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Post by honestiago on May 21, 2009 12:24:20 GMT -5
CHARACTER NAME: Whipsmart SECRET IDENTITY: Fletcher Finley TOTAL COST: [40w]
SPECIES: Human GENDER: Male HAIR: Blonde EYES: Blue HEIGHT: 5'7" WEIGHT: 166
[BIOGRAPHY] ========================= Golden boy Fletcher Finley made good on his promise, inheriting, then extending a fortune in investments and invention patents via the “Finlandia” corporation. With his parents gone, and him set up for life seemingly, this led to the predictable life of ill-spent leisure. So, what's a bored but in-shape, brilliant, former frat boy with a detective fixation to do? Why don a garish costume and fight evil, of course. Though how he'll maintain his playboy lifestyle might be his biggest obstacle.
PERSONALITY: Fletch is a wise-a**, no question. And a wee bit too c*cky for his own good (or anyone else's sometimes). Though he'll never admit to it, much of his bravado is born of a "father-pleasing" complex. Spencer Finley was by all accounts a great man. Fletcher did not appear on his way to becoming anything of the sort. The tragic demise of his parents in an accident involving their private plane shoved Fletch into the limelight. So far, he's made good, thanks to shrewd decision-making skills (not to mention his father's impressive portfolio and stockpile of wealth). The emergence of Whipsmart is directly related to his need to "prove himself" in ways that won't be overshadowed by his father. That said, he is not above living up to the playboy persona he established long ago. Some habits are hard to break.
SIGNIFICANT CONTACTS:
Jimmy Neal Scott Neal is a friend of Whippy's father dating from WAAAY back. He works as a design engineer in the experimental weapons division of Finlandia. He knows of Fletch's dual existence, and is often there to lend guidance (to include giving Whip a severe tongue lashing when he gets a bit too full of himself).
Jackie Quarl An old school chum of Fletch's whom Fletch has recently rediscovered. Jackie has indeed blossomed as a person (mentally, physically, spiritually -- the whole nine). Fletch may be hopelessly in love with her, but who can tell with the hot & cold nature of their relationship? After all, Jacks doesn't care for some of Fletch's business enterprises (in particular, the government contracts). As a muckracking, liberal reporter, they are often at odds. It goes without saying that Jacks is not much of a fan of Whipsmart, whom she sees as an "headline-grabbing blowhard who is OBVIOUSLY overcompensating for SOME LACK in his life."
[ABILITIES] [12w] =========================
INTELLIGENCE: 5 (6w) -Energy regenerates through Intelligence STRENGTH: 3 (1w) AGILITY: 3 (1w) SPEED: 3 (1w) DURABILITY: 3 (3w)
HEALTH: 3 ENERGY: 10 REGENERATION: 5
WEALTH: 6 (4w)
[ACTIONS] [23w] =========================
Acrobatics 2 (6w) -AGL bonus PLUS Whip Modifier SPECIALTIES: Tightrope walking Tumbling
Business Skills 4 (2w) INT BONUS SPECIALTIES: Investing Tax Code expert Patents
Combat - Close 7 (6w) AGL bonus OR weapon mod (usually WHIP SPECIALTIES: Whip Mixed Martial Arts Boxing Kick Boxing
Combat - Ranged 4 (2w) SPECIALTIES: Pistols Thrown objects
Concentration 3 (4w) INT BONUS
Social Skills 6 (4w) SPECIALTIES: High Society Big Business Show Biz Paparazzi Celebrity Scene Military contracts
[MODIFIERS] [6w] ======================= Fast-Draw +4 (2w) Reflexive Dodge +3 (4w)
[EQUIPMENT] [5w] ========================= Custom Armor +1 (1w) WHIP +4 (4w) -ELECTRICAL CURRENT: Stuns at will (+1 CL)
[CHALLENGES] [+6w] ========================= Extreme vanity (+2) Prying relatives, friends, associates (+2) Secret ID (+2) Guilty Conscience (about not living up to father's legacy) [no stones]
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Post by honestiago on May 21, 2009 12:25:32 GMT -5
DESCRIPTION] =========================
TOTAL COST: [40w]
CHARACTER NAME: Tallbear (or “Spirit Walker”) SECRET IDENTITY: Andrew Tallbear SPECIES: Human GENDER: Male HAIR: Black EYES: Blue HEIGHT: 5'9" WEIGHT: 171
Andrew was always infinitely blessed. From the time of his birth (which his mother termed "near-painless") to his present state, the Lakota shaman has always been a purveyor of light and goodness. Truly, his people said, the spirit is within him. Andrew often felt that strange, inner piece.
It all turned to turmoil after the incident at Wounded Knee in 1973. The deaths of Clearwater and Lamont struck a deep chord with the 15-year old boy, inspiring great anger within him. Not knowing how to deal with these feelings, he embarked on a visionquest. No one is entirely sure what happened those 3 days. But when Andrew returned, he had somehow developed unusual abilities. For the next few years, he used them for the betterment of tribal conditions. Hardly the agitator, Andrew instead worked behind the scenes, taking on those who would attempt to exploit his people.
His struggles recently brought him to the big city to testify in a court case involving a breach of contract with a logging company. His people won the case, as well as a lot of notoriety and positive press. From this experience, Andrew gathered that he might be able to advance his people's cause by serving not simply as an example to them, but to all people. Ever since then, he has used his considerable talents to aid all in need as the "Spirit Walker."
[ABILITIES] [10w] =========================
INTELLIGENCE: 2 (0w, 2r) STRENGTH: 4 (2w) AGILITY: 2 (0w, 2r) SPEED: 2 (0w, 2r) DURABILITY: 4 (6w)
HEALTH: 4 ENERGY: 12 REGENERATION: 4
WEALTH: 1 (0w, 1r)
[ACTIONS] [31w, 1r] =========================
Combat - Close 2 (0w, 2r) STR or WEAPON bonus Fisticuffs Wrestling
Combat - Ranged 2 (0w, 2r) -WEAPON bonus Bow and Arrow Spear
Hunting/Tracking 4 (2w) Native American Tracking Techniques Animals and Behavior Stalking
Mastery of “Spirit Energy” 2 (15w) -Power of Extraordinary Scope (+3 CL) -Combine with almost any action (+4 CL) -Empathetic communication (+1 CL) -Create/Manipulate Spirit Energy (as Magical Healing and Drain Energy at AN) (+1 CL) NOTE: The energy of the "Great Spirit" is found in everything, but is especially powerful in nature. Andrew uses the energy to augment his natural abilities.
Teleportation 3 (9W) -(Teleportation) Do not have to travel to send others -(Teleportation) Other dimensions -(Teleportation) See through portal -(Teleportation) Spend 1 red stone per guest -Only through mastery
Social Skills 2 (2r) - Keewazi Tribe Protocol - Persuasion
Leadership 1 (1r)
[MODIFIERS] [6w, 1r] ========================= Animal Senses 2 (0w, 2r) -Heightened sense of smell.
Defense, Mental +2 (0w, 2r)
Toughness +2 (3w)
Vision, Enhanced 3 (2w) -(Vision) Life energy -(Vision) See auras
[CHALLENGES] [+9w] =========================
Special vulnerabilities (+3) “Man-Made” energies are especially dangerous to Andrew. Consider any sort of technological energy attacks to do x2 damage to him (electricity, for example).
Weak immune system (+3) Just as disease ravaged Native Americans, so, too, is Andrew susceptible to ailments. He can use his Mastery to expunge them, but the cost is x2 stones to “purge” his system.
Member of a disenfranchised minority (+1)
Compulsion to stick up for the underdog (+2)
[EQUIPMENT] [0w] ========================= Custom Bow +1 [purchased with wealth] Blunt Arrowheads (+1) [Stun Damage only, purchased with wealth]) Custom Spear +1 [purchased with wealth] ==================================================
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Post by honestiago on May 21, 2009 12:29:07 GMT -5
TOTAL COST: [35w]
CHARACTER NAME: RAIL SECRET IDENTITY: UNK SPECIES: Human GENDER: Male HAIR: UNK EYES: UNK HEIGHT: 6'0" WEIGHT: 178
BIOGRAPHY: The black-clad being known as "RAIL" is the result of an experiment in nano-technology by an unidentified company. As far as anyone knows (including RAIL), the self-repairing suit and gun were both stolen one night after a break in. Several lab techs were killed in the robbery, the items were stolen, and the data on the project deleted. Not long after, RAIL appeared near Bell View elementary school, where he brought a local child molester to justice. Ever since then, he was waded through the ink of night, taking up the cause for the downtrodden. Little is known of the hero, except that he has a soft spot for children.
[ABILITIES] [6w, 2r] =========================
INTELLIGENCE: 2 (0w, 2r) STRENGTH: 3 (1w) AGILITY: 3 (1w) SPEED: 3 (1w) DURABILITY: 3 (3w)
HEALTH: 3 ENERGY: 21 REGENERATION: 3
WEALTH: -1 (+2w)
[ACTIONS] [13w, 1r] =========================
Black Ops/Spying 4 (3w) -Infiltration -Stealth -Surveillance -Shadowing
Combat - Close 3 (1w) -STR bonus or Weapon Modifier
Combat - Ranged 5 (3w) -RAIL GUN
Computers 3 (1w) -INT bonus -Hacking
Concentration 2 (2w) -Free Option, INT Bonus -Only through/with Black Ops
Social Skills 3 (1w) -Homeless/Vagrants -Local Schools
Wall Crawling/Climbing 2 (0w, 1r) -AGL bonus -"Web Slinging" used only with RAIL gun.
[MODIFIERS] [9w] ========================= Extended Life/Immortality 0 (3w) -Made possible by Nano-Armor -Allows "self-contained," but must have regen cycle.
Healing Factor 3 (1w) -Affects HEALTH regeneration only -Made possible by suit.
Reflexive Dodge +1 (2w)
Targeting +2 (3w) -Only through/with RAIL GUN.
Energy Battery 4 (4W) -+12 to energy pool
[CHALLENGES] [+8w] =========================
Chronic disease or condition (+3) -Suit maintains his life.
Compulsion to stick up for the underdog (+3) -Especially homeless, children
Deadly enemies (+2) -Tech industry that created suit wants it back.
Elemental Sensitivity, Energy (+2) -Can "short out" suit (stuns)
[EQUIPMENT] [6w] =========================
Nano-Armor +2 (3w) -Self-Repairs, Sustains RAIL (grants extended life)
RAIL GUN +2 (3w) -Allows "RAILING" (web slinging" -Bonus to Ranged Combat -Self Repairs -If "emptied," must recharge (see below)
==================================================
RAIL GUN: Rail's weapon is a nano-infused multi-tasker that fires pin-like projectiles at high velocity. It is also outfitted with additional tubes from which "rail cable" is fired, allow him to rapidly rappel and travel (much the same way Spidey does). The weapon does have the unfortunate drawback of a limited supply of material. The nano-regeneration cycle comes to a halt if RAIL reaches zero energy. If this occurs, he must regenerate to full before his RAIL pistol will work again. (basically, he has to have 1 stone of energy in his supply perpetually, if the GUN is to work; if he expends all energy [reaches "0"], the gun is empty, and goes into a recharge cycle that comntinues until he gets back to 13 energy).
NANO-ARMOR: This self-repairing armor grants RAIL extended life and self-containment, as far as the need to eat goes. The suit absorbs solar energy and transfers it to the nanites that run both it and the gun. This absorption can only occur when the systems are "shut down" (basically, when RAIL is "at rest," during the day, basically sunning himself like a lizard on a rock). The ARMOR must have an uninterrupted regeneration cycle each day, of pproximately 2-3 hours. If RAIL skips this cycle, the suit's energy capacity drops by a 3 stones. This affect is cumulative, meaning each day RAIL goes without inert regernation he loses 3 stones to his energy pool. Thus, if he went two days without an inert cycle, he would be operating at a maximum capacity of 15 energy. If the suit drops to 0 energy as a result of a lack of regen, it will begin to draw health from the individual inside, at a rate of 1WS per hour, until the victim is dead. If that happens, the suit becomes inert, a bag of dead nanites, basically. The Irony of all this is that RAIL operates primarily at night.
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Post by honestiago on May 21, 2009 12:37:55 GMT -5
TOTAL COST {after challenges}: 43w, 2r CHARACTER NAME: Major Victory (Gold/Silver Age) SECRET IDENTITY: Roger Stevens SPECIES: Human GENDER: Male HAIR: Blonde EYES: Blue HEIGHT: 6'4" WEIGHT:
[BIOGRAPHY] ========================= Roger Stevens was the ultimate paragon of virtue, the representation of "American values" incarnate. A product of intense training and practical living, Major Victory was an effective hero from his early days during WWII, all the way into the late 70s, when he retired, then disappeared from the public eye. He is rumored to be living somewhere in Blackstone, kept alive by magical means.
[ABILITIES] (9w) ========================= INTELLIGENCE: 3 (1w) STRENGTH: 3 (1w) AGILITY: 3 (1w) SPEED: 3 (1w) DURABILITY: 3 (3w)
HEALTH: 3 ENERGY: 33 REGENERATION: 3
WEALTH: 4 (2w)
[ACTIONS] [21w] ========================= Acrobatics 4 (2w) -AGL Bonus
Combat - Close 7 (6w) -AGL or Weapon Modifier -Multi-style -Boxing -Judo -Wrestling -Karate
Combat - Ranged 7 (6w) -Weapon Modifier -Pistols -Rifles -Bazookas/RPGs -Sniper weapons -Throwing
Leadership 6 (4w)
Social Skills 4 (2w) -Local government -Military (current and retired) Vehicle Operation 3 (1w) -Automobile -Motorcycle -Prop planes
[MODIFIERS] [16w, 1r] ========================= Defense, Mental +2 (2r)
Fast-Draw +2 (2r)
Reflexive Dodge +2 (3w)
Targeting +2 (4w)
Energy Battery 8 (8w)
[EQUIPMENT] [15w] ========================= Shield +4 -Adds to ranged or close combat - Indestructible
[CHALLENGES] [8w] ========================= -Stick up for the underdog 2W -Won't break the law 3W -Deadly Enemies 3w
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Post by honestiago on Jun 28, 2009 13:54:36 GMT -5
[DESCRIPTION] =========================
TOTAL COST: [44w, 2r]
CHARACTER NAME: "Keys" SECRET IDENTITY: Cornelius Keyes SPECIES: Mutant GENDER: Male HAIR: None EYES: Green HEIGHT: 5'5" WEIGHT: 128
Back in the 20s and 30s, Cornelius Keynes shopped himself as "The World's Greatest Psychic." He used this ability to bilk anyone and everyone out of their fortunes through all the means at his disposal. He might've remained this way, had he not met Marsha Hemple, the plain, but soft-hearted daughter of one of his intended targets. His love for Marsha was strong, almost enough to change Cornelius for good. But he had such difficulty pulling himself away from his dark schemes, despite her kind and good influence.
Everything changed with the train accident. Conny and his love were prepared to take a trip across country when he had a flash of insight regarding the train. He saw the accident in a dream. Being a man of reason, he dismissed the idea entirely. After all, he really wasn't a "psychic" was he?
Less than an hour later, both he and Marsha were dead. Unlike his beloved, though, Conny's spirit made the journey to the other side, while Conny was left behind, a disembodied ghost. It took many decades of grieving and wandering in the half-sleep between world's before he realized what kept him here. He lacked Maraha's great empathy, charity and boundless good will, the very qualities within her that allowed her dare to love a con artist like himself.
With that realization, Cornelius Keynes resumed mortal form, a prisoner out of time, now set on maknig amends, and ever hopeful that one day, he will join his beloved.
[ABILITIES] [11w] =========================
INTELLIGENCE: 6(i) (8w) -Energy regenerates through Intelligence STRENGTH: 1 (0w, 1r) AGILITY: 1 (0w, 1r) SPEED: 1 (0w, 1r) DURABILITY: 2 (2w)
HEALTH: 2 ENERGY: 12 REGENERATION: 6
WEALTH: 3 (1w)
[ACTIONS] [29w, 1] =========================
Combat - Close 1 (4w) -DUR bonus + Weapon Mod (+5 CL) -punching -Cane
Combat - Ranged 1 (0w, 1r) -Pistols
Concentration 3 (4w) -Free Option, INT Modifier
General Knowledge 6 (6w) -Free Option, INT Modifier Decades of wandering the spirit realm have allowed Conny access to the memories of other wanderers.
Phase Shift 2 (2w) -Conny can take on ghostly form when necessary, but he is "inefficient" (costs one extra stone to do so)
Psychiatry 2 (9w) -INT Bonus This is what allowed Conny to make so much money as a flim-flam artist
Social Skills 5 (3w) -Con Artists
Vehicle Operation 3 (1w) -Automobile (especially vintage ones)
[MODIFIERS] [8w, 1r] ======================== Defnse, Mental 3 (1w) Radar Sense 4 (4w) Sonar Sense 4 (2w) Vision, Enhanced 4 (1w, 1r) -(Vision) Infrared
[EQUIPMENT] [9w] ========================= Custom Cane 4 (9w) -Custom Weapon (+1CL) -Attack versus DUR + Defense to disable (+3 CL) =================================
[CHALLENGES] [+14w] ========================= Being restricted in movement (+4) -Conny maintains an extreme limp, and has to use a cane when not shifted.
Chronic disease or condition (+3) -headaches almost all the time, leading to insomnia
Guilty Conscience/Haunted past (+2) -ashamed of his past life, and trying to atone.
Aloof with opposite sex (+1)
Distrusts technology (hesitant to use it) (+1)
Numerous (sometimes deadly) Enemies (accrued over time) +3 WS
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Post by honestiago on Jul 27, 2009 8:34:05 GMT -5
Only problem is, NO MASK. I might change this
[DESCRIPTION] =========================
TOTAL COST: [40w, after challenges]
CHARACTER NAME: Supersonic SECRET IDENTITY: Bertrand Barrier SPECIES: Mutagenic GENDER: Male HAIR: Blonde EYES: Blue HEIGHT: 6'3" WEIGHT: 231
[BIOGRAPHY] ========================= Bertrand was a test pilot working on the top secret "Pegasus" project for the government. During the first flight of the experimental sub-orbital engine, the Pegasus jet, speeding across the heavens like a comet, passed through a shelf of strange "cosmic dust" that bombarded both the plane and Bertrum. The engine locked into superspeed mode, turning it into a meteor hurtling toward the surface. Betrum struggled with the controls to bring it down in an uninhabited area of the desert, which he did, at the cost of his own life.
...Or so everyone thought.
Miraculously, Bertrum survived the accident. As best as he could figure, the cosmic dust had somehow fused the vast speed and power of the Pegasus engine with Bertrum's body, transforming him into a vessel of great speed and power.
Concocting a story to cover his strange survival. Bertrum experimented with his abilities. Later he put those abilities to good use as "Supersonic!"
[ABILITIES] [19w, 2r] =========================
INTELLIGENCE: 3 (1w) STRENGTH: 5 (3w) AGILITY: 5 (3w) SPEED: 5 (3w) DURABILITY: 5 (9w)
HEALTH: 5 ENERGY: 15 REGENERATION: 5
WEALTH: 2 (0w, 2r)
[ACTIONS] [18w, 2r] ========================= Combat - Close 4 (2w) -SPD Bonus (free option) SPECIALTIES: Boxing; flying into things
Combat - Ranged 2 (0w, 2r) SPECIALTIES: Pistol; M16 rifle
Concentration 3 (4w) -INT Bonus (free option) Bertrum's thought processes have also been sped up, making him better at problem-solving.
Flight 7 (9w) *Fits with main power (-1CL)
Social Skills 3 (1w) SPECIALTIES: Test pilot culture; Aerospace industry; Department of Defense
Test Pilot 4 (vehicle ops) (2w) SPECIALTIES: Jets; prop planes; automobiles
[MODIFIERS] [6w, 2r] ========================= Sonar Sense 4 (2w)
Toughness 3 (4w)
Vision, Enhanced 2 (0w, 2r) -(Vision) Telescopic
[CHALLENGES] [+5w] =========================
Prying relatives, friends, associates (+2) -A friend of his and his wife know of his ability, and are often somehow getting involved in his adventures.
Won't break the law (+2) -he's a goody-two shoes
Minor disability (+1) -His accelerated metabolism requires he eat more, and more often than your average bear. Deprive him of food, and he loses energy at an alarmnig rate.
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Post by honestiago on Jul 27, 2009 8:35:14 GMT -5
[DESCRIPTION] ========================= TOTAL COST: [25w {20 after challenges|]
CHARACTER NAME: Angel SECRET IDENTITY: Angel Johnson SPECIES: “Mutagenic” GENDER: Female HAIR: Black EYES: Green HEIGHT: 5'6" WEIGHT: 131
Lacking a father figure, and raised by an indifferent crack-whore mother, Angel Johnson was an thug who roamed the streets committing every sort of petty crime. Having been on her own since her early teens, she inevitably fell in with some of the most dangerous and abusive MS-13 gang bangers. She was well on her way to a life of crime, prostitution, drug use, and inevitably, death.
All of that changed when “the Angel” appeared.
Strung out on junk, beaten and abused by a gang of her own cohorts, Angel stumbled into the abandoned rectory of the decrepit “Church of Mary Magdalene,” a fringe sect that never quite took root. As her life oozed out of her, she had the sense of some sort of divine presence in the room. She couldn’t say exactly what it was – a presence, a voice, something. It communicated, wordlessly, but powerfully. It gave her peace. And a choice. Live, and make a difference in the lives of those like her. Or die unknown, another statistic of the harsh streets.
Angel drifted for three days in that state of half-life. Sometime late on the third day, she awoke, her wounds healed, the stuff out of her system -- and armed with a vast array of sensory powers (including the occasional visitation of “the Angel,” a “voice” manifest as a compulsion to act in certain ways). She spent the next few years training, exploring her powers, and getting on her feet for the first time. She inevitably became involved in minority causes, and occasionally used her powers to directly influence events.
As her abilities continue to manifest themselves more strongly, she felt the strong compulsion of the Voice to devote her time and energies full-time to setting an example for all those like her. She has therefore taken on the role of the "Street Angel," a highly visible symbol of what one can become when one slays her demons. When she's not taking on the thugs and dealers personally, she works alongside others at a local halfway house for girls.
POWERS/ABILITIES: Angel Johnson is trim and athletic, but nowhere near human perfection. He prowess in combat is attributable to her enhanced senses, which allow her to “map” out her actions prior to executing them.
[ABILITIES] [7w] ========================= INTELLIGENCE: 2 (0w, 2r) STRENGTH: 2 (0w, 2r) AGILITY: 2 (0w, 2r) SPEED: 2 (0w, 2r) DURABILITY: 2 (0w, 2r)
HEALTH: 2 ENERGY POOL: 3 (1w) ENERGY: 15 RECOVERY: 4 (2w) WEALTH: 2 (0w, 2r)
[ACTIONS] [10w] ========================= Acrobatics 3 (1w) -AGL bonus
Combat - Close 4 (2w) AGL bonus SPECIALTIES: Street Fighting Improvised Weapons "Sense Combat" (see "Psychic Sonar," below)
Combat - Ranged 4 (2w) SPECIALTIES: Throwing Knives Pistols "Sense Combat" (see "Psychic Sonar," below)
Social Skills 4 (2w) SPECIALTIES: Hersh gangs Minority Empowerment Groups Charity organizations Petty criminals
Gang Skills 3 (2w) -Gang Signs/Graffiti -Hotwiring cars -Breaking and entering
Vehicle Operation 4 (2w) SPECIALTIES: Automobiles Motorcycles Bicycles
[MODIFIERS] [8w] ========================= "Sense Combat" 2 (4w) -Generic Modifier to Close Combat (+3CL) -Modifies Ranged Combat (+1 CL) Angel's "Psychic Sonar" ability allows her to "map" her surroundings, thus giving her an advantage in melee combat.
Defense, Mental +2 (0w, 2r)
Defense, Magical +2 (0w, 2r)
"Psychic Sonar" 4 (1w) -Limited Range (2) (-1CL) -Angel's mind sends out constant "pings" that allow her to "mind-map" her immediate environment, and enables her “Sense Combat”
Vision, Enhanced 2 (1w, 1r) -20/10 vision -See Auras (magical, personal); this option requires concentration
“Voice of the Angel” Precognitive Flashes 0 (0w, 1r) Angel will sometimes experience strange compulsions or feelings or varying intensity. Sometimes, they are just vague impressions. Other times, they manifest as intense emotions. She is capable, with intense concentration, of soliciting information from “the Voice” in the form of sound and images. She is loathe to do this, however, as the effort is incapacitating (requires most, if not all of her energy , and leaves her drained for an indeterminate period of time [basically, the better the information, the longer the GM keeps her more or less incapacitated, other than rudimentary communication).
EQUIPMENT: Pistol Throwing Knives (6)
[CHALLENGES] [+5w] ========================= Psychological; per symptom (+2) -Doesn’t really trust anyone
Uneasy around opposite sex (+1)
Haunted past (+2)
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