Michael Rathlin/Character Sheet: Difference between revisions

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(added aspirations, conditions, breakig points and XP)
Line 6: Line 6:
| splat2            =  
| splat2            =  
| virtuename        =  
| virtuename        =  
| virtequivalent    = Empathetic
| virtequivalent    = Determined
| vicename          =  
| vicename          =  
| vicequivalent      = Spiteful
| vicequivalent      = Spiteful
| aspirations        =  
| aspirations        = Get caught vandalizing. Find out about reflective eyes. Vent rage at father. Experience belonging.
| conditions        =  
| conditions        = Spooked
| int                = 3
| int                = 2
| wits              = 3
| wits              = 3
| res                = 2
| res                = 2
| str                = 2
| str                = 2
| dex                = 2
| dex                = 2
| sta                = 3
| sta                = 4
| pre                = 1
| pre                = 1
| man                = 2
| man                = 2
| comp              = 3
| comp              = 3
| mentalskills      = Academics 1, Computers (''Darkweb'') 2, Crafts (''Explosives'') 2, Investigation 1, Medicine 1, Politics 2, Science (''Engineering'') 2
| mentalskills      = Academics (''Engineering'') 3, Computers (''Darkweb'') 1, Crafts (''Explosives'') 1, Investigation 1, Science  1
| physicalskills    = Athletics 1, Brawl 2, Larceny 2, Stealth 2
| physicalskills    = Athletics 3, Brawl 2, Larceny 3, Stealth 2, Weaponry 1
| socialskills      = Empathy 1, Streetwise 2, Subterfuge 1
| socialskills      = Empathy 1, Persuasion 1, Streetwise 1, Subterfuge 1
| merits            = Fleet of Foot 2, Hypervigilance, Small-Framed, Street Fighting 2
| merits            = Fast Reflexes 2, Fleet of Foot 2, Hypervigilance, Sleight of Hand, Small-Framed, Street Fighting 2
| powers1name        =  
| powers1name        =  
| powers1            =  
| powers1            =  
Line 37: Line 37:
| fuelstat          =  
| fuelstat          =  
| moralitystatname  = Integrity
| moralitystatname  = Integrity
| moralitystat      = 7
| moralitystat      = 5
| health            = 7
| health            = 8
| willpower          = 5
| willpower          = 5
| size              = 4
| size              = 4
| speed              = 11
| speed              = 11
| initiative        = +5
| initiative        = +7
| defence            = 3
| defence            = 3
| armour            = 0
| 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===
===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.  
* '''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.
* '''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.
* '''Small-Framed:''' -1 Size. Takes a +2 bonus to hide, go unnoticed, or otherwise benefit from smaller size.
* '''Street Fighting (Fighting Style)'''
* '''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.
** ''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.
** ''Knocking the Wind Out:'' On a successful unarmed attack, the opponent take -1 to his next roll.

Revision as of 15:46, 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: 3 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.