100.5 Jennifer Moore - PC stats

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100.5 Jennifer Moore - PC stats

Post  Constant Companion on Mon Nov 16, 2009 6:04 am

Jennifer Moore
Hero


Attributes:

Strength 7
Dexterity 7 - 3 actions/round
Constitution 7
Intelligence 3
Perception 4
Willpower 5

Life Points 93

- don't get below 10 or be considered severely injured with -2 on combat rolls
- below 5 the penalty becomes -4 on combat rolls

Drama Points 10

- Heroic feat (use 1 point for +10 on one value and add to damage if this was an attack)
- Announce intent to use before starting the action
- If a drama point is spent then half the damage taken can be healed
- once per game session, a drama point can be spent to get a break ... change the plot/escape fate

- Righteous Fury - spend 2 drama points to get +5 bonus on all attacks for duration of the fight
- a true provocation needs to have occurred before this can be used

Experience Points

Armour Value 2 (standard) ... with Natural Toughness it's 7


Qualities (20 + 10 for drawbacks):

Attractiveness +3 (1)
Good Luck +6 (1)
Natural Toughness +5 (2) - gives 5 points of armour value against blunt objects, punches, kicks, etc
Fast Reaction Time - +1 (2) - +5 initiative and +1 willpower against fear
Photographic memory (2)
Psychic visions (1)
Hard to Kill +9 (10) - +27 life points and +9 on survival tests
Slayer (16) - +3 Strength, Dexterity and Constitution - +2 Willpower - Fast Reaction Time - Nerves of Steel - Hard to Kill (5) - automatic adversary (5) (demons and vampires) - duties of the Slayer ... Obligation (3) - Getting Medieval (+1) and Kung Fu (+1) - Regenerate damage at one Life Point per CON/hr - sense presence of vampires within 100' by concentrating for 5 seconds (1 combat turn)


Drawbacks (10):

Mental Problems (-1) - (Mild Delusions)
Recurring Nightmares (-1) ...
Honourable (-2) Serious ...
Reckless (2) - acts on impulse
Emotional problems (-1) ... Fear of commitment
Obligation -3 (Total)
Secret (2)


Skills (20):

Acrobatics +2
Art +1
Getting Medieval +4
Influence +3
Knowledge +2
Kung Fu +4
Notice +3
Occultism +1
Science +2


Initiative = Dex+D10 = D10 + 7
Perception = D10+Perception+Notice = D10 + 7


Combat Manoeuvres:

Punch - 11 ... x2 STR (14) ... bash ... Dex + Kung Fu
Kick - 10 ... x2 (STR +1) (16) ... bash ... Dex + Kung Fu - 1
Jump Kick - 8 ... x3 (STR +1) (24) ... bash ... Dex + Kung Fu -3
Quarterstaff - 11 ... x3 (STR +1) (24) ... bash/2 handed ... Dex + Getting Medieval
Slam Tackle - 7 ... x2 STR (14) ... bash ... Dex + Sports
Spin Kick - 9 ... x2 (STR +2) - (18) ... bash ... Dex + Kung Fu -2
Sweep Kick - 10 ... (STR) - (7) ... bash/knocks target down ... Dex + Kung Fu -1
Decapitation 6 ... x5 total damage (200) ... Dex + Getting Medieval -5
Disarm - 9 ... Dex + Getting Medieval -2 or Dex + Kung Fu -3 (use Dex with highest appropriate skill)
Dodge - 11 ... Dex + Acrobatics or Dex + Getting Medieval or Dex + Kung Fu (use Dex with highest appropriate skill)
Melee Weapon - 11 ... Dex + Getting Medieval
Through the Heart - ... use combat manoeuvre -3
Throw weapon ... 10 - Dex + Getting Medieval -1 for range of 2 yards/str = 14 yards

Weapons:

Witch Blades - base damage x5 (STR +1) (40) ... slash/stab
Stake - base damage x2 STR (14) ... slash/stab

Constant Companion

Posts : 4
Join date : 2009-11-16

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