Difference between revisions of "On that September/Sam"

From Game Logs
Jump to: navigation, search
m
 
(12 intermediate revisions by 2 users not shown)
Line 1: Line 1:
==Characteristics and Derived Rolls==
+
[[Category:Characters]]
total = (10+n (pb))
+
[[Category: On That September]]
STR 13 = 10+3 (3) Effort roll 65%
+
=Bio=
CON 14 = 10+4 (4) Stamina roll 70%
+
<poem>Name: Samuel Lucas Irish
SIZ 14 = 10+4 (4) Damage Bonus +1d4
+
Drive: Adventure
INT 12 = 10+2 (6) Idea roll 60%
+
Occupation: Driver/Smuggler
POW 11 = 10+1 (3) Luck roll 55%
+
Occupation Ability: Access to a car
DEX 12 = 10+2 (6) Agility  roll 60%
+
Build Points: 16/75
APP 10 = 10+0 Charisma roll 60%
+
Hit Threshold: 4
 +
</poem>
 +
=Sources of Stability=
 +
Connor Irish (Dad)
  
HP = 14 = (CON+SIZ)/2, major wound = 7
+
Lilian Saoirse Irish (Little Sister)
PP = 11
 
Fatigue points = 27 = STR+CON
 
XP Bonus = 6 = INT/2
 
  
==Skills==
+
=Abilities=
Profession: Mechanic, INT=12
+
<pre>Languages 2
===Professional Skills===
+
  +French    
(250pts, cap 75%)
+
  +Spanish
name, base chance + points = total %
 
Bargain 05 + 30 = 35%
 
Drive 20 + 50 = 70% (base chance for uncommon vehicles 01%)
 
Fine manipulation 05 + 20 = 25%
 
Heavy machine 01 + 50 = 56% (буквально скилл для вождения бульдозеров, тракторов етц)
 
Repair (electric) 15 + 20 = 31%
 
Repair (mechanic) 15 + 50 = 65%
 
Spot 25 + 30 = 55%
 
===Personal Skills===
 
(INT x 10 = 120 pts, cap 75% or 50%) (можно повышать профессиональные на этот же пул, но не выше капа):
 
   name, base chance + points = total %
 
Brawl 25 + 30 = 55%
 
Dodge 24 + 30 = 54% (base chance DEX * 2)
 
Melee (baseball bat) (=light mace) 25 + 30 = 55%
 
Language (Spanish) 00 + 15 = 15% (Gets across simple requests, enough to be understood and survive day to day. Complex communications (Bargain, Persuade, etc.) are Difficult actions)
 
Knowledge (streetwise) 01 + 15 = 16%
 
==Resources==
 
Max Powerpoints = POW characteristic
 
Powerpoint cost = Powerpoints spent to activate Resource
 
Powerpoints are restored at the rate of 1 per hour of rest or 1 per 2 hours of activity
 
  
Unarmed Combat
+
Investigative:
Range: self
+
Bargain                3
Cost: 2 PP per round of combat
+
Cop Talk              3
Each round of combat, you can activate Unarmed Combat to one of the following effects:
+
Credit Rating          3
- add 2 points of damage to any successful Brawl or Grapple attack
+
Oral History          2
- add 2 points of armor to your character’s limbs when parrying melee, missile, or unarmed attacks while unarmed. This armor value is only applied if the parry is successful and damage is being applied to your character. The 2 points are also subtracted from damage determining a knockback or other weapon breakage
+
*Streetwise            4
- subtract 5% from a single attacker’s chance to hit your character in a combat round. You pick who gets this penalty, and it can vary from round to round
+
Locksmith              3
- add 5% to your character’s unarmed hand-to-hand attacks, whether the Brawl or Grapple skill is used. This applies to all attacks your character makes in a combat round
+
 
 +
General:
 +
Athletics              8
 +
*Driving              12
 +
*Electrical repair    8
 +
First Aid              3
 +
Health                10
 +
*Mechanical Repair    10
 +
*Conceal              8
 +
Preparedness          4
 +
Scuffling              10
 +
*Sense Trouble        10
 +
Stability              8
 +
Weapons                10
 +
</pre>
 +
 
 +
=Cherries=
 +
<Pre>Conceal: Trap Sense
 +
You may spend Conceal pool points to add to a Sense Trouble test if the potential threat is a concealed trap or other hidden environmental peril, like an overgrown pit or impending cave-in.
 +
 
 +
Driving: Drive-By Shootout
 +
You’re adept at lining up shots for your passengers when they’re shooting out the window. You may transfer up to 4 of your Driving pool points to your passenger’s Firearms pools at the start of a car chase. Unspent points are lost when the chase ends.
 +
 
 +
Electrical Repair: Alien Insight
 +
Your intuitive understanding of electricity and magnetism gives you an insight into devices far beyond the paltry technology of humanity. You may spend 4 Electrical Repair pool points to activate a strange and unfamiliar device. You only guess at how to turn the thing on, not what it does or how to properly control it.
 +
 
 +
Mechanical Repair: Give It A Kick
 +
Once per adventure, you may declare one Mechanical Repair test an instant success. You could kick a plane’s engine back to life as it falls from the sky, or unjam a machine gun with one solid whack.
 +
 
 +
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.
 +
 
 +
Weapons: Favourite Weapon
 +
Pick your favourite melee weapon. You draw strength and courage from its familiar heft in your hand. Once per adventure, you may gain 4 Stability from drawing or brandishing your weapon. With this sword by your side, there’s nothing you can’t handle.
 +
</Pre>
 +
=Weapons=
 +
Wrench (+0)
 +
 
 +
Brass Knuckles(-1)
 +
 
 +
=Equipment=
 +
Car (Cadillac 62 series, sedan, 1948)
 +
 
 +
Motorcycle (Indian Chief Black Hawk 1950)

Latest revision as of 16:19, 11 July 2020

Bio

Name: Samuel Lucas Irish
Drive: Adventure
Occupation: Driver/Smuggler
Occupation Ability: Access to a car
Build Points: 16/75
Hit Threshold: 4

Sources of Stability

Connor Irish (Dad)

Lilian Saoirse Irish (Little Sister)

Abilities

Languages 2
   +French   
   +Spanish

Investigative:
Bargain                3
Cop Talk               3
Credit Rating          3
Oral History           2
*Streetwise            4
Locksmith              3

General:
Athletics              8 
*Driving               12
*Electrical repair     8
First Aid              3
Health                 10
*Mechanical Repair     10
*Conceal               8
Preparedness           4
Scuffling              10
*Sense Trouble         10
Stability              8
Weapons                10

Cherries

Conceal: Trap Sense
You may spend Conceal pool points to add to a Sense Trouble test if the potential threat is a concealed trap or other hidden environmental peril, like an overgrown pit or impending cave-in. 

Driving: Drive-By Shootout
You’re adept at lining up shots for your passengers when they’re shooting out the window. You may transfer up to 4 of your Driving pool points to your passenger’s Firearms pools at the start of a car chase. Unspent points are lost when the chase ends. 

Electrical Repair: Alien Insight
Your intuitive understanding of electricity and magnetism gives you an insight into devices far beyond the paltry technology of humanity. You may spend 4 Electrical Repair pool points to activate a strange and unfamiliar device. You only guess at how to turn the thing on, not what it does or how to properly control it. 

Mechanical Repair: Give It A Kick
Once per adventure, you may declare one Mechanical Repair test an instant success. You could kick a plane’s engine back to life as it falls from the sky, or unjam a machine gun with one solid whack. 

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. 

Weapons: Favourite Weapon
Pick your favourite melee weapon. You draw strength and courage from its familiar heft in your hand. Once per adventure, you may gain 4 Stability from drawing or brandishing your weapon. With this sword by your side, there’s nothing you can’t handle. 

Weapons

Wrench (+0)

Brass Knuckles(-1)

Equipment

Car (Cadillac 62 series, sedan, 1948)

Motorcycle (Indian Chief Black Hawk 1950)