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NAME Dr.

Edward Decker
RACE Human
S P E C I A L
STRENGTH PERCEPTION ENDURANCE CHARISMA INTELLIGENCE AGILITY LUCK
+3
+2
GUNS(AGI)
ENERGY WEAPONS(PER OR AGI)
BACKGROUND Doctor (Therapist) +2 EXPLOSIVES(PER)
LEVEL 1 4 7 4 7 5 6 5 -1 MELEE WEAPONS(STR)
+1 UNARMED(STR OR AGI)
-1 +2 -1 +2 +0 +1 +0 +4 MEDICINE(PER OR INT)
JOB Vault Therapist +2 LOCKPICK(PER)
PERSONALITY TRAIT STAMINA HIT +0 CRAFTING(INT)

+
POINTS POINTS +0
ARMOR DAMAGE HEALING ACTION SCIENCE(INT)
11 9
CLASS THRESHOLD RATE POINTS
+1 SNEAK(AGI)
IDEAL 10 0 3 11 -1 SURVIVAL(INT OR END)
+2 BARTER(CHA)
ARMOR CURRENTLY EQUIPPED
WEAPON NAME AP DAMAGE RANGE CRIT CONDITION +4 PERSUASION(CHA)
5 1d6 Ballistic
BOND
9mm Pistol +1 x4, x12 20, x2

9mm Ammo
+2 DECEPTION(CHA)
+2 INTIMIDATION(CHA OR STR)
PASSIVE ARMOR AND WEAPON
CONDITION
FLAW PERCEPTION

14 Armor 3
Gun 2
CARRY
LOAD
9mm pistol
9mm rounds box
CAPS

Gun 3 Doctor's bag


CONDITIONS 40 Medium cloth armor 150
Stimpak
RAD RESISTANCE
Noodle cups x2
-1 HUNGER
Purified waters x2

RADS DEHYDRATION

EXHAUSTION

TRAITS & PERKS


One Hander: You gain +1 to hit with one-handed
weapons, but -1 to hit with two-handed weapons.

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