Vat:PC/Joe: Difference between revisions
From Drinking and Dragons
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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 | 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. | ||
;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. | |||
| | | | ||
== 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 - | : 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. | ||
|} | |} | ||
== Special Possessions == | == Special Possessions == |
Revision as of 01:40, 22 May 2012
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.
AttributesPrimaryStrength 4 — Dexterity 4 — Constitution 4 — Intelligence 2 — Perception 4+1=5 — Willpower 2 SecondaryLife Points 42 — Endurance 40 — Speed 16 — Essence 26
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Skills
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Drawbacks
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Powers
Tai Chi
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Qualities
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