Officer Patrick Mulhoney -- NPC

Str: 6Unarmed Combat: 6Close Weapons: 7
Dex: 6Dodge: 6Thrown Weapons: 6
IQ: 4Library Use: 4
Will: 5
San: 4
TOSS: 0 Fingerprint:

Handicaps:

FEEBLEMINDED

Level: 2
Category: Influence
Effect: You are especially vulnerable to Psionic Abilities. Subtract your level from your defense for all Psionic Abilities.
Time To Use: Instantaneous    Uses: Unlimited
Other Constraints: You must have no PSI STAT or a PSI STAT of 0. If the Psionic Ability used on you has an automatic success, you defend on a challenge of your WILL + PSI Resistance vs. your opponent’s Ability rating. You cannot take both Feebleminded and PSI Resistance.

Resources:

POLICE CONTACTS

Level: 1
Category: Miscellaneous
Effect: You have contacts in the local police department. You can use them as an information source. Just ask the GM any questions you would like to ask your source. Your source may not be available: see constraints. You may attempt to contact your source as many times as you like, but each attempt per game period adds one to the target number. Each time you may ask as many questions as you like, although the GM is free to be stingy with information. Additionally, you may use your Police Contacts to avoid being arrested or to be released on bail easily, if being arrested or held by NPCs. You may do this once per game period, no matter what your level.
Chance of Success
5 + Ability Level VS varies
6 VS varies
Time To Use: Varies    Uses: Unlimited
Other Constraints: The information you get will be restricted to what your source would know and what the source would tell you (GM decision). And you must have a way of contacting your source within the game. (For example, if you do not have access to a telephone, you cannot access your source).

CONTACT: Jones Gang

Level: 1
Category: Information
Effect: You have an information source. Just ask the GM any questions you would like to ask your source. Your source may not be available: see constraints. You may attempt to contact your source as many times as you like, but each attempt per game period adds one to the target number. Each time you may ask as many questions as you like, although the GM is free to be stingy with information.
Chance of Success
5 + Ability Level VS Variable Difficulty Level (see Constraints)
6 VS Variable Difficulty Level (see Constraints)
Time To Use: Variable (ask GM)    Uses: Unlimited
Other Constraints: The information you get will be restricted to what your source would know and what the source would tell you (GM decision). And you must have a way of contacting your source within the game. (For example, if you do not have access to a telephone, you cannot access your source).

Skills:

RANGED WEAPONS

Level: 3
Category: Martial
Effect: You can use ranged weapons (guns, bows, etc., but not thrown weapons) using your skill instead of the default. (+2 if from behind, -2 if target is obscured- see constraints below). If you make a "called shot" you may take a -2 to your chance of success and do 1 extra star of damage if you succeed.
Chance of Success
DEX + Ability Level VS Your Opponent's Dodge
9 VS Your Opponent's Dodge
Time To Use: Instantaneous    Uses: Unlimited Uses
Other Constraints: Cover - If your target is at least 50% obscured by something that would stop your weapon (including another person), you are at a -2 to hit. Collateral Damage - If you miss, there is a 50% (1-3 on a d6) chance of hitting anything else in the line of fire. Make checks starting with the nearest object/person to you, until something is hit, or all objects have been checked. Apply damage to the hit object (without any called shot bonus)

CLOSE WEAPONS

Level: 1
Category: Martial
Effect: You can use all close combat weapons (knives, clubs, etc.) using your skill instead of the default. Note that this does not include rapiers, foils, and other fencing swords, which are handled by the FENCING skill.
Chance of Success
STR + Ability Level VS Your Opponent's Dodge
7 VS Your Opponent's Dodge
Time To Use: 1 Combat Round    Uses: Unlimited
Other Constraints: You get +2 to your challenge if you attack from behind. This skill automatically defaults to your STR.

GAMBLE

Level: 3
Category: Miscellaneous
Effect: You get a bonus for all gambling challenges. You may also use this as a bonus against challenges involving cheating at gambling, or gambling itself. You don't need to tell other players that you have the skill for defense; you just declare your IQ to be equal to your IQ plus your skill in Gamble.
Chance of Success
IQ + Ability Level VS Your Opponent's IQ + Gamble Ability Level
7 VS Your Opponent's IQ + Gamble Ability Level
Time To Use: Varies    Uses: Unlimited
Other Constraints:

Aptitudes:

TOUGH

Level: 1
Category: Martial
Effect: You may ignore the first star of damage you take each combat round, for as many combat rounds as you have levels in this Aptitude
Time To Use: Instantaneous    Uses: 1 round of combat/levels of aptitude
Other Constraints:

HOLD YOUR ALCOHOL

Level: 4
Category: Miscellaneous
Effect: You ignore all negative effects of some of the blue stars you receive due to alcohol or drugs. You ignore the effects of 1 star per level of aptitude.
Time To Use: Instantaneous    Uses: 1 Star/Level
Other Constraints:

SKILLED DRINKER: Ranged Weapons

Level: 1
Category: Miscellaneous
Effect: You are better at a particular skill after having been drinking. The can only be applied to a skill that you have. For each star of alcohol damage you take, that skill goes up (not down) by one! You ignore the alcohol's affect to that skill's STAT for the purposes of that skill only. The alcohol does affect everything else you do, however, including going unconscious.
Time To Use: Instantaneous    Uses: Unlimited
Other Constraints: This can only affect Skills, not Handicaps, Resources, or Aptitudes.