Difference between revisions of "Worst Poetry In Great Britain/Rosemary Neumann"
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Rosemary Neumann, Lady's Maid | Rosemary Neumann, Lady's Maid | ||
− | Occupation: Nurse | + | '''Occupation:''' Nurse |
− | Drive: Follower of [[Worst_Poetry_In_Great_Britain/Amrita_Mortimer|Amrita Mortimer]] | + | '''Drive:''' Follower (of [[Worst_Poetry_In_Great_Britain/Amrita_Mortimer|Amrita Mortimer]]) |
− | + | '''Pillars:''' Morals, Family, Nature | |
− | + | '''Investigative Build Points:''' 16 + 3 (from template) + 1 (to Medicine from 8+ First Aid) | |
− | + | '''General Build Points:''' 65 | |
− | === | + | === Features === |
− | By using <s>Medicine or</s> Reassurance, you have access to <s>medical records and hospital wards</s> <i>servants quarters and staff rooms</i> generally off limits to the public. If you are affiliated with a <s>hospital, sanitarium, or other facility</s> <i>noble house</i>, you can automatically use Reassurance to talk your way into any part of your <s>institution</s> <i>patron's | + | ;<s>Nurse</s> <i>Maid</i> |
+ | :By using <s>Medicine or</s> Reassurance, you have access to <s>medical records and hospital wards</s> <i>servants quarters and staff rooms</i> generally off limits to the public. If you are affiliated with a <s>hospital, sanitarium, or other facility</s> <i>noble house</i>, you can automatically use Reassurance to talk your way into any part of your <s>institution</s> <i>patron's estate</i> from the drugs locker to the deep freeze. | ||
− | When you use First Aid, each point spent heals 3 Health points, rather than 2. (You gain 2 Health points rather than 1 for each First Aid point you spend to heal yourself.) You can stabilize the condition of a seriously wounded victim by spending only 1 First Aid point, rather than 2. | + | ;Nurse |
+ | :When you use First Aid, each point spent heals 3 Health points, rather than 2. (You gain 2 Health points rather than 1 for each First Aid point you spend to heal yourself.) You can stabilize the condition of a seriously wounded victim by spending only 1 First Aid point, rather than 2. | ||
+ | |||
+ | ;Preparedness | ||
+ | :If you have time to prepare and pack for any sort of expedition, then you bring enough for everyone. When you succeed at a Preparedness test to obtain an item, you may spend one extra point to have one of those items for everyone in the group. For example, if you use Preparedness to declare you’ve got an electric lamp, then you can spend an extra point to give everyone else a similar lamp too. | ||
+ | |||
+ | ;Scuffling | ||
+ | :You may make an extra Scuffling attack per round, as long as you hit with your first attack. To make the second attack you must pay a number of Scuffling pool points equal to the result of the damage die from the first attack (so, if you roll damage of 2, you must pay 2 Scuffling pool points for another swing). | ||
=== Academic Abilities === | === Academic Abilities === | ||
+ | Accounting | ||
+ | Anthropology | ||
+ | Archaeology | ||
+ | Architecture | ||
+ | Art History | ||
4 Biology * | 4 Biology * | ||
− | 3 Languages | + | Cryptography |
− | + | Forbidden Lore | |
− | + | Geology | |
− | + | History | |
− | + | 3 Languages (German *, English, French, Latin) | |
+ | Law | ||
+ | Library Use | ||
4 Medicine *^ | 4 Medicine *^ | ||
+ | Occult | ||
+ | Physics | ||
+ | Theology | ||
=== Interpersonal Abilities === | === Interpersonal Abilities === | ||
2 Access Honesty * | 2 Access Honesty * | ||
− | + | Bargain | |
+ | Bureaucracy | ||
+ | Cop Talk | ||
2 Flattery * | 2 Flattery * | ||
+ | Interrogation | ||
+ | Intimidation | ||
+ | Oral History | ||
4 Reassurance * | 4 Reassurance * | ||
+ | 2 Society | ||
+ | Streetwise | ||
− | === Technical Abilities === | + | === Technical Abilities === |
+ | Art | ||
+ | Astronomy | ||
1 Chemistry | 1 Chemistry | ||
− | + | Craft | |
+ | 2 Evidence Collection | ||
1 Forensics | 1 Forensics | ||
− | 1 | + | Locksmith |
+ | 1 Outdoorsman | ||
4 Pharmacy * | 4 Pharmacy * | ||
+ | Photography | ||
=== General Abilities === | === General Abilities === | ||
Line 46: | Line 76: | ||
4 Conceal | 4 Conceal | ||
4 Disguise | 4 Disguise | ||
− | + | Driving | |
+ | Explosives | ||
+ | Filch | ||
+ | Firearms | ||
10 First Aid * | 10 First Aid * | ||
− | + | Fleeing | |
− | + | Mechanical Repair | |
+ | Piloting | ||
8 Preparedness | 8 Preparedness | ||
− | 8 | + | Psychoanalysis |
+ | 2 Riding | ||
+ | 8 Scuffling | ||
4 Sense Trouble | 4 Sense Trouble | ||
+ | Shadowing | ||
+ | 4 Stealth | ||
+ | Weapons | ||
+ | |||
+ | === Characteristics === | ||
+ | 4 Hit Threshold (from 8+ Athletics) | ||
+ | 8 Health | ||
8 Stability | 8 Stability | ||
− | + | 8 Sanity | |
− | + | 2 Credit Rating | |
=== Weapons === | === Weapons === | ||
-2 Fist, kick | -2 Fist, kick | ||
− | -1 | + | -1 Hairstick Stiletto x2 |
− |
Latest revision as of 09:25, 23 October 2024
Contents
Character
Rosemary Neumann, Lady's Maid
Occupation: Nurse
Drive: Follower (of Amrita Mortimer)
Pillars: Morals, Family, Nature
Investigative Build Points: 16 + 3 (from template) + 1 (to Medicine from 8+ First Aid)
General Build Points: 65
Features
NurseMaid- By using
Medicine orReassurance, you have access tomedical records and hospital wardsservants quarters and staff rooms generally off limits to the public. If you are affiliated with ahospital, sanitarium, or other facilitynoble house, you can automatically use Reassurance to talk your way into any part of yourinstitutionpatron's estate from the drugs locker to the deep freeze.
- Nurse
- When you use First Aid, each point spent heals 3 Health points, rather than 2. (You gain 2 Health points rather than 1 for each First Aid point you spend to heal yourself.) You can stabilize the condition of a seriously wounded victim by spending only 1 First Aid point, rather than 2.
- Preparedness
- If you have time to prepare and pack for any sort of expedition, then you bring enough for everyone. When you succeed at a Preparedness test to obtain an item, you may spend one extra point to have one of those items for everyone in the group. For example, if you use Preparedness to declare you’ve got an electric lamp, then you can spend an extra point to give everyone else a similar lamp too.
- Scuffling
- You may make an extra Scuffling attack per round, as long as you hit with your first attack. To make the second attack you must pay a number of Scuffling pool points equal to the result of the damage die from the first attack (so, if you roll damage of 2, you must pay 2 Scuffling pool points for another swing).
Academic Abilities
Accounting Anthropology Archaeology Architecture Art History 4 Biology * Cryptography Forbidden Lore Geology History 3 Languages (German *, English, French, Latin) Law Library Use 4 Medicine *^ Occult Physics Theology
Interpersonal Abilities
2 Access Honesty * Bargain Bureaucracy Cop Talk 2 Flattery * Interrogation Intimidation Oral History 4 Reassurance * 2 Society Streetwise
Technical Abilities
Art Astronomy 1 Chemistry Craft 2 Evidence Collection 1 Forensics Locksmith 1 Outdoorsman 4 Pharmacy * Photography
General Abilities
8 Athletics 4 Conceal 4 Disguise Driving Explosives Filch Firearms 10 First Aid * Fleeing Mechanical Repair Piloting 8 Preparedness Psychoanalysis 2 Riding 8 Scuffling 4 Sense Trouble Shadowing 4 Stealth Weapons
Characteristics
4 Hit Threshold (from 8+ Athletics) 8 Health 8 Stability 8 Sanity 2 Credit Rating
Weapons
-2 Fist, kick -1 Hairstick Stiletto x2