Player Name: Derrick S.
Google Handle: dsmith8807
Clayton “Snakebite” Hodge
Rank: Seasoned Advances Gained: 5 Advances Unspent: 0
Race: (Venomous) Snake Lycanthrope
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Pace: 6(d6); Parry: 9(3); Toughness: 7(2*)
- Kevlar Vest reduces damage from bullets by 4 before applying any AP
- *Athletics d6 (+1 Climbing)
- *Common Knowledge d6
- Fighting d8
- Focus d8
- Gambling d6
- Intimidation d4-2 (+2 Networking [+2 more if Bashing Heads])
- *Notice d6+2
- *Persuasion d8 (+2 Networking)
- *Stealth d8 (+1 Urban)
- Survival d6 (+2 Tracking)
- Thievery d8+1
- Bloodthirsty (Major): Your hero never takes prisoners unless under the direct supervision of a superior. His cold-blooded ruthlessness causes enemies to respond in kind, often costs vital information, creates constant enemies, and may get him in trouble with his superiors or the authorities, depending on the setting.
- Enemy (Minor): GM Choice? Clayton stole Celeste from its previous owner. They aren’t too happy about it.
- Loyal (Minor): Would willingly endanger self for friends.
- AB (Gifted): Arcane Skill: Focus d6 (Spirit), Beast Friend, Shape Change, 15 PP
- Against the Odds: +2 to any Trait roll when spending a Benny, stacks with Elan
- Ambidextrous: Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104).
If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons. - Bonded Heirloom: Most old west types mastered the art of gun slinging and fanning the hammer. Clayton, however, found himself settling most of his scores in back alleys or at poker tables. His snake-like reflexes lend themselves to fencing, and although self-taught, he's mastered the art over the years. Recently, he has acquired a rapier named Celeste. He "liberated" it from an unsavory type who is quite upset by the ordeal. Celeste belonged to a former priestess and still contains some of her holy power.
- First Strike: Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after he moves into Reach. (See Free Attacks on page 101).
- Invulnerability: Lycanthropes can only be shaken by most attacks and weapons. Only silver, magic and the supernatural can wound a Lycanthrope such as rune/artifacts weapons, cursed weapons, and the tooth and claws of other lycanthropes can wound a lycanthrope. Note Psionics cannot wound a Lycanthrope. In addition the lycanthrope regenerates, making a natural healing roll every hour from any injury and cannot suffer permanent injuries unless the wound is inflicted by silver.
- New Powers: bolt, sloth/speed
- Streetwise: Streetwise characters know how to find the local black market, fence stolen goods, avoid the local law (or criminal element!), lay low when the heat’s on, obtain illegal weapons, find out which “boss” is hiring muscle, or similar shady activities.
Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above. - Thief: Thieves specialize in deceit, treachery, and acrobatics. They can be invaluable where traps must be detected, walls must be climbed, and locks must be picked.
Thieves know how to use protrusions onwalls and window ledges to climb the tallest of buildings, scampering through streets and back alleys like cats. They add +1 to Athletics rolls made to climb in urban areas.
Thieves also know how to use the dark areas between the streetlights of cities to conceal their movements, and add +1 to Stealth rolls when in an urban environment.
Finally, these rogues are—not surprisingly— adept at Thievery itself, adding +1 to those rolls in all circumstances. - Two-Fisted: If a character makes a Fighting attack with one action and another from a different hand in a later action, the second attack doesn’t inflict a Multi-Action penalty. The Off-Hand penalty still applies unless he’s Ambidextrous, however (page 104).
If the character has Two-Gun Kid, the second action may also be a ranged attack.