Michael Rathlin/Character Sheet: Difference between revisions

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| physicalskills    = Athletics 1, Brawl 2, Larceny 2, Stealth 2
| physicalskills    = Athletics 1, Brawl 2, Larceny 2, Stealth 2
| socialskills      = Empathy 1, Streetwise 2, Subterfuge 1
| socialskills      = Empathy 1, Streetwise 2, Subterfuge 1
| merits            = Fleet of Foot 2, Hypervigilant, Small-Framed, Street Fighting 2
| merits            = Fleet of Foot 2, Hypervigilance, Small-Framed, Street Fighting 2
| powers1name        =  
| powers1name        =  
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===Merits===
===Merits===
<div class="toccolours mw-collapsible mw-collapsed"> '''Street Fighting (Fighting Style)'''
* '''Fleet of Foot:''' Add dots in Fleet of Foot to Speed, and penalize pursuit rolls in a foot chase by Fleet of Foot dots.
<div class="mw-collapsible-content">
* '''Hypervigilant:''' Gains 8-Again to perceive ambushes and traps, but gains Spooked condition on Exceptional Success.
* ''Duck and Weave:'' Michael can take -1 to actions for a turn to use the higher of Dexterity or Wits to calculate his Defence for that turn.
* '''Small-Framed:''' -1 Size. Takes a +2 bonus to hide, go unnoticed, or otherwise benefit from smaller size.
* ''Knocking the Wind Out:'' When Michael successfully hits an opponent with an unarmed attack, the opponent take -1 to his next roll.
* '''Street Fighting (Fighting Style)'''
</div></div>
** ''Duck and Weave:'' Can take -1 to actions for a turn to use the higher of Dexterity or Wits to calculate Defence for that turn.
** ''Knocking the Wind Out:'' On a successful unarmed attack, the opponent take -1 to his next roll.

Revision as of 21:43, 24 December 2021

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Virtue Empathetic Vice Spiteful
Aspirations:
Conditions: -
Attributes
Mental: Intelligence 3, Wits 3, Resolve 2
Physical: Strength 2, Dexterity 2, Stamina 3
Social: Presence 1, Manipulation 2, Composure 3
Skills
Mental: Academics 1, Computers (Darkweb) 2, Crafts (Explosives) 2, Investigation 1, Medicine 1, Politics 2, Science (Engineering) 2
Physical: Athletics 1, Brawl 2, Larceny 2, Stealth 2
Social: Empathy 1, Streetwise 2, Subterfuge 1
Other Traits
Merits: Fleet of Foot 2, Hypervigilance, Small-Framed, Street Fighting 2
Advantages
Health 7 Willpower: 5 Integrity: 7
Combat
Size: 4 Speed: 11 Initiative: +5
Defence: 3 Armour: 0


Merits

  • Fleet of Foot: Add dots in Fleet of Foot to Speed, and penalize pursuit rolls in a foot chase by Fleet of Foot dots.
  • Hypervigilant: Gains 8-Again to perceive ambushes and traps, but gains Spooked condition on Exceptional Success.
  • Small-Framed: -1 Size. Takes a +2 bonus to hide, go unnoticed, or otherwise benefit from smaller size.
  • Street Fighting (Fighting Style)
    • Duck and Weave: Can take -1 to actions for a turn to use the higher of Dexterity or Wits to calculate Defence for that turn.
    • Knocking the Wind Out: On a successful unarmed attack, the opponent take -1 to his next roll.