Difference between revisions of "On that September/Ringo"
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Credit Rating 2 (1 pt) | Credit Rating 2 (1 pt) | ||
Language (French, Spanish) 2 (2 pts) | Language (French, Spanish) 2 (2 pts) | ||
− | |||
Occult 1 (1 pt) | Occult 1 (1 pt) | ||
Oral History 1 (1 pt) | Oral History 1 (1 pt) | ||
<nowiki>*</nowiki> Reassurance 4 (2 pt) | <nowiki>*</nowiki> Reassurance 4 (2 pt) | ||
− | Streetwise | + | Streetwise 2 (2 pt) |
</poem> | </poem> | ||
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Conceal 4 | Conceal 4 | ||
<nowiki>*</nowiki> Disguise 10 (5 pt) | <nowiki>*</nowiki> Disguise 10 (5 pt) | ||
− | Filch | + | Filch 5 |
Firearms 5 | Firearms 5 | ||
First Aid 4 | First Aid 4 | ||
− | Scuffling | + | Scuffling 8 |
<nowiki>*</nowiki> Sense Trouble 12 (6 pt) | <nowiki>*</nowiki> Sense Trouble 12 (6 pt) | ||
Stealth 8 | Stealth 8 | ||
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= Cherries = | = Cherries = | ||
+ | |||
+ | == Scuffling: The Old One Two == | ||
+ | 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). | ||
+ | |||
== Sense Trouble: Quick Reflexes == | == Sense Trouble: Quick Reflexes == | ||
If you overspend on a successful Sense Trouble test, you get the excess pool points back, but they can only be spent on Athletics, Fleeing, Firearms, Scuffling or Weapons tests in the first round of combat or in tests immediately related to the trouble you sensed. e.g. say the difficulty to sense a lurking enemy is 5 and you spend 3 Sense Trouble and roll a 4, for a total of 7, beating the difficulty by 2; you get 2 pool points back that you must spend immediately on attacking or escaping. The maximum size of the refund pool can not be more than the number of Sense Trouble pool points spent i.e. if you’d rolled a 6 in the example above, you’d have beaten the difficulty by 4, but you’d still only get 3 pool points back because you only spent 3 to add to the test die roll. | If you overspend on a successful Sense Trouble test, you get the excess pool points back, but they can only be spent on Athletics, Fleeing, Firearms, Scuffling or Weapons tests in the first round of combat or in tests immediately related to the trouble you sensed. e.g. say the difficulty to sense a lurking enemy is 5 and you spend 3 Sense Trouble and roll a 4, for a total of 7, beating the difficulty by 2; you get 2 pool points back that you must spend immediately on attacking or escaping. The maximum size of the refund pool can not be more than the number of Sense Trouble pool points spent i.e. if you’d rolled a 6 in the example above, you’d have beaten the difficulty by 4, but you’d still only get 3 pool points back because you only spent 3 to add to the test die roll. |
Latest revision as of 16:06, 10 August 2020
Contents
Description
Name: Rudyard "Ringo" Bell
Occupation: Radio DJ
Occupation Ability: <...>
Drive: <...>
Build Points: 16/75
Hit Threshold: 4
Sources of Stability
<...>
Abilities
Investigative
* Assess Honesty 4 (2 pt)
Bargain 1 (1 pt)
* Flattery 4 (2 pt)
* Culture 4 (2 pt)
Credit Rating 2 (1 pt)
Language (French, Spanish) 2 (2 pts)
Occult 1 (1 pt)
Oral History 1 (1 pt)
* Reassurance 4 (2 pt)
Streetwise 2 (2 pt)
General
Health 10 (9 pts)
Stability 12 (11 pts)
Athletics 8
Conceal 4
* Disguise 10 (5 pt)
Filch 5
Firearms 5
First Aid 4
Scuffling 8
* Sense Trouble 12 (6 pt)
Stealth 8
Weapons 2
Cherries
Scuffling: The Old One Two
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).
Sense Trouble: Quick Reflexes
If you overspend on a successful Sense Trouble test, you get the excess pool points back, but they can only be spent on Athletics, Fleeing, Firearms, Scuffling or Weapons tests in the first round of combat or in tests immediately related to the trouble you sensed. e.g. say the difficulty to sense a lurking enemy is 5 and you spend 3 Sense Trouble and roll a 4, for a total of 7, beating the difficulty by 2; you get 2 pool points back that you must spend immediately on attacking or escaping. The maximum size of the refund pool can not be more than the number of Sense Trouble pool points spent i.e. if you’d rolled a 6 in the example above, you’d have beaten the difficulty by 4, but you’d still only get 3 pool points back because you only spent 3 to add to the test die roll.