Mister Crash: Difference between revisions
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== Merits & Abilities == | == Merits & Abilities == | ||
=== Merits === | |||
*Terrible Form 4 | |||
*Martial Arts 5 (Kung Fu) | |||
*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 1 | |||
*Suborned Infrastructure 2 | |||
*Contacts: Street People (currently attached to Storm) | |||
=== Combat === | |||
*Defense: 7 | |||
*Brawl Attack w/ Kung Fu Specialty: 8 | |||
*Firearms Attack: 6, 7 with sniper | |||
*Armor: None | |||
*Speed: 11 | |||
*Initiative: 6 | |||
Revision as of 00:58, 21 February 2015
Mister Crash
- Virtue: Precise
- Vice: Kinetic
- Incarnation: Destroyer
- Agenda: Saboteur
- Willpower: 5/5
- Aether: 11/11
- XP 2, Beats 3.
- Aspirations
- Finish the Special Project
- Do something interesting for Thrasher's education
- Hurt someone, badly, with the stupid playing-card shuriken
Attributes
- Physical
- Strength 2
- Dexterity 4
- Stamina 2
- Social
- Presence 3
- Manipulation 2
- Composure 2
- Mental
- Intelligence 2
- Wits 4
- Resolve 3
Skills
Physical
- Athletics 3
- Brawl 3 (Kung Fu)
- Firearms 2 (Sniper)
- Larceny 1
- Stealth 2
Social
- Expression 3 (Electronica)
- Intimidation 1
- Persuasion 1
- Streetwise 1
- Subterfuge 1
Mental
- Computer 1
- Crafts 1 (Weaponized Cosplay)
- Investigation 1
- Occult 1
Merits & Abilities
Merits
- Terrible Form 4
- Martial Arts 5 (Kung Fu)
- 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 1
- Suborned Infrastructure 2
- Contacts: Street People (currently attached to Storm)
Combat
- Defense: 7
- Brawl Attack w/ Kung Fu Specialty: 8
- Firearms Attack: 6, 7 with sniper
- Armor: None
- Speed: 11
- Initiative: 6
Form
Possessions
- On-hand
- Super-bright LED flashlight
- Lockpicks
- Sometimes weapons
- Miniature binoculars.
- Burner phones + a real phone
- Mini bottle of hand sanitizer
- Zippo lighter
- Owned
- Electronica DJ setup
- Tools for making clothes w/ integral armor and so forth
- Light pistol
- assault shotgun
- Playing-card shuriken