Name: Fred Jones Val Char Cost 14 STR 4 15 DEX 15 14 CON 8 14 BODY 8 13 INT 3 14 EGO 8 13 PRE 3 16 COM 3 3 PD 0 3 ED 0 3 SPD 5 6 REC 0 28 END 0 28 STUN 0 Characteristic Rolls: STR: 12-, DEX: 12-, CON: 12-, INT: 12-, EGO: 12-, PER: 12- Run: 6", Swim: 2/4", Jump: 3/8", Lift: 174kg Cost Powers END/Roll 5 Superleap (+5", 8", NC: 16"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 11 1 2 Swimming (+2", 4", NC: 8"); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 4 1 Cost Skills, Talents, Perks Roll 2 KS: Accounting 11- 3 Trading 12- 3 Climbing 12- 3 Computer Programming 12- 3 Concealment 12- 5 Money (Well Off) 3 Inventor 12- 3 Security Systems 12- 2 KS: Clever traps 11- 6 +3 level w/Dodge 1 Small Ground Vehicles 3 Mechanics 11- 3 Persuasion 12- 3 Resistance (vs Supernatural things) (+3 to EGO Rolls) 3 Stealth 12- 3 +1 level w/Throwing 50+ Disadvantages 15 In Love with Daphne (Common, Strong) 10 Skeptical of the supernatural (Common, Moderate) 5 "Natural Leader"; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0 OCV: 5; DCV: 5; ECV: 5; Mental Def.: 0; Phases: 4, 8, 12 PD/rPD: 3/0; ED/rED: 3/0 Costs: Char.: 57 Disad.: 30 Powers: + 56 Base: + 50 Total: = 113 Total: = 80 Height: 180cm (5'11"), Weight: 84kg (185 lbs), Sex: Male, Age: 16 Appearance: Tall, blond, clean-cut, almost muscular. Standard Clothing: Sweater, Ascot, Slacks, Monk Boots Background: Likes: A Challenge Dislikes: Phony Spirits Ambition: To Be A Successful Inventor Trademark Statement: "Well, That Wraps Up This Mystery!" The definite "leader" of the gang. He must have been a Boy Scout, as he is never short on handy ideas, like the time he helped the gang escape from a nasty dungeon by attaching chewing gum to a straw in order to pick up a key that was just out of reach. He's also the designated driver of the Mystery Machine and a fine "monster-trap builder." You're probably wondering like I am: Do Fred and Daphne have a "thing" going? We may never know. ROLE-PLAYING NOTES You and Daphne have been a steady couple for years, although you have more interests in common with Velma, who is usually the most helpful in resolving the mysteries. Shaggy is a good friend and he always has something to feed the group's head. You do the driving and tend to take the lead in the investigations, although you never really order anyone around. You are quite skeptical of the supernatural and think Daphne's fascination with it is silly. You know there is always a rational explanation for everything. Adapted in part from information found at http://www.mindspring.com/~ernestm/cthulhu/ ======================================= Hero System write-up by John Desmarais - no one knows exactly why. Do with it as you will, but please leave this note attached. 8-Nov-2000