Hank Justice

  • July 2020
  • PDF

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Hank Justice Human Male Fast Hero 3 Representing Chopper Dave Strength 12 (+1) Dexterity 16 (+3) Constitution 14 Intelligence 14 Wisdom 14 Charisma 17 (+3) Size: Medium Height: 5' 8" Weight: 165 lb Eyes: Dark Brown Hair: Gray Skin: Light Talents: Evasion Increased Speed Total Hit Points: 24

(+2) (+2) (+2)

Speed: 35 feet Armor Class: 18 = 10 +1 [leather jacket] + 4 [class] +3 [dexterity] Touch AC: 17 Flat-footed: 15 Initiative modifier: +3 = +3 [dexterity] Fortitude save: +3 = 1 [base] +2 [constitution] Reflex save: +5 = 2 [base] +3 [dexterity] Will save: +3 = 1 [base] +2 [wisdom] Attack (handheld): +3 = 2 [base] +1 [strength] Weapon Finesse: +5 = 2 [base] +3 [dexterity] Attack (missile): +5 = 2 [base] +3 [dexterity] Grapple check: +3 = 2 [base] +1 [strength] Reputation: +1 = 1 [base] Action points: 17 (lifetime) Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 43 lb. or less 44-86 lb. 87-130 lb. 130 lb. 260 lb. 650 lb. Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing] Colt M1911 autoloader [2d6, crit 20, range incr 30 ft., 3 lb, ballistic, semiautomatic] M16A2 assault rifle [2d8, crit 20, range incr 80 ft., 8 lb, ballistic, semiautomatic/automatic]

Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing] Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.] Military (starting occupation) Knowledge (tactics) Swim Feats: Athletic Far Shot Simple Weapon Proficiency [free] Weapon Finesse x2 Weapon(s): Personal Firearms Proficiency Mutations: Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Balance Dex* 3 = +3 Bluff Cha 3 = +3 Climb Str* 5 = +1 +2 +2 [athletic] Computer Use Int +2 Concentration Con +2 +1.5 Craft (Structural) +2 Craft (Visual Art) +2 Craft (Writing) Int +2 Diplomacy Cha 5 = +3 +2 Disguise Cha 3 = +3 Drive Dex* 7 = +3 +4 Escape Artist Dex* +3 Forgery Int 2 = +2

2 = 3.5 = Int

2 =

Int

2 =

2 =

3 =

Gamble Wis 2 = +2 Gather Information +3 Hide Dex* 3 = +3 Intimidate Cha 3 = +3 Jump Str* 3 = +1 +2 [speed 35] Knowledge (tactics) +2 +5 Listen Wis 2 = +2 Move Silently Dex* +3 +6 Navigate Int 2 = +2 Perform (Act) Cha +3 Perform (Dance) Cha +3 Perform (Keyboards) +3 Perform (Percussion) +3 Perform (Sing) Cha +3 Perform (Standup) Cha +3 Perform (String Inst.) +3 Perform (Wind Inst.) +3 Pilot Dex* 8 = +3 +5 Repair Int 3 = +2 +1 Research Int 2 = +2 Ride Dex 3 = +3 Search Int 2 = +2 Sense Motive Wis +2 Spot Wis 4 = +2 +2 Survival Wis 4.5 = +2 +2.5 Swim Str** 3 =

Cha

3 =

Int

7 =

9 =

3 = 3 = Cha

3 =

Cha

3 =

3 = 3 = Cha

3 =

Cha

3 =

2 =

+1 +2 [athletic] Treat Injury Wis 2 = +2 * = check penalty for wearing armor Human Extra feat at first level (already included) Four extra skill points at first level (already included) One extra skill point at each additional level (already included) Class HP rolled Level 1: Fast Hero 8 Level 2: Fast Hero 6 Level 3: Fast Hero 4 Hank Justice's Equipment: Hank Justice's Languages: Hank Justice's Allegiance(s): If you are using the wealth system from the core rulebook, roll 2d4 and add +1 (Military). More about Hank Justice: Pissed off about being honorably discharged from the USMC in Vietnam after having his arms and legs bound by rope, a bomb strapped to his chest, being kicked off a cliff and into a Viet Cong village and having all the males in the village spit, and piss on him and dangled their testicals in his face, Hank became a high school teacher and taught history for the past number of years since his discharge. Now there are zombies, and he's more than happy to go back to fighting. ZOMBIE TIME ZOMBIE TIME BLOOD BLOOD BLOOD.

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