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(Ak: Uusi sivu: == Character sheet == {|<!--taulukon määrite--> style="width:75%;" } |- |- <!-- taulukko alkaa tästä --> | '''Name''': Enska Esimerkki || '''Nature''': esimerkkimäinen || '''Gene...)
 
Rivi 92: Rivi 92:
  
 
== Notes ==
 
== Notes ==
Merit 1: selitys
+
Magic Resistance (2 pt merit): Kaikki magia heitot mua kohtaan +2 diff.
  
Merit 2: selitys
+
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.
  
Flaw 1: selitys
+
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. 
  
Flaw 2: selitys
+
Narc ( 3pt flaw):
 
+
You are a known snitch. +1 on all social skill checks who don't approve this.
Muuta selitystä... Ihan mitä vaan.
 
  
  
 
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Versio 23. syyskuuta 2009 kello 18.11

Character sheet

Name: Enska Esimerkki Nature: esimerkkimäinen Generation: 9
Player: Kuapija Demeanor: mallikas Haven: None atm
Chronicle: TBN Clan: Caitiff Concept: Helvetin enkeli


Attributes

Strength: 4 Charisma: 3 Perception: 2
Dexterity: 4 Manipulation: 3 Intelligence: 2
Stamina: 4 Appearance: 2 Wits: 3


Abilities

=== Talents === ==== Skills ==== == Knowledges ==
Alertness: 3 Animal ken: 0 Academics: 0
Atletics: 1 Crafts: 3 Computer: 0
Brawl: 4 Drive: 2 Finance: 0
Dodge: 3 Etiquette: 1 Investigation: 1
Empathy: 0 Firearms: 3 Law: 1
Expression: 0 Melee: 3 Linguistics: 0
Intimidation: 1 Performance: 0 Medicine: 0
Leadership: 0 Security: 1 Occult: 3
Streetwise: 2 Stealth: 1 Politics: 0
Subterfuge: 1 Survival: 0 Science: 0


Advantages

= Backgrounds = = Disciplines = == Virtues ==
Generation: 4 Vicissitude: 3 Conscience: 3
Allies: 2 Potence: 1 Self-control: 3
Bgr 3: 0 Fortitude: 1 Courage: 4
Bgr 4: 0 Celerity: 1
Bgr 5: 0 Sepulchre: 1


Other

= Merits / Flaws = == Humanity == === Health ===
Huge: 4 6 Bruised
Mrt 2: 0 Hurt -1
Vindictive (drug dealers): -1 == Willpower == Injured -1
Probationary Sect Member: -4 6/6 Wounded -2
Mauled -2
= Blood pool = Crippled -5
1 / 10 (2/turn) Incapacitated

Experience: 0/666


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.


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