Vat:PC/Joe: Difference between revisions
From Drinking and Dragons
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| * Determine past lives from Old Soul | | * Determine past lives from Old Soul |
| * Zealot wording. | | * Zealot wording. |
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| == Special Possessions == | | == Special Possessions == |
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| | == Old Soul Personalities == |
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| | == Background == |
Revision as of 01:41, 22 May 2012
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.
- possessions
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)
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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
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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.
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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.
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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.
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Special Possessions
Old Soul Personalities
Background