Dr. Von Click

Description:

Name: Dr. VonClick
Race: Cronia Kreen
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d4
Experience: 6/11
Skills: Investigation d8, Knowledge: Storm Theory d6, Notice d6, Persuasion d6, Fighting d4, Shooting d6, Weird Science (Arcane) d8
Pace: 5/6, Parry: 4, Dodge: 4, Toughness: 4(5), Charisma: 0
Gear: Unarmed Strike d4-2 (Str)
Special Abilities:
•Bad Eyes: -2 to shoot or notice distant targets
•Delusional (Believes Familiar is his adopted child: Believes something strange
•Obese: +1 Tough; -1 Pace; Roll d4 for running
•Arcane Weird Science: Gain the Weird Science arcane background
•Mechanical Familiar: The scientist has acquired made a mechanical familiar.

The mage and the familiar acquire the Loyal Hindrance with regard to each other. The familiar is not a slave, however, and can refuse to follow orders, especially ones which will cause it harm. Unless ordered otherwise, the familiar follows its natural instincts.

The strong bond allows the familiar to resist the effects of beast friend. Each Rank of the mage adds +1 to the creature’s Size for the purpose of how many Power Points are needed to control it.

Both can understand each other’s speech. To others, the familiar is simply making mechanical whirs the mage speaks his normal language.

The familiar is a Wild Card with respect to wounds and the Wild Die, but has no bennies. The scientist may spend his for the familiar, however.

A scientist can dismiss a familiar to gain another if he chooses

Each additional time this Edge is taken, the scientist can pick one of the powers below. Each power may only be taken once. The scientist may take this Edge only once each Rank. Taking it during character creation allows the character to take it again while he’s a Novice.

( ) The scientist can transfer wounds and Fatigue levels to or from his familiar as a free action.
( ) The scientist may increase one attribute of his choice which is lower than that of the familiar by one die, to a maximum of d12.
(X) The scientist can use the familiar’s senses as if they were his own. This requires concentration. The maximum range for this ability is the scientist’s Smarts x 100 yards.
( ) The familiar can use the scientist’s Combat Edges as its own.
( ) Any weird science equipment the scientist uses on himself also affect the familiar. If he casts armor with a raise, both he and his familiar gain 4 Armor for the duration, for example.
( ) The familiar has 5 Power Points, which the scientist may use as if they were his own. They recharge at the same rate as the scientist (usually 1 per hour).
•Flight: May Fly at normal Pace
•Keen Eyes: Add 2 to Notice when using sight
•Low Light Vision: No penalties for Dim/Dark lighting
•Size -1: Size is -1
Arcane Powers:
•Bolt: Single bolt 2d6 damage; Up to 3 bolts at 1pt per bolt; 2pts does one 3d6 bolt
•Boost/Lower Trait: Raise/lower a trait by one die-type (or two with raise)
Stuff
Leather Armor (1 Armor)
1186 Silver
NPC Expenses
Neron (100 sp/mo)
Mikhail (50 sp/mo)
Tul’vii (50 sp/mo)
Paid for one month.
Ships
Skiff
- Speed 8
- Handling 1
- Guns 2
- Toughness 13 (2)
- Wounds 4
Sloop
- Speed 10
- Handling 1
- Guns 4
- Toughness 13 (2)
- Wounds 4

Bio:

Dr. Von Click

Cronia thenullvoid