Michael Rathlin/Character Sheet: Difference between revisions

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(added aspirations, conditions, breakig points and XP)
(corrected Defence)
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| speed              = 11
| speed              = 11
| initiative        = +7
| initiative        = +7
| defence            = 3
| defence            = 5
| armour            = 0
| armour            = 0
}}
}}

Revision as of 15:50, 16 April 2022

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Virtue Determined Vice Spiteful
Aspirations: Get caught vandalizing. Find out about reflective eyes. Vent rage at father. Experience belonging.
Conditions: Spooked
Attributes
Mental: Intelligence 2, Wits 3, Resolve 2
Physical: Strength 2, Dexterity 2, Stamina 4
Social: Presence 1, Manipulation 2, Composure 3
Skills
Mental: Academics (Engineering) 3, Computers (Darkweb) 1, Crafts (Explosives) 1, Investigation 1, Science 1
Physical: Athletics 3, Brawl 2, Larceny 3, Stealth 2, Weaponry 1
Social: Empathy 1, Persuasion 1, Streetwise 1, Subterfuge 1
Other Traits
Merits: Fast Reflexes 2, Fleet of Foot 2, Hypervigilance, Sleight of Hand, Small-Framed, Street Fighting 2
Advantages
Health 8 Willpower: 5 Integrity: 5
Combat
Size: 4 Speed: 11 Initiative: +7
Defence: 5 Armour: 0

XP: 1, plus 2 beats (plus 5 from background questions)

Tension: 2

Breaking Points

  • Not helping someone who needs it
  • Taking it out on someone who doesn’t deserve it
  • Allowing others to continue to commit harm
  • Abandonment
  • Being helpless

Merits

  • Fast Reflexes: Add Fast Reflexes to Initiative.
  • 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.
  • Sleight of Hand: Once per turn, can make a Larceny instant action reflexively once per turn, and victims of his Larceny can't notice your attempts if they aren't specifically looking for them.
  • 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.