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Attributes
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Strength |
2 |
Intelligence |
2 |
Dexterity |
5 |
Perception |
2 |
Constitution |
3 |
Willpower |
3 |
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Skills
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Acrobatics |
2 |
Knowledge |
1 |
Art |
4 |
Kung Fu |
3 |
Computers |
0 |
Languages |
0 |
Crime |
5 |
Mr. Fix-It |
0 |
Doctor |
0 |
Notice |
3 |
Driving |
0 |
Occultism |
0 |
Getting Medieval |
4 |
Science |
0 |
Gun Fu |
0 |
Sports |
0 |
Influence |
2 |
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0 |
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Success Levels Table |
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Roll Total |
Success Levels |
Description |
9-10 |
1 |
Adequate |
11-12 |
2 |
Decent |
13-14 |
3 |
Good |
15-16 |
4 |
Very Good |
17-20 |
5 |
Excellent |
21-23 |
6 |
Extraordinary |
24-26 |
7 |
Mind-Boggling |
27-29 |
8 |
Outrageous |
30-32 |
9 |
Superheroic |
33-35 |
10 |
God-Like |
+3 |
+1 |
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Qualities
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2 |
Artist (+1 Per/Wil, +1 Art) |
3 |
Attractiveness +3 |
2 |
Fast Reaction Time |
3 |
Hard to Kill +3 |
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Drawbacks
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3 |
Adversary: vampires |
1 |
Fear of Commitment |
2 |
Paranoid |
1 |
Recurring Nightmares |
2 |
Teenager |
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Combat Maneuvers
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Maneuver
| Bonus
| Damage
| Notes
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Dodge |
9 |
- |
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Punch |
8 |
4 |
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Kick |
7 |
6 |
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Melee Weapon |
9 |
4+var |
Big Knife +3 (Slash/Stab), Baseball Bat (2-handed) +10, Big Ass Sword +14 (Slash/Stab) |
Spin Kick |
6 |
8 |
Successful parry allows leg grapple attempt |
Jump Kick |
5 |
9 |
Roll +7 first; attacker falls if either roll fails; add both successes to damage; only attack in the turn |
Kick to Groin |
4 |
6 |
Roll Willpower (doubled) to recover; -1 for females, -(2 x Successes) for males |
Grapple |
11 |
- |
-2 for a limb or -1 for whole body; Sets up for Toss, Wrestling Hold, or Head Butt |
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