Player Name:
Salmon Max
Google Handle: Salmon Max
Character Name: Vela
Rank: Seasoned
Experience: 34
Advances Left: 0
Race: Werejaguar
Iconic Framework: ARES
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: -1;
Pace: 6;
Parry: 8
(½ Fighting +2);
Toughness: 18 (6)
(½ Vigor+2 plus armor);
ISP: 25
Skills: (15+5+3)
- Fighting 1d12 (7)
- Knowledge: Yucatan Area 1d4 (1)
- Knowedge: Demons 1d4 (1)
- Language: English 1d4 (1)
- Notice 1d8 (5)
- Psionics 1d8+1 (3)
- Stealth 1d8 (3)
- Swimming 1d4 (1)
- Survival 1d6 (0)
- Tracking 1d4 (1)
Hindrances
- Vow: Territorial (Major): Claims and protects a territory from threats
- Overconfident (Major): Approaches every situation with the assumption that she can prevail
- Curious (Major): Can't leave well enough alone; must investigate unknowns
- Habit: Catlike behavior (Minor): Sleeps at inopportune times, can be pushy, uncivil; -1 Charisma
- Loyal (Minor): Values friends; will not betray or abandon them
Edges
- Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
- Thief: +2 Climbing, Lockpick, Notice/Repair for traps, Stealth in urban areas
- Woodsman: +2 Tracking, Stealth, Survival in wilderness
- Arcane Background: Psionics: Has access to Psionic powers
- Improved Frenzy: Using Frenzy no longer applies -2 penalty to Fighting rolls
- Two-Fisted: Ignore multi-action penalty when making offhand attack
- Fast Healer: +2 Vigor for natural healing checks
- Brawny: +1 Toughness, increased carry capacity
- Improved Beast Mode Natural Attack: +2 damage from natural attacks while in Beast Mode, and Smite may be used on self as free action
- Strong Willed: +2 Taunt/Intimidate, and vs Tests of Will
- Elan: +2 when rolling a dice from a Benny use
- Major Psychic: Double base ISP (to 20) and allow spending ISP to give bonus to Psionic skill, or power range.
- Adept (from item): 1pp to gain AP2 on unarmed/natural attack, cast Deflection on self as free action
Race: Werejaguar
- Shapeshift: To change forms, roll Vigor and spend an action changing forms. On a success, you change forms. On a failure, it takes a full round to change into animal form. On a Critical Failure, you stay in human form, though you can try again next round. With a raise, you can change as a free action. You can change back to human form as a free action.
- Low Light Vision: Ignore lighting penalties from all but pitch darkness
- Born Survivors: Start with 1d6 Survival and Danger Sense Edge
- Regeneration: Fast (upgraded from power)
- Cyber Resistant: Cannot take any Cybernetic benefit or framework
- Restricted Path: Cannot use any PPE-based Arcane Background
- Allergy to Wolfsbane: -2 to all trait rolls in presence of the herb
- Supernatural Creature: Claws/Fangs can damage supernatural creatures normally and be damaged by supernatural creatures
- Vulnerable to Silver: -4 to resist silver, +4 damage from silver, no regen while touching/bypasses invuln
- Natural Enemy of Vampires and Supernatural Predators: You hunt them, they hunt you; no quarter
- Racial Rivalry with Psi-Stalkers: -4 Charisma when dealing with them
Powers
- Detect Arcana (3 ISP /3 rds +1/1rnd): Were-jaguars sometimes use psionically augmented senses, scent in this case, to hunt for their prey. It also triggers their hunting instincts, granting them 2 to Pace (on a success) and on a raise increase Agility by one die type for the duration of the power. Increase the power's cost by 1 ISP.
- Conceal Arcana (2ISP/3rds +1/1 hr conceal): In addition to the normal effects, psionically concealing her arcane power allows Vela to absorb the her own sound, so Stealth is increased a die type, but she has to yell to be heard normally and speaking becomes a normal action instead of a free one.
- Emboldening Smite (2ISP/3rnds +1/rnd): Vitality and primal fury infuses Vela's psychic ability. Smite grants +2 damage to an attack. On a raise the bonus is +4. Additionally, if she uses it on another, it will shock a target out of their distraction on a raise, providing an immediate free roll to recover from being Shaken.
- Deflection: 2ISP/3rnds +1/rnd; All attacks targeting subject are at -2 to hit, or -4 with raise; acts as Armor vs area effects. Smell of the earth: By attuning herself to her environment, and smearing earth, dust, or dirt on her face, Vela becomes hyper aware of her environment. All attacks targeting subject are at -2 to hit, or -4 with raise. And it acts as Armor vs area effects. Additionally, undead find her even harder to hit, and take an additional -1 to hit her.
Touch of Fate
Spiritwalker - Can turn Intangible (as Power) at will. Every hour spent in this state requires a Vigor check to avoid gaining a Fatigue level.
Credits: 2600
Contacts
Other werejaguars (some friendly, others not)
Local human and d-bee tribes
Iconic Framework: ARES
- Hero's Journey: 4 rolls, any but cybernetics
- Origin Story: Beast Mode; In 'beast mode' hybrid form: gain the Frenzy edge, +1 Strength, +1 Vigor, and a 1d6 Natural Weapon Attack. Gain the Heroic and Overconfident Major Hindrances at all times. In Beast Mode, you suffer from the Bloodthirsty, All Thumbs, and Non-Standard Physiology hindrances.
- Powers: Resistance and Regeneration (x2 Invulnerability): Gain Fast Healing and upgrade Slow Regen to Fast
- Resists Kinetic, Fire, Light, Electricity; Can only be Shaken by these damage types
- Can only be Wounded by mega-damage arcane background damage
- +4 Toughness
Hero’s Journey
- Training
- Roll result: 3
- Gain 5 skill points towards Fighting, Shooting or Throwing
- Training
- Roll result: 7
- Gain a Professional Edge (Woodsman)
- Training
- Roll result: 16
- Gain a Combat Edge (Improved Frenzy; Only applies in hybrid form)
- Black Ops
- Roll result: 12
- Gain Thief edge and +3 skill points to spend on Stealth, Climbing, Lockpicking
Fortune and Glory (Gained during play)
Strong and Powerful - +1d Str to each form, gain Brawny Edge
Spiritual and Determined - +1d Spirit, gain Strong Willed
Advances
- Initial Advances: (From Hindrances): Arcane Background, +1d Agility
- Novice 1 Advance: Two-Fisted
- Novice 2 Advance: Improved Beast Mode Natural Attack
- Novice 3 Advance: +1d Psionics skill
- Seasoned 1 Advance: Elan
- Seasoned 2 Advance: +1d Smarts
- Seasoned 3 Advance: Major Psionic
- Seasoned 4 Advance:
- Veteran 1 Advance:
- Veteran 2 Advance:
- Veteran 3 Advance:
- Veteran 4 Advance:
- Heroic 1 Advance:
- Heroic 2 Advance:
- Heroic 3 Advance:
- Heroic 4 Advance:
- Legendary 1 Advance:
- Legendary 2 Advance:
- Legendary 3 Advance:
- Legendary 4 Advance:
Right behind me: You are known in certain circles for being able to get the drop when no one expects it. You also have a knack for popping up in places unexpected. On the first round of combat that your character goes she can choose any spot on the map to start. With a successful stealth roll she also has the drop(first round only).
Jaguar
Attributes: Agility d10, Strength d12, Vigor d8
Skills: Climbing d8
Pace: 8; Parry: 8; Toughness: 13
Special Abilities
• Bite or Claw: Str+d6.
• Low Light Vision: Jaguars ignore penalties for Dim and Dark lighting.
• Pounce: Jaguars often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver
• Size +1
• Can't wear any humanoid armor, including from IF
• Cannot use tools or finely manipulate objects
Hybrid (based off of Jaguar)
Attributes: Agility d10, Strength d12+1, Vigor d10
Skills: Climbing d8
Pace: 8; Parry: 8; Toughness: 21 (6)
Special Abilities
• Bite or Claw: Str+d8+2 Mega-damage
• Low Light Vision: Jaguars ignore penalties for Dim and Dark lighting.
• Pounce: Jaguars often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4 to its attack and damage. Its Parry is reduced by –2 until its next action when performing the maneuver
• Size +1:
• Frenzy Edge; this allows Improved Frenzy to kick in
• Bloodlust, All Thumbs (-2 Repair and on detailed manipulation), and Non-Standard Physiology Hindrances (-2 in vehicles; limited armor)
• Can wear the Cannonball armor only (from IF)