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..."
 
MJ12 Commando (talk | contribs)
 
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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): 2
:Language (Arabic): 1
:Language (Chinese): 2
:Language (Chinese): 1
:Language (Greek): 3
:Language (Greek): 1
:Language (Japanese): 2
: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