Jonas Flavius: Difference between revisions
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Line 71: | Line 71: | ||
===XP=== | ===XP=== | ||
Banked: 13CP <br> | Banked: 13CP <br> | ||
Total: | Total: 151 CP | ||
====Season One==== | ====Season One==== | ||
:Session 1 "A Worthy Enemy": 3XP + bonus skills | :Session 1 "A Worthy Enemy": 3XP + bonus skills |
Revision as of 15:06, 17 August 2017
"Too long you've been held back, trying to protect something that is dying."
"I. . ."
"I'm sorry Jonas, I didn't know. But had you asked, I would have said yes. Even over Armiger. But fate was always against us. My fate was with another, and now so is yours."
<< The shadow of Eria touches you, mortal. Did you know you are marked by her protection? >> ... << I wonder why she has chosen you, mortal. I suppose we will see. Go in peace. >>
Hero Level: 1st Level
Distinguishing features
- Eyepatch
- Stubble
Inflects respect vibes on Elves of CZ Centeral
Core Stats
- Physique 3
- Senses 4
- Intellect 4 (+1)
- Aether 1
- Adrenaline - 3
- Focus - 2
- Willpower - 5
- Core Ether - 1
Skills
Core Skills
- Alertness 3
- Athleticism 4
- Intuition 3 (+2 Eleutherian Patrician)
- Concentration 2
- Aether Channel 2
Combat Skills
- Firearms 3
- Melee Weapons 2
- Tactics 4 (+2 Eleutherian Patrician)
- Unarmed 2
- Leadership 5 (+2 Eleutherian Patrician)
Vehicle Skills
- Weapon Systems 5 (+2 Eleutherian Patrician)
- Technical Systems 2
- Drive 4
Covert Skills
- Stealth 2
- Deception 3
- Codes 2
Social Skills
- Graces 3
- Languages 2 [Eleutherian, Olbold]
- Social Circles: 4 [Plebs, Republic Military/Resistance, CZ Central Nobles, CZ Central Underworld] (Free: Elves, Red Brigades)
- Conversation 4 (+2 Eleutherian Patrician)[HEROIC SKILL]
- One Liners 2
Technical Skills
- Theory 2
- Local Knowledge 2
- Critical Thinking 2
Etheric Skills
Quirks
- Moralist: Your character can get on their high horse sometimes and prevents them taking more expedient actions. Once per session gain 2 CP if you stop another character taking an action that would further one of your group’s goals with the words, “That’s not who we are,” or “Because otherwise we’d become like them,” or similar. Gain 10 CP if this leads to the escape of a named villain who can come back and plague the group in future.
- Honorable: Your character hates to act dishonorably, such as stabbing another in the back, lying to the people, or striking down an unarmed foe. When faced with the ability to take a dishonorable action, if your character sacrifices their chance to act, such as by refusing to strike in a surprise round, saying nothing in response to an accusation for fear of harming another, or letting a downed adversary regain their feet and claim their sword, they gain +3 Advantage.
- War Wound: Your character has lingering injuries that have never fully healed. They suffer a -2 penalty to one Exploit Pool, but gain two additional Trait points due to their hard won experience. This quirk cannot be taken if it would reduce the pool below 0. The nature of the wound is a lost eye from a bullet graze (-2 Focus). It can be upgraded to a serious war wound for double the Exploit cost, and four trait points.
Traits
- Eleutherian Patrician (2 trait points) – Patricians are the old noble families of the Republic. Due to the superior education of the Republic they gain +2 bonus to five skills. If an Eleutherian Patrician picks a Jibrilite trait they do not pay the extra 1 point surcharge for mixed ancestry.
- Willful Advantage (1 trait point): Allows a character to spend Willpower rather than Advantage when performing special maneuvers. One Willpower equals two Advantage. Prerequisite: Hero 1, Intellect 4
- Republic Officer Training (3 trait points) Prerequisite: Leadership 3
- Orator (2 trait points) Access to the Oratory conversation options Prerequisite: Conversation 4
- Chessmaster (3 trait points) Access to the Chessmaster tactical battle options. Just as planned.(1) Prerequisite: Hero 1, Tactics 5
- (1) Plan means Keikaku.
XP
Banked: 13CP
Total: 151 CP
Season One
- Session 1 "A Worthy Enemy": 3XP + bonus skills
- Bonus Skills: +1 City Elf Circles, +2 Leadership when dealing with Elves
- +1 to One Liner
- +1 to Quick Uptake
- +1 to Conversation
- Session 2 "The Ball, Part 1": 3XP
- +1 to Pleb Circle
- +1 Conversation
- +1 to Grace
- Session 3 "The Ball, Part 2/Redemption:" 4XP
- +1 to Leadership
- +1 to Elf Circle
- +1 to Republic Military Circles
- Side Story: "Baka Jonas! :[": 2XP
- +1 to Intuition
- Session 4 "What dreams may come": 13XP
- -2 banked XP for rerolls
- +1 to Tactics
- +1 to Leadership
- +1 to Military Theory
- +1 to Intellect (5XP)
- +1 Athleticism
- Session 5 "The Battle of Railway Road": 6XP
- -1 banked XP for reroll
- +1 to Conversation
- +1 to intution
- Session 6 "The Heart of a Patriot": 4XP
- -4 banked XP for rerolls
- Session 7 "Ingriaception": 2XP
- +1 Problem Solving
- +1 Military Theory
- +1 Firearms
- +1 Drive
- +1 Aether Channel
Crossover Madness
- The Legend of the Republic: 2XP
Season Two
- Session 8 "Goddamn it Jonas!": 3 CP
- Session 9 "An Unexpected Ally": 6 CP
- -1 banked XP for reroll
- Session 10 "The shadow of Eria touches you, mortal.": 3CP
- Session 11 "A Parting of Ways": 4 CP
- Session 12 "Into Samelrand Spire, Part 1": 4CP
- 1\-1 banked CP for reroll
- -2 for Alertness 3
- -5 for Athleticism 4
- -2 for Firearms 3
- Session 13 "Into Samelrand Spire, Part 2": 5CP
- -1 for reroll