Zeppo Mansley

Name: Zeppo Mansley

Race: Human (Mundane)

Attributes:

Body - 5 (6)

Agility - 5 (6)

Reaction - 5 (7)

Strength - 3 (4)

Charisma - 1

Intuition - 4

Logic - 1

Willpower - 4

Edge - 5

Initiative - 9

Essence - 5.44

Positive Qualities:

Ambidextrous

Double Jointed (+2 dice mod to Escape Artist tests)

Guts (+2 dice mod against fear and intimidation effects)

High Pain Tolerance 3 (Ignore 3 boxes of damage when calculating wound modifiers)

Quick Healer (+2 dice mod on all healing tests made on/for/by character)

Res. to Pathogens/Toxins (+1 dice mod to resistance tests against pathogens/toxins)

Toughness (+1 to Body when making Damage Resistance Tests)

Will to Live 3 (3 additional Damage Overflow boxes)

Hawk Eye (+1 to perception tests made at a distance, all unaugmented Weapon Range mods are reduced by 1.)

Lightning Reflexes (+2 to unaugmented Reaction.)

School of Hard Knocks (+1 to Street Knowledge)

Tough As Nails 3 (3 additional Physical Condition monitor boxes)

Water Sprite (+2 dice to all tests related to swimming. Time before fatigue from swimming is doubled)

Negative Qualities:

Combat Monster (Must make a Composure (2) test to break away from a fight)

Signature

Vindictive (Must make a Composure (2) test to not go out of his way to correct any slight made against him)

Thrill Seeker (Must make a Composure (2) test to avoid blindly jumping into obviously risky situations)

Mental Handicap 1 ( -1 dice mod to any tests involving Logic or Willpower)

Mysterious Implant

Flashbacks 1 (Trigger experienced every few weeks. Character is incapacitated for 1d6 minutes)

Distinctive Style 3 ( +9 dice mod to physically spot the character in a crowd enviornment)

Computer Illiterate ( -2 dice mod to any tests involving an electronic device or matrix device)

Gene Freak ( -3 dice mod on all social skill tests not involving intimidation, +2 dice mod to intimidation)

Incompetent

Gremlins (Number of 1s needed to roll a glitch reduced by 2 when attempting to use a moderately sophisticated device)

Skills:

Skill Group Stealth (Disguise, Infiltration, Palming, Shadowing) - 2

Skill Group Athletics (Climbing, Gymnastics, Running, Swimming) - 2

Pistols (Semi-Automatics) - 5

Blades (Parrying) - 5

Dodge (Ranged Combat) - 4

Bioware / Cyberware:

Suprathyroid (+1 to Body, Reaction, Agility, and Strength. +10% lifestyle cost)