5: science
4: athletics, fists
3: alertness, endurance, might
2: resolve, empathy, rapport, stealth
1: engineering, investigation, academics, deceit, survival
Danger Sense : can take a full defensive action when ambushed, even when considered surprised.
Marathon Training : can use athletics instead of endurance for extended exercise (aka marathons), and can complement endurance with athletics under "most other cases".
Fast as a Leopard : +2 to athletics when sprinting, or can set aside that bonus to be considered on even footing with horses, cars, most clanks, and other such fast-but-not-absurdly-fast vehicles.
Brawler : +1 on fists rolls to defend when outnumbered. Also, when fighting two or more minions, deal one additional stress on a successful hit.
Doctor : +2 to science rolls for first aid or medical attention
Surgeon : +1 to science rolls for surgery or other complex medical procedures, extra +1 in his specialty: augmentations. Also, within that specialty, he "may remove the difficulty increase of any one factor affecting the operation (such as poor facilities, or a lack of a particular supply, etc)."
Scientific Genius : +1 to science rolls in the realm of biology, and another +1 in the further specialization of hybrid design theory
Scientific Invention
weird science
mad science : Temmin's theme here is, of course, biology, though a particularly persuasive engineer might be able to convince him to help with a project in the field of biomimetics.
Extra stunts, bought at -1 permanent fate point each, leaving him with a total fate point refresh of five.
Herculean Strength : +2 might for non-combat applications.
Piledriver : +4 might for breaking inanimate objects.
Army of One : opponents get no bonus due to advantage of numbers (this one may be dropped, since he doesn't have all the normal pre-reqs. But that's because Mix It Up really doesn't feel appropriate for him to have...)
Bounce Back : recover two steps faster from physical consequences. (Mild: lasts 'till end of scene. Moderate: lasts for maybe 0.5 to 2 hours. Severe: 0.5 to 3 days. This can be reduced further with medical attention, so he'd "normally" recover from a severe consequence in hours to maybe a day or two at worst.)
Developed Immunities : immune to normal poisons, +2 vs abnormal poisons, +6 vs abnormal poisons he's encountered before.
Minions : He doesn't want them. He doesn't know what to do with them. They don't seem to care.
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