Drinking & Dragons

Difference between revisions of "Vat:PC/Joe"

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>Mqs
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>Mqs
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* I'd prefer we tweak "troubled past" aspect.
* I'd prefer we tweak "troubled past" aspect.
* Only one of two Guest Star stories gets kept/aspect selected.
* Only one of two Guest Star stories gets kept/aspect selected.
* Determine past lives from Old Soul
* Zealot wording.


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== Attributes ==
== Attributes ==
=== Primary ===
=== Primary ===
Strength 4 {{-}} Dexterity 4 {{-}} Constitution 4 {{-}} Intelligence 2 {{-}} Perception 4+1 {{-}} Willpower 2
Strength 4 {{-}} Dexterity 4 {{-}} Constitution 4 {{-}} Intelligence 2 {{-}} Perception 4+1=5 {{-}} Willpower 2
=== Secondary ===
=== Secondary ===
Life Points 42 {{-}} Endurance 40 {{-}} Speed 16 {{-}} Essence 20
Life Points 42 {{-}} Endurance 40 {{-}} Speed 16 {{-}} Essence 26
<br/>Consciousness/Survival 6 {{-}} Initiative 4
<br/>Consciousness/Survival 6/8 {{-}} Initiative 4 (see combat Sense power)
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== Drawbacks ==
== Drawbacks ==
;Accursed -- 1 point
;Accursed -- 1 point
: Bad weather intensifies around him
: Bad weather intensifies around him.
;Body Double
;Body Double
: .
: You have an evil twin (or look-alike) out there, related to your career somehow.
;Dependent (Joseph)
;Dependent (Joseph)
: .
: Joseph is a possible target; someone who needs to be protected.
;Honorable -- Serious
;Honorable -- Serious
: .
: .
;Obligation (Army Vet) -- Serious
;Obligation (Army Vet) -- Serious
: .
: You're expected to risk your life for the organization if requested.
;Psychological Problems (Flashbacks) -- Mild
;Psychological Problems (Flashbacks) -- Mild
: .
: This problem is mostly under control except under stress. May require a willpower check at -1 to resist.
;Psychological Problems (Zealot) -- Serious
;Psychological Problems (Zealot) -- Serious
: .
: This problem affects your daily life and anyone who knows you at least suspects it. A willpower check at -2 might be attempted to resist it.
: You have a belief so strong that it dominates your life and behavior. You're willing to sacrifice things or even break laws in order to uphold that ideal. (Belief: Doing good/saving people/???.)
;Sleep Problems (Recurring Nightmares)
;Sleep Problems (Recurring Nightmares)
: .
: Your sleep is plagued by terrifying dreams. Any given night in which they do occur (GM determination), you wake with 1d4 fewer endurance pints and are not well rested.
 
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== Powers ==
== Powers ==
;Essence Channeling -- 3 levels
;Essence Channeling -- 3 levels
: .
: Allows you to pull 3 essence from your pool per turn.
=== Tai Chi ===
=== Tai Chi ===
;Be Like Water
;Be Like Water
: Cost: 2
: Cost: 2 per dodge
: .
: You can dodge more than once per round without penalties.
;Blind Strike
;Blind Strike
: Cost: 2
: Cost: 2 per attack
: .
: Ignore lighting and similar penalties on an attack. Only a -3 penalty if totally blinded.
;Combat Sense
;Combat Sense
: Cost: 3
: Cost: 3 per turn
: .
: +3 to perception tests or tasks; +2 to initiative if holding essence.
;Eagle Eye
;Eagle Eye
: Cost: 2
: Cost: 2 per attack
: .
: Ignore range penalties.
;Nightvision
: Cost: 2
: .
;Pull Weapon
;Pull Weapon
: Cost: 3
: Cost: up to 3
: .
: Pull forth a weapon from the ether. Must be unobserved to do it. Larger weapons cost more (a club 1, a mace 2, a sledge hammer 3).
: Can only call melee weapons or solid thrown weapons. A dropped or released weapon melts into goo and evaporates after 1 turn.


|  
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== Qualities ==
== Qualities ==
;Acute Senses (Sound)
;Acute Senses (Sound)
: .
: +3 when Perception-related tasks using sound.
;Gifted
;Gifted
: .
: Allows the of supernatural powers. Greatly increases the ability to perceive the supernatural.
;Hard to Kill -- 2 levels
;Hard to Kill -- 2 levels
: .
: +6 life points, +1 to survival tests.
;Influence (Military) -- 1 level
;Influence (Military) -- 1 level
: .
: Bonus to social skills with this group, including Pulling Strings.
;Nightvision
;Nightvision
: .
: See normally in dim light, but still not in total darkness.
;Old Soul -- 1 level
;Old Soul -- 1 level
: .
: +1 perception, +6 essence
;Pulling Strings (Mobility - Miliary)
: 3-5 known past lives (DETERMINE)
: .
: Spend one essence, pass WIL+INT - attempt to draw upon a past life's skill level for one roll.
;Pulling Strings (Mobility - Military)
: ConXp91 - willpower + bureaucracy (+ influence) to attempt to organize transportation anywhere. It might be in a slow convoy, but you and/or your cargo will get there if successful. Failure, you can't make the connections. Higher results yields a faster trip and/or more cargo/passengers.
;Rank (Army Sergeant) -- 2 levels
;Rank (Army Sergeant) -- 2 levels
: .
: You attained and are formally recognized as this rank.
;Situational Awareness
;Situational Awareness
: .
: Observant of what's going on around you. +2 to perception rolls to sense trouble or danger in immediate surroundings and to notice those using stealth.


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== Special Possessions ==
== Special Possessions ==

Revision as of 17:40, 21 May 2012


Joe.gif Joe

Aspects
High Concept: Hired Gun with Morals
Trouble: Professional Paranoia


Passive Warrior ...
Troubled Past ...
Split Soul ...
Innocent Eyes OR Moral Persuasion ...

Notes

  • needs a casting image
  • I'd prefer we tweak "troubled past" aspect.
  • Only one of two Guest Star stories gets kept/aspect selected.
  • Determine past lives from Old Soul
  • Zealot wording.

Attributes

Primary

Strength 4 — Dexterity 4 — Constitution 4 — Intelligence 2 — Perception 4+1=5 — Willpower 2

Secondary

Life Points 42 — Endurance 40 — Speed 16 — Essence 26
Consciousness/Survival 6/8 — Initiative 4 (see combat Sense power)

Skills

  • Acting 1
  • Brawling 2
  • Dodge 2
  • Escapism 1
  • First Aid 1
  • Guns (Rifle) 1
  • Guns (Submachine) 1
  • Hand Weapon (Sword) 1
  • Intimidation 1
  • Notice 2
  • Sport (Pro Wrestling) 1
  • Stealth 2
  • Surveillance 1
  • Survival (Arctic) 1
  • Swimming 1
  • Tracking 2
  • Traps 1

Drawbacks

Accursed -- 1 point
Bad weather intensifies around him.
Body Double
You have an evil twin (or look-alike) out there, related to your career somehow.
Dependent (Joseph)
Joseph is a possible target; someone who needs to be protected.
Honorable -- Serious
.
Obligation (Army Vet) -- Serious
You're expected to risk your life for the organization if requested.
Psychological Problems (Flashbacks) -- Mild
This problem is mostly under control except under stress. May require a willpower check at -1 to resist.
Psychological Problems (Zealot) -- Serious
This problem affects your daily life and anyone who knows you at least suspects it. A willpower check at -2 might be attempted to resist it.
You have a belief so strong that it dominates your life and behavior. You're willing to sacrifice things or even break laws in order to uphold that ideal. (Belief: Doing good/saving people/???.)
Sleep Problems (Recurring Nightmares)
Your sleep is plagued by terrifying dreams. Any given night in which they do occur (GM determination), you wake with 1d4 fewer endurance pints and are not well rested.

Powers

Essence Channeling -- 3 levels
Allows you to pull 3 essence from your pool per turn.

Tai Chi

Be Like Water
Cost: 2 per dodge
You can dodge more than once per round without penalties.
Blind Strike
Cost: 2 per attack
Ignore lighting and similar penalties on an attack. Only a -3 penalty if totally blinded.
Combat Sense
Cost: 3 per turn
+3 to perception tests or tasks; +2 to initiative if holding essence.
Eagle Eye
Cost: 2 per attack
Ignore range penalties.
Pull Weapon
Cost: up to 3
Pull forth a weapon from the ether. Must be unobserved to do it. Larger weapons cost more (a club 1, a mace 2, a sledge hammer 3).
Can only call melee weapons or solid thrown weapons. A dropped or released weapon melts into goo and evaporates after 1 turn.

Qualities

Acute Senses (Sound)
+3 when Perception-related tasks using sound.
Gifted
Allows the of supernatural powers. Greatly increases the ability to perceive the supernatural.
Hard to Kill -- 2 levels
+6 life points, +1 to survival tests.
Influence (Military) -- 1 level
Bonus to social skills with this group, including Pulling Strings.
Nightvision
See normally in dim light, but still not in total darkness.
Old Soul -- 1 level
+1 perception, +6 essence
3-5 known past lives (DETERMINE)
Spend one essence, pass WIL+INT - attempt to draw upon a past life's skill level for one roll.
Pulling Strings (Mobility - Military)
ConXp91 - willpower + bureaucracy (+ influence) to attempt to organize transportation anywhere. It might be in a slow convoy, but you and/or your cargo will get there if successful. Failure, you can't make the connections. Higher results yields a faster trip and/or more cargo/passengers.
Rank (Army Sergeant) -- 2 levels
You attained and are formally recognized as this rank.
Situational Awareness
Observant of what's going on around you. +2 to perception rolls to sense trouble or danger in immediate surroundings and to notice those using stealth.

Special Possessions