Former submariner stationed in the Arctic
Attributes: 210 points
ST 12 [20]
DX 13 [60]
IQ 14 [80]
HT 15 [50]
Secondary Characteristics: -85 points
Damage 1d-1/1d+2; BL 29 lbs.
HP 12 [0]; Will 8 [-30]; Per 14 [0]; FP 10 [-15]
Basic Speed 5 [-40]; Basic Move 5 [0]
Languages: 4 points
English (Native) [0]
Latin (Accented) [4]
Advantages: 19 points
High Pain Threshold [10], Night Vision 6 [6],
Reduced Consumption 1 [2], Temperature Tolerance (Cold) 1 [1]
Perks: 2 points
Quick Reload (Detachable Magazine) [1], Walking Armory [1]
Disadvantages: -50 points
Extremely Hazardous Duty [-20], Sense of Duty (Team) [-5],
Weirdness Magnet [-15] and -10 points chosen from among
Callous [-5], Code of Honor [-5 to -15], Curious [-5], Compulsive Carousing [-5],
Disturbing Voice [-10], Easy to Read [-10], Honesty [-10], Impulsiveness [-10],
Incurious [-5], Intolerance (pick a country) [-5], Overconfidence [-5],
Skinny [-5], and Truthfulness [-5].
Quirks: -5
Skills: 43 points
Guns (Rifle) (DX/E)+5 [16]-18
Swimming (HT/E) [1]-15
Submariner (IQ/E) [1]-14
Brawling, Fast-Draw (Magazine), and Knife, all (DX/E) [1]-13
Electronics Operation (Scientific, and Sonar),
Hazardous Materials (Radioactive), Interrogation,
Leadership, Navigation (Sea), Soldier, Scuba,
Surgery (General (Trauma)), Teaching, all (IQ/A)-1 [1]-13
Survival (Arctic) (Per/A)-1 [1]-13
Driving (Auto), NBC Suit, Stealth, Submarine (Large Sub), all (DX/A)-1 [1]-12
Expert Skill (Military Science), Intelligence Analysis, Mathematics (Applied),
Physician, Ship Handling (Submarine), Strategy (Sea), Tactics, all (IQ/H)-2 [1]-12
Techniques: 7 points
Knee Strike (A) Brawling [1]-13
Targeted Attack (Rifle/Eye) (H) [6]-14
______________________________________
This time I did not spent all the points.
Go ahead and pick one (or Roll 1d6)
The Geologist
Explosives (Demolitions), and Prospecting, both (IQ/A)-1 [1]-13
Engineer (Mining), Geology, and Metallurgy, all (IQ/H)-2 [1]-12
The Scientist
Chemistry, Naturalist, and Psychology, all (IQ/H)-2 [1]-12
Biology (IQ/VH)-1 [2]-12
The Engineer
Electrician, Electronics Repair (Scientific), and
Mechanic (Large Sub), all (IQ/A)-1 [1]-13
Engineer (Electrical, and Submarine) (IQ/H)-2 [1]-12
The Radio Guy
Electronics Operation (Comm and Sensors),
Electronics Repair (Comm and Sensors),
Meteorology, all (IQ/A)-1 [1]-13
The Doc
add 3 to Physician (IQ/H) [4]-14
swap E.O. (Sci) for Electronics Operation (Medical) (IQ/A)-1 [1]-13
add 1 to Surgery (General (Trauma)) (IQ/A) [2]-14
Diagnosis (IQ/H)-2 [1]-12
The Pyro (also the Nuclear Ordinance Disposal guy, lol)
Explosives (NOD) (IQ/A)+1 [4]-15
Liquid Projector (Flamethrower) (DX/E) [1]-13