Difference between revisions of "On that September/James"

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==Mugshot==
 
==Mugshot==
 
[[File:Mugshot.jpeg|256px|]]
 
[[File:Mugshot.jpeg|256px|]]
==Characteristics and Derived Rolls==
+
=Bio=
total = (10+n (pb))
+
<poem>Name: James Thomas Anderson
STR 13 = 10+ 3 (3) Effort roll 65%
+
Drive: Curiosity
CON 13 = 10+ 3 (3) Stamina roll 65%
+
Occupation: Journalist
SIZ 14 = 10+ 4 (4) Damage Bonus +1d4
+
Occupation Ability: Access to news morgues
INT 14 = 10+ 4 (12) Idea roll 70%
+
Build Points: 16/75
  POW 09 = 10- 1 (-3) Luck roll 45%
+
Hit Threshold: 4
  DEX 12 = 10+ 2 (6) Agility  roll 60%
+
</poem>
APP 09 = 10- 1 (-1) Charisma roll 45%
+
=Sources of Stability=
 +
  1. William "Billy" Barnes (Served Together)
 +
  2. Mike Allen (Local Comics Shop Owner)
  
HP = 13 = (CON+SIZ)/2, major wound = 6 = HP/2
+
=Abilities=
PP = 09 = POW
+
<pre>*Languages 2
Fatigue points = 26 = STR+CON
+
  + French
XP Bonus = 7 = INT/2
+
  + Japanese
  
==Skills==
+
Investigative:
Profession: Journalist, INT 14
+
*Assess Honesty      7
===Professional Skills===
+
*Cop Talk            2
(250pts, cap 75%)
+
Credit Rating        2
name, base chance + points = total %
+
*Oral History        2
Insight 05 + 35 = 40%
+
*Reassurance          4
Listen 25 + 40 = 65%
+
*Streetwise          4
research (newspapers etc) 25 + 35 = 60%
+
*Evidence Collection 2
Research (Records) 25 + 35 = 60%
+
Photography          7
  Spot 25 + 40 = 65%
+
Occult                1
Stealth 10 + 25 = 35%
 
Knowledge (region) 05 + 40 = 45%
 
  
===Personal Skills===
 
(INT x 10 = 140 pts, cap 75% or 50%) (можно повышать профессиональные на этот же пул, но не выше капа):
 
  name, base chance + points = total %
 
Dodge 24 + 20 = 44%
 
Firearm (см. оружие) + 30
 
First Aid 30 + 20 = 50%
 
Swim 25 + 35 = 60%
 
Strategy 01 + 35 = 36%
 
  
==Resources==
+
General:
Max Powerpoints = POW characteristic
+
Athletics            10
Powerpoint cost = Powerpoints spent to activate Resource
+
*Disguise            8
Powerpoints are restored at the rate of 1 per hour of rest or 1 per 2 hours of activity
+
Explosives            8
 +
Firearms            10
 +
First Aid            3
 +
Fleeing              8
 +
Health              10
 +
Insurgency            2
 +
Preparedness          8
 +
Scuffling            8
 +
*Shadowing            8
 +
Stability            6
 +
</pre>
  
Danger sense
+
=Cherries=
Range: POW in metres
+
<Pre>
Cost: always on; 2 pp to activate, 2 pp to maintain per combat round
+
Disguise: Alternate Identity
Danger Sense provides your character with an uncanny ability to sense immediate threats from the nearby vicinity, such as a sniper, sneak attack, or trap in an area he or she is ready to pass through. Traditionally, this sense is passive, and you do not need to spend any power points to activate it. If the sense is passive, your character’s chance of detecting danger is equal to a Difficult Luck roll. If the gamemaster rolls your Danger Sense passively (where it is not initiated), it does not cost any power points to initiate. However, if you wish to actively scan for danger, you can spend 1 power point to “scan” another character or area to determine if danger is present. Activating Danger Sense costs 2 power points per attempt, and the chance of detecting danger is equivalent to an unmodified Luck roll. Further Danger Sense attempts (whether the initial was passive or active) always cost 2 power points per combat round.
+
You’ve established a whole other life for yourself, complete with friends, possessions, documentation — possibly even a home and family. This alternate persona must have a lower Credit Rating than your main identity (unless you’ve been masquerading as someone else since the start of the campaign). A Disguise rating of 8 or more gets you one alternate identity; you can purchase more for 4 experience points each.
If the result of the roll is a special success, your character gains an impression of the exact direction the threat is coming from, and if the roll is a critical success, he or she has a further insight into the nature of the threat. This ability takes the form of a neck-hairs sort of tingle, or a sudden hunch. If your character succeeds in using the Danger Sense  in a combat round, he or she cannot be ambushed, surprised, or flanked, and will be able to parry or dodge as appropriate without penalty.
+
 
 +
Explosives: One Last Stick
 +
You can spend Explosive pool points on Preparedness tests to obtain dynamite or similar explosives.
 +
 
 +
Firearms: Nerves of Steel
 +
Difficulty numbers for your Firearms tests aren’t affected by being shaken.
 +
 
 +
Fleeing: Blackout
 +
Once per adventure, when you fail a Fleeing test or are about to be consumed by some other horror, you may declare that you black out. When you wake up, you’re somewhere safe. You have no idea how you escaped or where you are now, and may have dropped items or abandoned fellow investigators to some horrible fate. But you’re alive, and that’s something.
 +
 
 +
Preparedness: Expedition Planning
 +
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: 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).  
 +
 
 +
Shadowing: In Over Your Head
 +
Whenever you make a successful Shadowing test while shadowing someone, you gain 2 pool points that can be spent on Evidence Collection, Locksmith, Disguise, Filch or Stealth. You lose any unspent points in this pool when you stop shadowing the target and turn back, or are discovered.  
 +
 +
</Pre>
 +
=Weapons=
 +
 
 +
 
 +
=Equipment=

Revision as of 18:05, 10 August 2020

Mugshot

Mugshot.jpeg

Bio

Name: James Thomas Anderson
Drive: Curiosity
Occupation: Journalist
Occupation Ability: Access to news morgues
Build Points: 16/75
Hit Threshold: 4

Sources of Stability

1. William "Billy" Barnes (Served Together)
2. Mike Allen (Local Comics Shop Owner)

Abilities

*Languages 2
   + French
   + Japanese

Investigative:
*Assess Honesty       7
*Cop Talk             2
Credit Rating         2
*Oral History         2
*Reassurance          4
*Streetwise           4
*Evidence Collection  2
Photography           7
Occult                1


General:
Athletics            10
*Disguise             8
Explosives            8
Firearms             10
First Aid             3
Fleeing               8
Health               10
Insurgency            2
Preparedness          8
Scuffling             8
*Shadowing            8
Stability             6

Cherries

Disguise: Alternate Identity
You’ve established a whole other life for yourself, complete with friends, possessions, documentation — possibly even a home and family. This alternate persona must have a lower Credit Rating than your main identity (unless you’ve been masquerading as someone else since the start of the campaign). A Disguise rating of 8 or more gets you one alternate identity; you can purchase more for 4 experience points each.

Explosives: One Last Stick
You can spend Explosive pool points on Preparedness tests to obtain dynamite or similar explosives.

Firearms: Nerves of Steel
Difficulty numbers for your Firearms tests aren’t affected by being shaken. 

Fleeing: Blackout
Once per adventure, when you fail a Fleeing test or are about to be consumed by some other horror, you may declare that you black out. When you wake up, you’re somewhere safe. You have no idea how you escaped or where you are now, and may have dropped items or abandoned fellow investigators to some horrible fate. But you’re alive, and that’s something.

Preparedness: Expedition Planning
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: 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). 

Shadowing: In Over Your Head
Whenever you make a successful Shadowing test while shadowing someone, you gain 2 pool points that can be spent on Evidence Collection, Locksmith, Disguise, Filch or Stealth. You lose any unspent points in this pool when you stop shadowing the target and turn back, or are discovered. 
 

Weapons

Equipment