Sabertooth

Sabretooth

Victor Creed

F) Am50 A) Rm30 S) Rm30 E) Am50 R) Gd10 I) Am50 P) Rm30

Health: 160 Karma: 90 Resources: Gd Pop: -10

Known Powers: Heightened Senses: Am senses of direction, smell, hearing, and taste. Sabretooth can perform the following power stunts: -Tracking: Mn ability to track by smell, much like a bloodhound. He can remember previous scents, can detect illusions by their lack of odor, and identify people by their scents. -Situational Awareness: When concentrating on listening and smelling, his Intuition is raised to Mn (he can hear light breathing 200 feet away in a cave). Claws: Am material, In Edge Fangs: In Edge to a grappled opponent. Regeneration: 50 points of Endurance every minute (10 turns, or 5 points per turn). This Regeneration is only possible if Sabretooth has complete rest. His regenerative powers seem to function even when his Health is reduced to 0. Recovery: Un Infravision: Rm Berserk: Sabertooth has the ability to "go berserk." He prefers to do so every time he enters combat. When berserk, Sabertooth ignores all stun results, all attacks are at +1cs to hit and his Psyche is considered Un for resisting the effects of mind control. Sabertooth must make a Yellow Psyche FEAT roll to come out of this state, and may only do so when no danger is present. If someone Sabertooth trusts is present to help him, he only needs a Green FEAT roll

Equipment: None

Talents: Guns, Edged Weapons, Weapon Specialist: (Claws), Marksmanship, Martial Arts A, B, C, Wrestling, Acrobatics, Tumbling, Military, Detective/Espionage, Demolitions, Criminology, Driving, Escape Artist, Streetwise, Survival, Stealth, Multi-Lingual: (English, German, Spanish)

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