently 6; Ride 6; Search 6; Sense Motive 13; Social Sciences 11; Spot 11; Swim (6’) 6; Taunt 6; Treat Injury 13
Edges Psychic (Biokinesis);
Psychic Power (x3); Psychic Superfluous Power Psychic Powers Light Touch; Close Wounds; Restore Vitality; Suppress Toxins
Flaws Greedy; Short
Equipment Normal Load 50; Encumbered 100; Limit 150; Drag 600 Cell phone, business wear, deck pistol, pocket secretary, micro comlink
Pirate Loot: Camouflage; Skinsuit; Magnetic Boots; Zero-G Harness; Combat Axe; Combat Knife; Deck Pistol W/ 3 Extra Clips; Riot Gun; Concussion Grenades (2); Micro Comlink
Luxury Car: Handling 0; Armor 0; Structure 20; Systems 10
Notes Light Touch: allows the Psychic to telekinetically pick up and move any object (or creature) up to 50 pounds, within line of sight. The object moves at a Base Movement of (5’ x WIS) and can be double moved (two Actions) if desired, but not ‘Run’. Creatures caught with this ability can still change facing and attack (if in range), but have no control over their own Movement. Light Touch can be maintained over multiple rounds with concentration.
Close Wounds: instantly restores 5 Wound Points each time it is used, Stabilizing Dying characters and taking Disabled characters back to Wounded.
Restore Vitality: instantly restores 10 Vitality Points each time it is used and counters the Conditions of Fatigued, Exhausted, Unconscious, Nauseated, and the special Disabled status induced by Surgery.
Suppress Toxins: instantly counters the effects of all poisons or diseases, reversing any Condition change, Ability Point, or Wound Point loss imposed by the toxin.