Mad Millie Hurst
Seasoned Female Human
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Electronics d8, Fighting d4, Language (Native) d8, Notice d6, Persuasion d4, Research d10, Science d12, Stealth d6
Pace: 6; Parry: 4; Toughness: 5 (1)
Hindrances: Delusional (minor, The voices tell you what to... make/steal/kill/keep in your secret airtight vault), Small, Wanted (major, )
Edges: Calculating, Investigator, Level Headed, Super Powers (15)
Armor: Thick coat, Leather Jacket (Armor 1)
Weapons: Unarmed (Range Melee, Damage Str), Ranged Attack (1) (Range 12/24/48, Damage 2d6)
Gear: Backpack (Contains: "Bug" (Micro Transmitter), Hand held computer), Boots, Hiking, Clothing, Casual
Language: Native (native, d8)
Current Wealth: $200
Special Abilities
- Languages Known: Native (native, d8)
- Force Field (5): Reduces incoming damage by 5 - Device (-1): Power belt, Alternate Trait (1): , Must make a Focus roll as an action to activate this ability. If he loses concentration, it Powers Down and must be reactivated
- Genius: Gets a free reroll on all Smarts and Smarts-based skills - The hero ignores the −2 penalty when making unskilled, Smarts-based rolls.
- Ranged Attack (1): 2d6 Damage - Must use the Cone Template, emanating from the super., Can “charge up” her attack as a limited action, adding +1d6 to the first damage roll made in her next action (or +1d10 if combined with an All Out Attack (page 30)., Device (-2): Theta Bolt Caster, Selective (1), Alternate Trait (1): Science, -1
- Heightened Senses: Hero has heightened senses. - Device (-2): Spectacles, The character can see heat sources. He halves darkness penalties against targets with heat signatures (or lack thereof in normal environments). If he also has Low Light Vision, he ignores all illumination penalties., Can see through any substance x-rays can penetrate (they’re usually blocked by thick metal or particularly dense materials). Can ignore up to 2 points of Cover penalties if can see through the intervening obstacle., Alternate Trait (1): Science, Ignores penalties for Dim and Dark Illumination (but not Pitch Darkness). If he also has Infravision, he ignores all illumination penalties., Can see down to the molecular level. This adds a +1 bonus to any roll where that might prove useful, such as a Healing roll to treat a disease, Science to analyze the composition of a substance, or Survival to track tell-tale particles through otherwise untrackable terrain., -1
- Healing: Your helpful hero can heal herself or another within 6” (12 yards). This takes a Focus roll as an action and heals one Wound with a success, or two with a raise. - Device (-2): Blue Vials, May heal fatigue instead of wounds, Power requires touch to affect, Alternate Trait (1): Science, -1
- Interface: Your hero can interface with electronic gadgets, giving him much greater access to their inner workings than others. He gains +2 to Electronics and Hacking rolls. - Device (-2): Haptic gloves, Thievery gains the +2 bonus for interface so long as electronics are involved in some way., Alternate Trait (1): Science, -1
- Malfunction: Make a piece of technology or machinery within range malfunction. - Device (-2): EMP Ring, Alternate Trait (1): Science, -1
Advances
Novice Advances- Raise Skills: Research/Common Knowledge
- Raise Attribute: Smarts
- Raise Skills: Science/Research
- Edge: Investigator
Current Load: 12 (21)
Books In Use: Savage Worlds: Adventure Edition, SWADE Super Powers Companion (2021)
Setting Rules: Born a Hero, Super Strength
Validity: Character appears valid and optimal
Books In Use: Savage Worlds: Adventure Edition, SWADE Super Powers Companion (2021)
Setting Rules: Born a Hero, Super Strength
Validity: Character appears valid and optimal
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