| abstract
| - You lack the skills, abilities, and special talents that make the other members of your team so effective. You're almost a liability, really. But there's something about you that makes everyone else's jobs easier when you're around. Your teammates put up with sometimes having to save you from the monsters because when it comes down to it, you make the team better. Attributes: ST 13 [30]; DX 13 [60]; IQ 13 [60]; HT 13 [30]. Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 15 [6]; Will 13 [0]; Per 13 [0]; FP 13 [0]; Basic Speed 7.00 [10]; Basic Move 7 [0]. Advantages: Combat Reflexes [15]; Zeppo* Ridiculous Luck[54]; Zeppo** Super Luck[80]; and Manipulator Talent +3 [15]; • One of the 15-point lenses from MHC6-9; • Choose 15 points from among Charisma [5/level]; Daredevil[15]; Destiny [5-15]; Fearlessness [2/level]; Fit[5]; Hard to Kill [2/evel]; Hard to Subdue [2/level]; Honest Face [1]; Magic Resistance [2/level]; Manipulator 4[5]; Patron [10 or 20]; Pitiable [5]; Rapier Wit [5]; Serendipity[15]; Single Minded [5]; Wealth [varies]. Disadvantages: Chummy [-5]; another 45 points in appropriate disadvantages. Primary Skills: Occultism (A) IQ+1 [4]-14; Acting, Animal Handling, and Intimidation, all (A) IQ+3 [2]-16; Psychology (H) IQ+3 [4]-16. • 6 points in 2 Know Thy Enemy skills. Secondary Skills: Leadership (A) IQ+2 [1]-15; Tactics (H) IQ [4]-13; Observation (A) PE+0 [2]-13; Stealth (A) DX+1 [4]-14. • Three of Brawling or Knife, both (E) DX+1 [2]-14; Axe/Mace, Boxing, Broadsword, Saber, Shortsword, Spear, Two-Handed Axe/Mace, or Two-Handed Sword, or Wrestling, all (A) DX [2]-13; or Karate or Judo, both (H) DX-1 [2]-12. • Two of Crossbow, Guns (Pistol, Rifle, Shotgun, or SMG), Thrown Weapon (Axe/Mace, Knife, or Spear), all (E) DX+1 [2]-14; or Bow or Throwing, both (A) DX [2]-13. • Six of Climbing (A) DX [2]-13; Acrobatics (H) DX-1 [2]-12; First Aid (E) IQ+1 [2]-14; Armoury (Melee Weapons or Small Arms), Disguise, Fast-Talk, Holdout, Soldier, or Traps all (A) IQ [2]-13; Body Language or Tracking, all (A) Per [2]-13; or an unchosen weapon skill from the previous list; or increase any optional skill by 1 level. Background Skills: Seven of Knot-Tying or Jumping, both (E) DX [1]-13; Driving (Automobile or Motorcycle) or Filch, both (A) DX-1 [1]-12; Area Knowledge (any), Camouflage, Computer Operation, Current Affairs (any), Housekeeping, or Scrounging, all (E) IQ [1]-13; Architecture, Gambling, Interrogation, Lockpicking, or Research, all (A) IQ-1 [1]-12; Carousing or Swimming, both (E) HT [1]-13; or Lifting or Sex Appeal, both (A) HT-1 [1]-12. * Zeppo Ridiculous Luck is Ridiculous Luck with the Others Only Wishing (+0%) and Accessibility: Cannot be used against foes except to reroll critical successes (-10%) modifiers. ** Zeppo Super Luck is Super Luck with the Others Only Wishing (+0%) and Accessibility: Allies Only (-20%) modifiers. *** Manipulator Talent gives skills bonuses to Acting, Animal Handling, Fast-Talk, Intimidation, Leadership, and Psychology Customization Notes Most of this template's customization comes in the choice of disadvantages, secondary skills, and background skills. The mandatory primary and secondary skills give you a lot of versatility in combat. In addition to normal weapon or unarmed attacks, you can aid your allies by watching their backs, redirect enemies by taunting them, force them away by blustering, or dropping out of the fight by playing dead. Your luck boosting powers require that you see the action, but you can be hidden or pretending to be dead and still help.
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