Ero sivun ”NPC:MarkAliciaStone” versioiden välillä
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Rivi 119: | Rivi 119: | ||
You are a known snitch. +1 on all social skill checks who don't approve this. | You are a known snitch. +1 on all social skill checks who don't approve this. | ||
+ | [[TBN:Marc Stone| Marc Stone]] | ||
[[TBN:Pääsivu|Takaisin pääsivulle]] | [[TBN:Pääsivu|Takaisin pääsivulle]] |
Versio 8. lokakuuta 2009 kello 16.35
Sisällysluettelo
Character sheet
Name: Alicia Stone | Nature: | Generation: 10 | |
Player: Kuapija | Demeanor: | Haven: None atm | |
Chronicle: TBN | Clan: Ahrimane | Concept: |
Attributes
Strength: 4 | Charisma: 3 | Perception: 2 | |
Dexterity: 4 | Manipulation: 3 | Intelligence: 2 | |
Stamina: 4 | Appearance: 2 | Wits: 3 |
Abilities
=== Talents === | ==== Skills ==== | == Knowledges == | |
Alertness: 4 | Animal ken: 4 | Academics: 0 | |
Atletics: 3 | Crafts: 0 | Computer: 2 | |
Brawl: 0 | Drive: 1 | Finance: 1 | |
Dodge: 4 | Etiquette: 0 | Investigation: 0 | |
Empathy: 0 | Firearms: 0 | Law: 0 | |
Expression: 0 | Melee: 4 | Linguistics: 1 | |
Intimidation: 1 | Performance: 0 | Medicine: 0 | |
Leadership: 0 | Security: 0 | Occult: 2 | |
Streetwise: 1 | Stealth: 1 | Politics: 0 | |
Subterfuge: 3 | Survival: 1 | Science: 0 |
Advantages
= Backgrounds = | = Disciplines = | == Virtues == | |
Generation: 3 | Spiritus: 5 | Conscience: 3 | |
Allies: 1 | Fortitude: 2 | Self-control: 3 | |
Resources: 2 | Celerity: 2 | Courage: 4 | |
Other
= Merits / Flaws = | == Humanity == | === Health === | |
Magic Resistance: 2 | 6 | Bruised | |
Spirit Magnet: 3 | Hurt -1 | ||
Feline Mannerisms: -2 | == Willpower == | Injured -1 | |
Narc: -3 | 6/6 | Wounded -2 | |
Mauled -2 | |||
= Blood pool = | Crippled -5 | ||
1 / 13 (1/turn) | Incapacitated |
Experience: 7/30
Notes
Magic Resistance (2 pt merit): Kaikki magia heitot mua kohtaan +2 diff.
Spirit Magnet (3 pt Merit): This Ahrimane is surrounded by spirits in the Umbra. The spirits attracted to an Ahrimane are always animal spirits, the cost of the Merit determines how numerous and powerful the spirits are.
Feline Mannerisms (2pt Flaw): Every now and then something about your actions is distinctly catlike in nature. When you are happy you purr, when you get blood on your hands you lick it off, and so on. While other Ahrimanes don’t mind its not good in polite society. Whenever a situation where the character will act in a feline manner comes up, and these are at the Storyteller’s discretion, the player must roll Self- Control or Instincts, difficulty normally 7 although it can vary. A failure means the character acts on impulse without even realising it.
Narc ( 3pt flaw): You are a known snitch. +1 on all social skill checks who don't approve this.