M:tAW Converted Westin: Difference between revisions
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Created page with "=Basics= Name: Christopher Westin<br> Order: Adamantine Arrow (Rote Specialties: Athletics, Intimidation, Medicine) <br> Path: Moros (Death/Matter, weak Spirit)<br> Virtue: Ju..." |
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:: Tactician's Sense (reflexive Wits + Composure to gauge Initiative) | :: Tactician's Sense (reflexive Wits + Composure to gauge Initiative) | ||
:: Atemi Attack (ignore 1 point of Armor per dot in this merit for Brawl/Weaponry attacks) | :: Atemi Attack (ignore 1 point of Armor per dot in this merit for Brawl/Weaponry attacks) | ||
:Fighting Style: Sniping 5 | |||
:: On Scope (max bonus for aim is Composure + 1 for automatics/semi-automatics and Composure + 2 for bolt/break/lever-action firearms) | |||
:: Battlesight Zero (double number of attacks that benefit from sighting in a rifle, increase range by Wits/2xWits/3xWits | |||
:: Focused Shot (ignore up to [Resolve] dice penalties for aimed shots) | |||
:: Tactical Intervention (halve penalties for concealment/shooting into close combat) | |||
:: One Shot, One Kill (spend 1 wp with an aimed shot to turn bonus dice from rifle damage into successes) | |||
:Parkour 2 | :Parkour 2 | ||
:: Flow (negate 1 point of hazardous terrain modifier in foot chase per dot in Parkour, judging jump distances is reflexive) | :: Flow (negate 1 point of hazardous terrain modifier in foot chase per dot in Parkour, judging jump distances is reflexive) | ||
Line 81: | Line 87: | ||
==Mental== | ==Mental== | ||
:Language (Arabic): | :Language (Arabic): 1 | ||
:Language (Chinese): | :Language (Chinese): 1 | ||
:Language (Greek): | :Language (Greek): 1 | ||
:Language (Japanese): | :Language (Japanese): 1 | ||
==Social== | ==Social== |
Latest revision as of 17:43, 8 January 2014
Basics
Name: Christopher Westin
Order: Adamantine Arrow (Rote Specialties: Athletics, Intimidation, Medicine)
Path: Moros (Death/Matter, weak Spirit)
Virtue: Justice
Vice: Envy
Attributes
Attributes
- 2 attributes converted from abilities
Physical (10)
- Strength 4
- Dexterity 5
- Stamina 5
Mental (7)
- Wits 3
- Intelligence 3
- Resolve 5
Social (7)
- Presence 2
- Manipulation 2
- Composure 5
Abilities
Originally had 69 dots, lost 21 dots (16 total) (reserving for atts/languages/merits)
Mental (12)
- Academics 2
- Computer 4
- Crafts 1
- Investigation 2
- Medicine 3
- Occult 3
- Science 2 (Demolitions)
Physical (21)
- Athletics 4 (Sprinting)
- Brawl 4
- Drive 2
- Firearms 5 (Handguns)
- Stealth 4
- Weaponry 3
Social (9)
- Intimidation 1
- Expression 1
- Persuasion 3
- Subterfuge 4
Merits
7 base + 6 merits + 12 liquidated ability dots (18 merit dots), 31 total
Physical
- Athletics Dodge 1
- Fighting Style: Boxing 4
- Body Blow (victim loses action if successes on Brawl roll > Size)
- Duck & Weave (use higher of Dex/Wits to determine Defense v. Brawl attacks)
- Combination Blow (can make 2 Brawl attacks by forgoing Defense, -1 penalty to second attack)
- Haymaker (by forgoing Defense, attack that rolls more successes than victim's Size knocks victim unconscious if victim fails a Stamina roll)
- Fighting Style: Combat Marksmanship 5
- Shoot First (+Firearms to Init when in combat with firearm in hand)
- Tactical Reload (may reload without an action once/turn)
- Double Tap (may fire short bursts with lever-action, pump-action, or semi-auto firearms)
- Bayonet Range (targets in melee range lose Defense v. firearms)
- Rapid Fire (may forgo defense to make a number of firearms attacks equal to 1 + (Composure - 2). Each attack after the first suffers a cumulative -1 penalty)
- Fighting Style: Grappling 2
- Sprawl (subtract higher of Str + 1 or Dex + 1 from dice pools to overpower character in grapple)
- Takedown (may immediately render target prone instead of holding target, may choose whether or not to go prone)
- Fighting Style: Modern Army Combatives 2
- Tactician's Sense (reflexive Wits + Composure to gauge Initiative)
- Atemi Attack (ignore 1 point of Armor per dot in this merit for Brawl/Weaponry attacks)
- Fighting Style: Sniping 5
- On Scope (max bonus for aim is Composure + 1 for automatics/semi-automatics and Composure + 2 for bolt/break/lever-action firearms)
- Battlesight Zero (double number of attacks that benefit from sighting in a rifle, increase range by Wits/2xWits/3xWits
- Focused Shot (ignore up to [Resolve] dice penalties for aimed shots)
- Tactical Intervention (halve penalties for concealment/shooting into close combat)
- One Shot, One Kill (spend 1 wp with an aimed shot to turn bonus dice from rifle damage into successes)
- Parkour 2
- Flow (negate 1 point of hazardous terrain modifier in foot chase per dot in Parkour, judging jump distances is reflexive)
- Cat Leap (1 automatic success on Dex + Ath rolls to negate fall damage, may apply an extra [Parkour] successes to such rolls)
- Quick Draw 2 (Firearms, Melee)
- May draw a pistol or melee weapon and attack as one action
Mental
- Language (Arabic): 1
- Language (Chinese): 1
- Language (Greek): 1
- Language (Japanese): 1
Social
- Mentor 2 (Sotiris)
- Resources 1
Gnosis & Arcana
Gnosis 4
Arcana
- Death 3
- Fate 3
- Forces 3
- Life 3
Things to Track
Willpower: 10
Temporary Willpower: 10
Mana: 13 (spend up to 4/turn)
Wound Tracker
10 HLs
Current Spells
- None