Xiang, WereOcelot

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Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Xiang, WereOcelot

Post by Xiang »

Xiang Cat form.jpg
Xiang Cat form.jpg (56.95 KiB) Viewed 5620 times
Xiang hybrid form.jpg
Xiang.jpg
Player Name: Jason
Google Handle: Jason Bahr
Character Name Xiang
Rank: Seasoned 1 Advances: 4 Advances Left:
Race: Human
Iconic Framework: Werecat (Ocelot)
Attributes: Human: Agility d12, Smarts d8, Spirit d8, Strength d8, Vigor d6
Hybrid: Agility d12+2, Smarts d8, Spirit d8, Strength d12, Vigor d6
Cat: Agility d12, Smarts d8, Spirit d8, Strength d4, Vigor d6
Pace: 6; Parry: 9/11 (or 13) with shield; Toughness: Human/Hybrid 6/13 (5) in armor, Cat 4; Size: -1 in Human/Hybrid forms, _3 in Cat form
Skills:
  • Athletics d8
  • Common Knowledge d4
  • Notice d8
  • Persuasion d4
  • Stealth d8
  • Fighting d12
  • Shooting d8
  • Survival d8
  • Lockpicking d4
  • Mayan d8 (Native)
  • Psionics d8
  • Spellcasting d6
  • Occult d4
  • American d6 (Linguist)
  • Spanish d6 (Linguist)
  • Simvan d6 (Linguist)
  • Draconic/Elvish d6 (Linguist)
Hindrances
  • Habit (Minor): Need to hunt or fight
  • Vow (Major): Destroy Vampires and supernatural evil.
  • Weakness (Garlic and Wolf’s Bane): A Werecat must check Spirit when coming into contact with these herbs or become Shaken. Attacks against those wearing them are at −2 penalty.
  • Weakness (Magic and Psionics): As a creature of magic, a Werecat can be affected by magic and psionics.
  • Weakness (Silver): Werebeasts are vulnerable to silver. Werecats suffer +4 damage from silver weapons.
  • Weakness (Supernatural): Werecats can be hurt by the natural attacks of vampires, werebeasts, creatures of magic and other supernatural beings.
  • Wild Beast: Their connection to nature makes Werecats uneasy in cities . When in a city for more than a day, they grow irritable and depressed suffering a −2 to all Trait rolls. They must check Spirit every day to remain calm; if they fail they must leave the city for the nearest natural habit.
  • Small: Has -1 Size and therefore toughness
  • Curious (Major):
  • Heroic (Major):
Edges
  • Acrobat:
  • Arcane Background (Magic):
  • Arcane Background (Psionics)::
  • Thief:
  • Woodsman:
  • Combat Acrobat:
  • Martial artist:
  • Linguist:
  • Major Psionic:
  • Martial Warrior:
  • Adept: Psionic
  • Block:
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: Xiang, WereOcelot

Post by Xiang »

Gear (post gear as a reply to character sheet)
NG-S2 Survival Pack: Survival Knife, wooden cross, and wooden stakes (20 lb, 3000 credits)
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker.
  • First aid kit with three uses (each refill costs 100 credits).
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Armor of the Sun Jaguar
Kinich Ahau looked down on creation, saw the blight of the vampire and demons infesting the earth and despaired that his holy light did shine but half the day. At night, when he was forced to travel the underworld, they were free to spread death and corruption. He knew the various jaguar people fought valiantly to stem the tide but often lacked the tools to easily end such foes. So he sent a vision to the priest-smiths of the tribes showing them the blessings and preparations to so enhance the armors of the cat people to better end their hated foes.

Stats
  • Protection: +9 armor, +2 toughness
  • Min strength: d6
  • Weight: 12lbs
  • Value: 70,000 credits
  • Notes: Wearer may cast the Smite power with Sunlight trapping if they have PP. For an addition PP the trapping is replaced with celestial silver.
The technical stuff
Base Item, Medium Enchanted Armor Cost: 15,000 credits
Minor Mod: +2 armor Cost: 5,000 credits
Minor Mod: +2 armor Cost: 5,000 credits
Major Mod: Other Power Modifier: May replace sunlight with celestial silver trapping on Smite power for +1 PP. Power costs +1 PP to activate. Cost: 25,000 credits (???)
Major Mod: Power Smite with Sunlight trapping Cost: 20,000 credits

Wilk’s 320 Laser Pistol
  • Range 15/30/60
  • Damage 3d6
  • RoF 1
  • AP 2
  • Shots 20
  • Min Strength d4
  • Weight 2
  • Rarity +1
  • Cost 11,000
  • Notes: The "Classic" is Shooting +1. HJ mods- +1 to Shooting rolls (5-6) and May benny to avoid technical difficulties (14). 2 Eclips
Silver Short Sword
  • Damage Str+d6
  • Min Strength d6
  • Weight 2
  • Cost 1000
Med Polymer Shield
  • Parry +2 (+4)
  • Cover −2 (-4)
  • Min Strength d6
  • Weight 4
  • Notes: Can collapse down into a bracer. When activated with 1 pp it gains +2 to its parry and a -2 improvement to its cover bonus.
  • Base Cost 3000
  • Value after mods 27,200
    • Modifications:
    • Add "HJ mod" collapsible. It folds down into a bracer providing no bonuses when it is shrunk down. Cost 3000
    • TW Conversion Cost 1200
    • TW Minor mod: +1 Parry Cost 5,000
    • TW Minor mod: +1 Parry Cost 5,000
    • TW Minor mod: -1 Cover Cost 5,000
    • TW Minor mod: -1 Cover Cost 5,000
Bag of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains




Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.


Credits:300
Starting Cash 1300 money, 2000 valuables
Money and Common Goods: [dice:34n75s4v]60827:0[/dice:34n75s4v] × 100 Universal Credits, and [dice:34n75s4v]60827:1[/dice:34n75s4v] × 500 credits worth of gear or valuables
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: Xiang, WereOcelot

Post by Xiang »

ISP 20/20
PPE 10/10

Powers: Psionic
  • Detect/Conceal Arcana
    • Power Points: 2
    • Range: Smarts
    • Duration: 5 (detect); one hour (conceal)
    • Trappings: Waving hands, whispered words. Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale (see the Size Table page 179). Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
    • Modifiers:
      • „ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
      • AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
      • STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
  • Mindlink:
    • Power Points: 1
    • Range: Smarts
    • Duration: 30 minutes
    • Trappings: Headpieces, talismans of Tao or other gods, crystals. Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed. Once activated, the Range between all linked minds is one mile, or five with a raise. If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound). The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
    • Modifiers
      • ADDITIONAL RECIPIENTS (+1): The power may affect additional individuals for 1 additional Power Point each.
  • Mindreading:
    • Power Points: 2
    • Range: Smarts
    • Duration: Instant
    • Trappings: Psionic invasion, soulsight. Mind reading is an opposed roll versus the target’s Smarts. Success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
  • Deflection
    • Power Points: 2
    • Range: Smarts
    • Duration: 5
    • Trappings: Heightened awareness of attacks and boosted reflexes in response to them. Limitation self only Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power. Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
    • Modifiers
      • SHROUD (+1):Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.

Powers: Magic
  • Healing
    • Power Points: 3
    • Range: Touch
    • Duration: Instant
    • Trappings: Laying on hands, touching the victim with a holy symbol, prayer. Healing removes Wounds less than an hour old. The penalty to the caster’s arcane skill roll is the victim’s Wounds, if any (to a maximum of −3 for those who can take more than three). A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
    • Modifiers
      • GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
      • CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
      • NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
  • Boost/Lower Trait
    • Power Points: 2
    • Range: Smarts
    • Duration: 5 (boost); Instant (lower)
    • Trappings: Glowing greenish aura around the recipient. For boost it's a healthy comforting green, for lower it is more baleful and sickly. This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
    • Modifiers
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
      • STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
  • Relief:
    • Power Points: 1
    • Range: Smarts
    • Duration: Instant
      Trappings: Prayer, tonics. Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.
    • MOdiFierS
      • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: Xiang, WereOcelot

Post by Xiang »

Background

Born to the Yuum-Yeeb clan in the Yucatan peninsula, Xiang was pretty typical for his people as a youth. Tricking and laying trps for the vampires and demons of the jungles and aiding the other peoples who were just trying to live in the hellscape of the dimensionally shifted land. One day he encountered visitors from a rift who called themselves "Reids Rangers", heroes who fought the vampires far to the north. The people weren't the famous Dr. or any of his seconds but a mid tier unit sent to scout the lands to the south. They impressed the tribal elders, who had assigned Xiang to be their guide, that they agreed to allow the young warrior to accompany them in their return. Granting Xiang a suit of prized holy armor he went north.

The journey was long and fraught with danger. He made several good friends among the Rangers on the way but on learning of their use of necromancy was a bit unnerved. He also heard tales of great heroes from something called the Tomorrow Legion. His travels thus far had given him an urge to see more of the world before going home. So he found a rift that went somewhere north and hopped thru.
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

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Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: Xiang, WereOcelot

Post by Xiang »

Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Iconic Framework
Abilities and Bonuses
  • Cats Land on Their Feet: All Werecats start with the Acrobat edge.
  • Invulnerable: Attacks— even those causing Mega Damage—which don't use one of the Werecat's vulnerabilities can only Shake them. Wounds from magic, psionics, silver, and the natural attacks of a supernatural creature may only heal through natural healing or the use of the healing power.
  • Keen Senses: Like all cats, Werecats are attuned to their surroundings . They benefit from a +2 to Notice rolls in cat and manmonster forms.
  • Low Light Vision: Werecats in all forms ignore Dim and Dark Illumination penalties.
  • Man-Monster Form: Werecats' supernatural gift bestows two additional die types to Agility and Strength while in cat or half-cat/halfhuman form. Their racial maximum for Agility in human form is d12+2, rising to d12+4 in man-monster form . Their Strength has no maximum.
  • Natural Magic: Werecats begin with Arcane Background (Magic), a d4 Spellcasting skill, 10 PPE and three powers from the list above .
  • Natural Psionics: Werecats begin with Arcane Background (Psionics), a d4 Psionics skill, 10 ISP and three powers from the list above .
  • Red in Tooth and Claw: In manmonster form, Werecats have claws and fangs doing Str+2d4 Mega Damage, and AP equal to Agility. The claws grant +2 on Athletics checks to climb, and they may Bite grappled opponents—see Natural Weapons in Savage Worlds .
  • Regeneration: Werecats make a natural healing roll daily to recover Wounds, or Injuries once all Wounds are healed .
  • Shape Change: As an action, a Werecat may assume her human, animal, or man-monster form; this costs no Power Points. Werecats retain the capacity for speech and can use psionic powers in all forms, and magic in human or man-monster form . The change to cat form confers the natural abilities inherent to that form—use the Cat, Small entry for ocelots and the Lion entry for jaguars and panthers (see Savage Worlds) . While in cat form, the Werecat retains her Smarts, Spirit, Hindrances, Edges, and linked skills. She gains the cat’s Agility, Strength, Vigor, and linked skills but cannot cast spells or use humanoid devices .
Complications
  • Arcane Duality: Werecats get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics . Werecats can take the Power Points Edge twice per Rank but only gain PPE with one use of the Edge and ISP with the other.
  • Cyber Resistant: Can't use cyberware due to change shape and regenerate .
  • Distinctive Appearance: Werecats in their non-human forms suffer −2 to Persuasion. They are misunderstood outside of the Yucatan. Reactions to known Werecats typically start at Unfriendly, or Hostile for human supremacists .
  • Enemies (Major): The CS and supernaturally evil creatures will react violently to known werecats, attacking on sight if they can win.
  • Human Mutant: True werebeasts are part animal, part human, part monster . Their Race must be Human and they cannot choose another.
  • Hunters’ Instinct: Werecats cannot resist the instinctual urge to engage in hunting or fighting regularly, gain the Habit (Minor) Hindrance.
  • Monster Hunter: Werecats dedicate their lives to the elimination of vampires and supernatural evil, as the Vow (Major) Hindrance.
  • Power Activators: Werecats must have their hands free (and have hands—no cat form) to perform gestures and have the power of speech to cast spells; if Entangled, Bound, silenced or otherwise muted they cannot activate magic powers .
  • Racial Enemy: The old saying about cats and dogs is true . Werecats and werewolves are enemies, and suffer −2 on Persuasion checks with them.
  • Weakness (Garlic and Wolf’s Bane): A Werecat must check Spirit when coming into contact with these herbs or become Shaken. Attacks against those wearing them are at −2 penalty.
  • Weakness (Magic and Psionics): As a creature of magic, a Werecat can be affected by magic and psionics.
  • Weakness (Silver): Werebeasts are vulnerable to silver. Werecats suffer +4 damage from silver weapons.
  • Weakness (Supernatural): Werecats can be hurt by the natural attacks of vampires, werebeasts, creatures of magic and other supernatural beings.
  • Wild Beast: Their connection to nature makes Werecats uneasy in cities . When in a city for more than a day, they grow irritable and depressed suffering a −2 to all Trait rolls. They must check Spirit every day to remain calm; if they fail they must leave the city for the nearest natural habit .

Hero’s Journey
  • Training [dice:3hjesu94]60830:0[/dice:3hjesu94] GM allowed reroll [dice:3hjesu94]60830:2[/dice:3hjesu94] He has the Woodsman Edge and gains a one die type increase in Survival.
  • Psionics [dice:3hjesu94]60830:1[/dice:3hjesu94] Used The Rob to make it: 8–11 Your psionicist gains either the New Powers Edge or one power chosen from the Mind Melter's list (Rank permitting). Deflection from MM list.
Advances
  • Initial Advances: (From Hindrances): +1 dt agility. +1 dt Smarts
  • Free Edge (Human): Combat acrobat Edge
  • Novice 1 Advance: Martial Artist Edge
  • Novice 2 Advance: +1 dt Spirit
  • Novice 3 Advance: Linguist Edge
  • Seasoned 1 Advance: Major Psionic Edge
  • Seasoned 2 Advance: Martial Warrior Edge
  • Seasoned 3 Advance: Raise Skills: +1 dt to Notice and Survival
  • Seasoned 4 Advance: +1 dt Agility
  • Veteran 1 Advance: Raise Skills: +1 DT to Fighting and Spellcasting
  • Veteran 2 Advance: Brawler Edge
  • Veteran 3 Advance: Bruiser Edge
  • Veteran 4 Advance:+1 dt Agility
  • Heroic 1 Advance: Raise skills: +1 dt fighting and shooting
  • Heroic 2 Advance: Adept: Psionics
  • Heroic 3 Advance: Increase Strength
  • Heroic 4 Advance: Block
  • Legendary 1 Advance: Professional: Fighting
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
User avatar
Xiang
Posts: 55
Joined: Sat Nov 23, 2019 9:39 pm

Re: Xiang, WereOcelot

Post by Xiang »

Skills and attribute build sheet:

Agility d4->d6 (+1 build) -> d8 (1 Initial Advance)
Smarts d4->d6 (+1 build) -> d8 (1 Initial Advance)
Spirit d4->d6 (+1 build) -> d8 (Advance)
Strength d4->d6 (+1 build)
Vigor d4->d6 (+1 build)


Athletics d4 (Core) ->d8 (2 Build)
Common Knowledge d4 (Core)
Notice d4 (Core) -> d6 (1 Build)
Persuasion d4 (Core)
Stealth d4 (Core) -> d8 (2 Build)
Fighting d8 (3 Build)
Shooting d6 (2 Build)
Survival d4 (HJ roll) -> d6 (1 Build)
Lockpicking d4 (1 Build)
Mayan d8 (Native)
Psionics d4 (IF) -> d8 (2 Build)
Spellcasting d4 (IF)
Occult d4 (1 Build)
American d6 (Linguist)
Spanish d6 (Linguist)
Simvan d6 (Linguist)
Draconic/Elvish d6 (Linguist)
Character Name
Character Name
Pace: 6; Parry: 6/8 with shield 10 with mods active Toughness: Human/Hybrid 4/11 (5) in armor, Cat 2; Size: -1 in Human/Hybrid forms, _3 in Cat form
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 19/20 (ISP) 3/10(PPE)
Bennies: 5/3

Edit Signature

Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand
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