Name: Wilson, but Courier Six (or just Six) works too.
Age: 24-ish. He forgot.
Gender: Male
Race: Human
Sex: Male
Appearance: A man of average height, with green eyes and black hair slicked up into a slight pompadour. He wears glasses and a
strange, light-green suit of some kind, with a black-tinted helmet.An archaic, tablet-like device called a 'Pip-Boy' adorns his left wrist, giving information about everything he's carrying, his condition, etc. It can't be taken off by anyone except him.
Personality: Wilson is a curious sort of person. He likes to know why or how things happen, but keeps an open mind about things that don't really make sense. He likes to make jokes.
Level: 6
EXP: ??
HP: 100
Init: 8+1d20
Stats: 42/42 points to spend
Constitution: 8
Dexterity- 10
Intelligence- 10 [+1]
Resistance- 7 [+1]
Strength- 7
Synergy- 0
Perks:
Emergency Stim-tuation: When below 1/4 HP, taking a Stimpack does not end Wilson's turn.
Hyperintellectual: All "Energy" weapons do an additional (INT/4, rounded down) damage.
Softcore Mode: When Wilson is reduced to 0 HP, he takes 5 turns to die instead of 3.
Well-Read: +1 stat point every level.
Equipment:
All-Purpose Science Suit
Light armor
Halves Radiation damage, +1 RES
Description: A pressurized, light green suit with various straps and tubes running across it. Pretty dirty. Comes with a (detachable) black-tinted helmet.
Plasma Pistol
Ranged "Energy" weapon
Base Damage: 1d6
Description: A bulky, cylindrical weapon with a strange dish serving as the "barrel", and small glass nodes along the body. Its projectiles are small blobs of extremely hot plasma.
That Gun
Ranged "Ballistic" weapon
Ignores one quarter (rounded down) of target's Res
Base Damage: 1d8
Description:
A large pistol with a thick barrel and small lights along the bottom.Wilson's Eyeglasses
+1 INT
Description: A pair of thick-rimmed black eyeglasses. Prescription.
Actions:
Fire / Block
(Level 1) Call ED-E: Wilson activates a special radio broadcast installed in his Pip-Boy, summoning ED-E for three turns.
(Level 4) Chems: Wilson reaches into... well, somewhere, and pulls out one of several various chemicals that boost him in different ways.
-Jet: An orange "inhaler" of.. something. +2 DEX for one turn.
-Med-X: A long syringe full of purple fluid. +3 RES for one turn.
-Mentats: A small tin full of little tablets. +2 INT for one turn.
-Stimpack: A syringe with a dial at the end. Heals 30 HP.
-Super Stimpack: A much larger Stimpack that heals 60 HP, but tires him out and makes him unable to act the next turn.
3/3 Super Stims remaining.(Level 1) Grenade: Wilson throws a small grenade that can damage multiple enemies. Flat 3d6 and can hit up to three enemies at once, provided it gets past their RES.
(Level 1) Neural Overload: Wilson starts talking so fast and with so many big words that the enemy's brain shorts out, stunning them for one turn and cancelling their current action.
(Level 1) Scientific Pursuits: In battle, Wilson can use his turn upgrading an ally's weapon, so long as it is mechanical or electrical in nature. Adds 3+(INT/2) to the damage of the weapon for one turn.
Out of battle, doubles Wilson's INT bonus when working on the specified crafting rolls.
(Level 4) VATS: Wilson activates an archaic program in his Pip-Boy that allows him to target different parts of the enemy and debuff them for three turns. Different areas also take additional damage during this attack, but they can miss.
Three turn cooldown. -Torso: +0 damage, -2 STR. 75% to hit.
-Head: +2 damage, -1 INT, -1 SYN. 45% to hit.
-Arms: +1 damage, -2 DEX. 60% to hit.
-Legs: +1 damage, -2 DEX. 60% to hit.
-Weapon: Deals no damage, but disarms the enemy for one turn. 35% chance to hit. Obviously only works if they actually have a weapon to disarm.
Inventory: Too many chems, pieces of ammo, etc. to count; 3 Super Stimpacks
Summons: ED-E