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Arnold Jones

Arnold Jones

F) Ex20
A) Ty6
S) Gd10
E) Gd10
R) Ty6
I) Ty6
P) Ty6

Health: 46 Karma: 18
Resources: Pr Pop: 0

Known Powers:
None

Equipment:
None

Limitations:
Temper: Arnold has a light fuse. Just about anything can set him off due to his alcoholism. Once mad, he tends to stay that way. In order to resist his mean urges, Arnold must make a Psyche FEAT at -1cs to be 'nice' again. He has the same penalty when trying not to lose his temper in the first place

Talents: None

Contacts: Casey Jones