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The Fisherman

Fisherman

F) Rm30
A) Ex20
S) Ex20
E) Rm30
R) Ex20
I) Ex20
P) Ex20

Health: 100 Karma: 60
Resources: Ex Pop: -5

Known Powers:
None

Equipment:
Fisherman Suit: The Fisherman's suit has the following abilities:
-Body Armor: Rm protection vs. Physical and Energy
-Energy Absorption: Rm ability to absorb Electricity only to his gauntlets
-Extended Hearing: Ex
-Radio Communications: Ex
-Sealed Systems: Able to survive the pressure of underwater combat, 5 hours air supply
-Super-Ventriloquism: Ex ability to speak underwater
-Swimming: Ex
-Water Freedom: Doesn't suffer any penalties in underwater combat
Telescoping Fishing Rod: Am material, Am ensnarement, may launch up to 5 areas
Utility Belt: Rm material, After successfully grappling a target with the Rod's line, the Fisherman may use an Automatic Action to attach his weapon to the front of the Belt. Under these circumstances, the Fisherman may use In Strength to reel in his catch.
Trick Lures: The Fisherman's many trick lures also hang from the Belt. He has the following types of lures:
-Grenade Lure: In damage to everything in one area
-Knockout Gas Lure: In intensity to 1 area
-Net Lure: In ensnarement
-Torpedo Lure: In damage to one area, In waterspeed

Talents: Animal Handling, Repair/Tinkering, Martial Arts B, Edged Weapons, Weapons Specialist: (Fishing Rod)

Contacts: None