Tinker - PL 8

STR 2, STA 1, AGL 4, DEX 4, FGT 2, INT 10, AWE 6, PRE 0

Powers:

Advantages: Inventor, Ranged Attack 6, Improved Grab, Langauge (Japanese)

Skills: Expretise: Physical Science 6 (+16), Insignt 2 (+8), Perception 2 (+8), Technology 6 (+16), Treatment 4 (+14), Vehicles 4 (+8)

Offense: Init +4, Unarmed +2 (DC17), Grab +2 (DC Spec 12), Insubstantial Ray +10 (DC Fort 16), Gun Locks (DC Will 16) Defense: Dodge 6, Parry 6, Fort 10, Tou 9, Will 6

Totals: Abilities 54 + Powers 59 + Advantages 8 + Skills 12 (24 ranks) + Defenses 3 = 136

Complications: Motivation: Experience Peter is constantly thinking up new gadgets and tweaking his favorite toys. He's looking for ways to test and improve upon his inventions. Distractable If presented with a new piece of advanced technology, or if one of his inventions fails to act as expeced he often loses himself in thought as he tries to figure out the secrets.

Peter (who has refused to use any last name) ran away from home at a young age, bounced in and out of foster homes and hitchhiked around the country. He came to Headmaster Summers's attention when he started jury-rigging miraculous devices out of discarded electronics. Summers convinced Peter to come work at the school with the promise of the promise of providing him with far better materials to work with. He trains with the Next Gen using a rapidly changing variety of gadgets and equipment. Among his most favorite are a powered exoskeleton, an intangibility ray and his "Gun Locks" (small devices which release a powerfull magnetic field freezing up the actions of most firearmas). He also often wears a tentacle with a dextrous claw and a mental interface that he nicknames "Handy"

Other Common Gadgets