Difference between revisions of "Vat:PC/Steve"
From Drinking and Dragons
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Strength 2 — Dexterity 4 — Constitution 2 — Intelligence 5 — Perception 3 — Willpower 4 | Strength 2 — Dexterity 4 — Constitution 2 — Intelligence 5 — Perception 3 — Willpower 4 | ||
=== Secondary === | === Secondary === | ||
Life Points 29 {{-}} Endurance 34 {{-}} Speed 12 {{-}} Essence | Life Points 29 {{-}} Endurance 34 {{-}} Speed 12 {{-}} Essence 27 | ||
<br/>Consciousness/Survival 6/7 {{-}} Initiative 4 | <br/>Consciousness/Survival 6/7 {{-}} Initiative 4 | ||
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== Powers == | == Powers == | ||
;Mindfire - Strength 3, Art 2 | * Strength determines how powerful an effect can be created; Art the grace with which it is done. | ||
: | * Gain 1 essence per strength and art (7). | ||
;Mindhands - Strength 1, Art 1 | * Every power can also be used defensively. | ||
: . | ;Mindfire (Pyrokinesis) - Strength 3, Art 2 | ||
: Usually uses willpower + art to activate. Requires willpower checks to control over a duration. | |||
: Flames created on an individual are not dodgeable but can be resisted with willpower tests (difficult). Jets/balls/area bursts are able to be dodged. | |||
: Strength: up to a large torch (d4xMF-Strength damage) that readily ignites usual combustibles. | |||
: Defensively: reduces multiplier of fire or energy attacks by MF-Strength. Has an AV of MF-Str*2against smaller projectiles. Those within a few feet of you take d6*MF-Str in damage. | |||
;Mindhands (Tele-/Psycho-kinesis) - Strength 1, Art 1 | |||
: Intelligence + art to move linearly. Dexterity + art to toss/throw/aim (which can be dodged). | |||
: See chart (Arma 228) for mass. At MH-Str 1, max mass is 50 pounds. An object of 10 pounds or less can be flung to deal d4 damage. Dropping a 50 pound object on something deals (d4+1)*1+heightInYards) damage but is very easy to dodge. | |||
: Gifted can resist MH with willpower (plus any released essence). Shielding (both) blocks. | |||
: Brawling + art for psychic punches (mundanes: difficult dexterity). Influct MF-Str damage. | |||
: Can use dexterity skills at a distance, using art + skill, with a penalty | |||
: Can add MF-Str to physical Str for lifting or combat purposes. | |||
: Strength: See chart. | |||
: Defensively: Dexterity + art parrying. Intelligence + art inertial armor for success levels minutes, AV D4*(MF-Str/2). -1 to other tasks wile shield is up. | |||
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== Qualities == | == Qualities == |
Revision as of 17:32, 23 May 2012
Aspects
High Concept: Slacker Expert
Trouble: I'm an Anarchist
Childhood Genius ...
Found Secret Knowledge ...
"Burn it all!" ...
I Do What It Takes OR Never Good Timing ...
Notes
- needs a casting image
- Only one of two Guest Star stories gets kept/aspect selected.
- High Concept needs a bit of an intensification.
- Childhood Genius could take a little bit of a tweak.
- important possessions
AttributesPrimaryStrength 2 — Dexterity 4 — Constitution 2 — Intelligence 5 — Perception 3 — Willpower 4 SecondaryLife Points 29 — Endurance 34 — Speed 12 — Essence 27
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Skills
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Drawbacks
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Powers
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Qualities
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