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Watchlord
| Dex: 03 | Str: 03 | Bod: 04 | Motivation: Psycho |
| Int: 03 | Wil: 03 | Min: 03 | Occupation: Vigilante |
| Inf: 03 | Aur: 03 | Spi: 03 | Resources {or Wealth}: 005 |
| Init: 009 | HP: 015 |
Powers: Matter Manipulation: 05, Mental blast: 07, Pyrotechnics: 07, Snare: 06
Bonuses and Limitations:
- All Powers are their own AV (+0 or +1 depending on your house rules)
- The Watchlord’s Powers all draw from his reserves. He has a reserve of 20 APs that he can spend - for instance taking a Dice Action with 5 APs of Pyrotechnics leaves him with 15 APs in his reserve. Once the “pool” is empty he cannot use his Powers anymore. His reserves replenish at a rate of 1 AP for every 15 minutes without genuine physical or mental effort. He can also burn Hero Points to replenish the reserve - 1 HP per AP.
Skills: Weaponry (Firearms): 05
Advantages: Language (German)
Connections: None
Drawbacks: MIH of the Soviets, MPI
Equipment: Handgun [BODY 04, Projectile weapon: 04, Ammo: 09, R#02]
Henchmen
The Watchlord is assisted by six henchmen - use the elite “Spandex-Clad henchman” statistics from our Stock Thugs And Criminals article. The have the following gear :
- Energy guns [BODY 03, Energy blast: 05, R#04]
- Gas grenade [BODY 02, Bomb: 05, Chemical attack: 06, Grenade Drawback, Note: Bomb and Chemical attack can and must be Combined]
