Editing
Mister Crash
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Merits & Abilities == === Embeds === *Merciless Gunman *Knockout Punch *Ambush *Tag & Release *Muse *'''Words Will Never''' *Strike First *Open Sesame *Just Bruised: Wits + Medicine, Core 129. *No Quarter: Man + Brawl v. Resolve + Supernatural Tolerance *In My Pocket: Dex + Larceny *'''Other Pants''': Dex + Expression. Put an idea into someone's head about an item that they either have or don't have. Example - make someone forget they have a gun.) A dramatic fail could cause _you_ to forget that you have something important. An ex. success could make them forget _you_ are there. At least for a bit. It would be harder for someone to forget they are holding a gun on you, but if you made them think that they're pointing a pen or a banana... ===Exploits=== *Hellfire: Presence + Firearms + Primum *Riot: Presence + Persuasion + Primum === Merits === *Terrible Form 4 *Martial Arts 5 (Kung Fu) **Reduce the penalty to hit a specific target by 1, and ignore 1 point of armor. **You can add one or two points to your character’s Defense. For each Defense point you take, subtract a die from any attacks you make. This can only be used in a turn in which your character intends to attack. It cannot be used with a Dodge. **As long as your character has her Defense available to her and is not Dodging, any character coming into arm’s reach takes 1B damage. This damage continues once per turn as long as the enemy stays within range and occurs on the enemy’s turn. If you spend a point of Willpower, this damage becomes 2B until your next turn. **Deal +2L unarmed. *Parkour 5 **Five fewer successes required to pursue or evade, ignore environmental penalties to Athletics of up to five dice. **1 automatic success on dex + athletics rolls to mitigate falling damage, +5 to threshold of damage that can be negated **Without rolling, scales up to 25 feet of wall as an instant action. **Spend a WP point to treat an action to run, jump, or climb as a rote action. No defense for the round. **Freeflow: Meditate to establish. Take an Athletics action reflexively once per round. Spend willpower to gain 3s instead of 3d. *Striking Looks 1 *Fighting Finesse 2 *Resources 3 *Suborned Infrastructure 2 *Contacts 2: Street People, Music Scene, Drug Dealers, Maker Scene *Fixer: Your character is somebody that knows people. She can not only get in touch with the right people to do a job, but she can get them at the best possible prices. When hiring a service, reduce the Availability score of the service by one dot. *Quick Draw: Handguns *Professional Training **1: Makers + Musicians **2: 9-again on Craft, Expression, Streetwise **3: Specialties: Insults, Money Laundering **4: Streetwise +1 **5: Willpower spend before to gain Rote quality. === Combat === *Health: 7 *Defense: 9 *Brawl Attack w/ Kung Fu Specialty: 10 *Firearms Attack: 8, 9 with sniper/handguns *Armor: Varies *Speed: 11 *Initiative: 7
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information