Mook to Mastermind
Stitch Points: 2
BOD: 4 Strength: 4 Toughness: 4 Constitution: 4 Move: 3
REF: 6 Agility: 6 Dexterity: 6 Speed: 6
MND: 5 Intelligence: 5 Perception: 5 Charisma: 5 Willpower: 5
CHI: 0 Fortune: 0 Kung Fu: 0 Magic: 0
Guns (Dex + 3) = 9
Intrusion (Agl + 1) = 7
Intimidation (Chr + 1) = 6
Info/Painkillers (Int + 1) = 6
Set Back Together Wrong – The guys who set your broken limbs kind of messed up. Your Move score has been reduced by 1, and if you get a Way-Awful Failure on a Move check, a limb will re-break, taking you out of the scene nonfatally (unless the resulting fall might kill you). However, your twisty limbs give you a +2 to escape ropes, handcuffs, and similar bonds.
Rossi Model 851 Revolver (9/2/6)
Tumbleweed (-1 impairment)
Though #087 never thought being a henchmen was the right job for him, his guidance counselor sounded like he knew what he was talking about. After a hard time finding the right fit, he found StitchCo and something about it grew on him. Now he feels apart of it’s success, and always thought he knew what could make the company better, if only he was in a position to tell them.