Thunderbolt I
________________________________Dex: 14 Str: 18 Body: 13
Int: 8 Will: 8 Mind: 9
Infl: 9 Aura: 2 Spirit: 14
Initiative: 33 Hero Pts: special
Powers: *Mystic Linked
Aware: 10
Flight: 30*
Invulnerability: 15*
Magic Sense: 10
Sealed Systems: 15*
Sorcery: 21
Advantages: Iron Nerves; Lightning Reflexes; Miscellaneous: Draws on Johnny Thunder's supply of Hero Points.
Drawbacks: Miscellaneous: Unless he he is specifically ordered to do something by Johnny Thunder, after using his magic word, Thunderbolt can take no actions.
Alter Ego: None
Motivation: Upholding the Good
Occupation: Genie
Wealth: n/a
2nd Edition Background/Roster Book, page 35; World at War Sourcebook, page 58
Ed's Notes: The first Thunderbolt is an extremely powerful entity controlled by Johnny Thunder. Since he can take no action without being told to by Johnny, the Thunderbolt is best suited as an NPC. The GM doesn't even really need to remember he's there, because he won't act unless told to. (One of the pitfalls of an NPC that accompanies the party is that the GM constantly forget to act for them. At least that was the case whenever I tried to do that. Lol. But that would actually be perfectly appropriate in this case!
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