Atticus "Addy" Tuttle

A fixer and Browncoat with a checkered past.

Description:
ATTRIBUTES
Mental d8 Physical d8 Social d8
SKILLS
Craft d8 Know d6 (Authenticity) Sneak d8
Drive d4 Labor d6 Survive d4
Fight d6 Move d4 Throw d10
Fix d4 Notice d6 Treat d4
Fly d4 Operate d4 Trick d6
Focus d6 Perform d4
Influence d12 Shoot d4

DISTINCTIONS
Fixer d8
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- When you have the ability to ask around, spend 1 PP to find who has the item that your searching for.

Done Time d8
- Gain 1 Plot Point when you roll a d4 instead of a d8.

Demolitionist d8
- Gain 1 Plot Point when you roll a d4 instead of a d8.
- Ace Up My Sleeve: Spend 1 PP to have placed a Time-Bomb d6 or Booby-Trap d6 asset on a place or a thing that you’ve had contact with in the recent past.

SIGNATURE ASSETS
Manipulative Benefactor d6
Someone is hacking the Core Alliance systems for Addy, purging Cortex records – some even as they’re made – of his existence and movements.

Indigo Eye d6
One of Addy’s eyes has been replaced with a bio-mechanical-electrical replacement. Originally it was a match to the original, but the iris recently lost certain pigmentation and now it has an indigo glow that makes it easier to influence others.

Ghost Suit d6
Addy can step into a dark ‘bag’ that shrink-wraps to him, like a morph suit. It deadens sound and reduces visual tracking of him.

Marksman With Item At Hand d8
It may not be a knife, but as a reaction, anything Addy can grab (within reach) will hit the mark if it’s a throwing weight. Enough to create a complication.

Bio:

Atticus "Addy" Tuttle

Not All Who Wander ScottRPer