Character Sheet
Player Name: Derick
Google Handle: dsmith8807
Thrand Ulfbjornson
Rank: Seasoned Advances Gained: 6 Advances Unspent: 0
Race: Human Artifact Bearer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Pace: 6(d6); Parry: 10(4); Toughness: 11(4)
- Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
- Academics d6
- *Athletics d8
- *Common Knowledge d6
- Demons and Monsters d6
- Fighting d8
- Intimidation d6
- *Notice d6
- Performance d8
- *Persuasion d8
- Shooting d6
- *Stealth d4
- Driven - Monster Slayer (Major): The hero’s actions are driven by some important goal or belief.
- Hunted: Artifacts are powerful and wanted. Artifact Bearers often find they have enemies they did not even know of showing up on their door trying to kill them and take their partner.
- Obligation - Cosplay (Minor): Thrand is a well known cosplayer in the convention and nordic living history scenes. He spends a good bit of time preparing authentic viking costumes. He also crafts various anime, video game and movie costumes.
He also promotes his business, Thrand Cosplay and Make-Up. Thrand connects with fans of his cosplay, books conventions, and does professional make-up on the side through the business. The business pays his bills, gives him an excuse to dress eccentrically, and serves as a convenient excuse for international travel.
The Obligation consumes about 20 hours most weeks. Exactly what that entails should be discussed between the player and the Game Master. - The Partnership: An Artifact bearer is selected by an artifact as a partner in accomplishing its goals. If the Bearer does not assist in those goals and play well with the artifact he will find the artifact breaking its bond and abandoning him as it seeks out a new partner more inclined to its goals.
- Suspicious (Minor): Your character is suspicious of everyone. As a Minor Hindrance, his paranoia causes frequent trust issues.
- Arcane Resistance: Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
- Berserk: Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes.
Going Berserk has the following effects:- FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
- ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
- RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
- Brave: +2 to Fear checks and –2 to rolls on the Fear Table.
- Brawny: Size (and therefore Toughness) +1. Treat Strength as one die type higher for Encumbrance and Minimum Strength to use weapons, armor, or equipment.
- Brute: The character may also resist Athletics Tests with Strength if she chooses. Short Range of any thrown item increased by +1. Double that for the adjusted Medium Range, and double again for Long Range.
- Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
- Iron Will: +2 to resist Smarts or Spirit-based Tests. The bonus also applies to resisting and recovery from powers.
- Spooky Bastard: Your character was trained by the best monster hunters out there and knows the vulnerabilities of the foes he battles. Your character may spend a Benny to remember training in resisting the enemy and receive +1 to Trait rolls versus any effect from a supernatural enemy, including soak rolls, for the remainder of the encounter.
- Trademark Weapon, Improved: +2 to Athletics (throwing), Fighting, or Shooting total with a specific weapon; +2 Parry while weapon is readied.
- Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.