M:tAW Converted Westin
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