Google Handle: Jason Bahr
Character Name: Fiona Gladbrooke
Rank: Novice Experience: 16 Advances Left: 0
Race: Pleasurer (Rising Star Framework not an actual race build)
Iconic Framework:
Attributes: Agility d6, Smarts d6 (d12), Spirit d6 (d10), Strength d6, Vigor d6
Charisma: +6; Pace: 6 ; Parry: 6(8 in combat set); Toughness: 10;
Skills:
- Fighting d8 (+2 die types in combat set) (4 HJ)
- Shooting d4 (+3 die types in combat set) (1 HJ)
- Persuasion d8+8 (+2 die types in social set) ( she gains +2 on all Connections rolls to contact and gain assistance.)
- Intimidate d6 (+2 die in social set)
- Streetwise d8+8 (+2 die in social set)
- Investigate d8+2 +2 to find clues (3 HJ)
- Knowledge: Politics d8 (HJ)
- Knowledge: History d6
- Knowledge: Computer d8 (+2 Die types in covert set) (2 HJ)
- Medicine d8 (2 HJ, 1 initial)
- Notice d8 (D12), +2 to notice clues and details
- Stealth d6 (+2 die types in covert set)
- Lockpicking d6 (+2 die types in covert set)
- Enemy (Major):: TGE spy master
- Greedy (Minor): Your miserly hero measures his worth in treasure. If a Minor Hindrance, he argues bitterly over any loot acquired during play.
- Wanted (Minor): In the TGE for espionage
- Dependency (Major), Strong Emotions: The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
- Attribute Penalty Strength -1: One attribute suffers a –1 penalty to all rolls (including damage for Strength).
- Monologuer: Any time the character’s Action Card is a Club, he must make a Smarts roll at −2 or spend his action rambling on about one thing or another. The talkative character may only take free actions during his monologue.
- I know a Guy:(HJ) Some people seem to know someone everywhere they go. The contact may not be the most amazingly helpful person— they may even hate the hero for some past slight or money owed. The person known may be well-placed in an organization, or just as easily homeless and only know a few possibly helpful rumors. The point is, however, almost anywhere he goes, the hero seems to know someone, and that person usually at least knows something of value or can contact some helpful folks. Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group. Use the rules for Connections to determine if the contact can be reached, and if he will help in any way. If the attempt to contact a particular person fails, the once-per-session use of this Edge is not used up; failures on the Persuasion check to get help still trigger that session’s use of the Edge.
- Investigator:(HJ) Investigators have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man Was Not Meant to Know in the dark of night. Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.
- Attractive:("Race") +2 Charisma
- Power points: Gain 5 PP
- Charismatic: +2 Charisma
- Very Attractive: +2 Charisma