Running Sheet Able Teller: Difference between revisions
Line 39: | Line 39: | ||
=='''Skills {36}'''== | =='''Skills {36}'''== | ||
*2 Mechanics | |||
**1 | |||
*1 | *1 | ||
*2 | *2 Motorcycle racing/riding | ||
* | **1 | ||
* | **1 | ||
* | *2 Doctoring | ||
**1 | |||
**1 Pip Skill-Rasak- Medical Training | |||
*2 Games of Skill-knife throwing | |||
**** | |||
*6 | *6 | ||
*7 | *7 | ||
Line 60: | Line 66: | ||
*10 | *10 | ||
*1 | *1 | ||
*1 Pip Skill-Rasak-Military Horsemanship | |||
*2 | *2 | ||
*3 | *3 | ||
Line 75: | Line 82: | ||
*1 Pip Skill-Rasak-Military Technology | *1 Pip Skill-Rasak-Military Technology | ||
*1 Pip Skill -Rasak-Military Command and Communications. | *1 Pip Skill -Rasak-Military Command and Communications. | ||
*1 Pip Skill-Rasak-Gymnastics | *1 Pip Skill-Rasak-Gymnastics | ||
*1 Pip Skill-Rasak-Cooking. Butchering. General gardening. Preparation. Cast Iron. Open Fire. | *1 Pip Skill-Rasak-Cooking. Butchering. General gardening. Preparation. Cast Iron. Open Fire. | ||
===Thievish Tops=== | |||
* Alchemy-Alchemy Duplicate poisons | |||
* Move silently 90% | |||
* Locksmithing 70% | |||
* Pick locks 95% | |||
* Pick pockets 99% | |||
* Evaluate Treasure +/-10% | |||
* Dagger Sure Strike x6 | |||
* Dagger Attack:-Quickdraw +4 Extra Attack | |||
* Entertaining +5 Charisma | |||
* Game of Skill 45% | |||
* Heist from Pack & Bundles 90% | |||
* Bow Accuracy: Critical Plus | |||
* Juggle 99% | |||
* Defense +1 | |||
* Evaluate Treasure within 10% | |||
* Bypass Traps 80% | |||
* Fist Attack +3 | |||
* Dagger Attack Quickdraw | |||
* Slight of hand 99% | |||
* Jimmy Portals 50% | |||
* Start Fires 50% | |||
* Taste Analysis | |||
* Streetwise 75% | |||
* Dagger throwing accuracy: Critical + | |||
* Dagger Sure Strike x3 | |||
=='''Abilities gained at Rasak'''== | =='''Abilities gained at Rasak'''== |
Revision as of 03:35, 8 June 2024
{?}
Father:
Mother:
Children:
Description:
Hobbies:
Ranks
- President - War dogs
- Graduated Dotson Trucking
- Knight of Amber - Graduate of Rasak
- Graduate - Phil Hellmuth Poker Expert School
Points{}
Total: = 200 Stats+ 8 Powers+36 Skills+ Items +(+0/0 allies/Enemies) +0 Shadows+ (-1) Stuff +20 Storage
Statistics {20}
- Psyche: Chaos
- Strength: 2
- Endurance: 3
- Warfare: 15
Rasak added
Powers {8}
- 0 Cantrips. : Able's Spells
- 8 Thievish skills : Able's Spells
Skills {36}
- 2 Mechanics
- 1
- 1
- 2 Motorcycle racing/riding
- 1
- 1
- 2 Doctoring
- 1
- 1 Pip Skill-Rasak- Medical Training
- 2 Games of Skill-knife throwing
- 6
- 7
- 8
- 9
- 10
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 1
- 1 Pip Skill-Rasak-Military Horsemanship
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 1
- 2
- 3
- 4
- 1 Pip Skill-Rasak-Military Technology
- 1 Pip Skill -Rasak-Military Command and Communications.
- 1 Pip Skill-Rasak-Gymnastics
- 1 Pip Skill-Rasak-Cooking. Butchering. General gardening. Preparation. Cast Iron. Open Fire.
Thievish Tops
- Alchemy-Alchemy Duplicate poisons
- Move silently 90%
- Locksmithing 70%
- Pick locks 95%
- Pick pockets 99%
- Evaluate Treasure +/-10%
- Dagger Sure Strike x6
- Dagger Attack:-Quickdraw +4 Extra Attack
- Entertaining +5 Charisma
- Game of Skill 45%
- Heist from Pack & Bundles 90%
- Bow Accuracy: Critical Plus
- Juggle 99%
- Defense +1
- Evaluate Treasure within 10%
- Bypass Traps 80%
- Fist Attack +3
- Dagger Attack Quickdraw
- Slight of hand 99%
- Jimmy Portals 50%
- Start Fires 50%
- Taste Analysis
- Streetwise 75%
- Dagger throwing accuracy: Critical +
- Dagger Sure Strike x3
Abilities gained at Rasak
- 5 Pips Warfare-Graduates reach at Least Amber Rank in Warfare
- 3 Pip Endurance-graduates gain at least Chaos Rank in Endurance with 5 pip toward Amber rank.
- 2 Pip Strength-Graduates gain at least Amber Strength
- 1 Pip Skill-Rasak-Military Technology
- 1 Pip Skill -Rasak-Military Command and Communications.
- 1 Pip Skill-Rasak-Military Horsemanship
- 1 Pip Skill-Rasak-Gymnastics
- 1 Pip Skill-Rasak- Medical Training
- 1 Pip Skill-Rasak-Cooking. Butchering. General gardening. Preparation. Cast Iron. Open Fire.
Allies & Enemies {0/0 = 0}
Allies
various
Enemies
various
Companions
Items {(74)}
Rasak Knife (5)
- 4 Deadly Damage 4
- 1 Ability-1 Return to Hand/Return to Forge on death
- 5 x3 horde 15. Benedict & The Rasak Graduates
Graduate Cord
A symbolic uniform cord worn by graduates in all situations. 16" long.
Walking Set
Worn
Boots(4)
- 1 Animal Vitality
- 2 Double Speed
- 1 Ability: Call to Don/Return
- 4
Greaves (6)
- 1 Animal Vitality
- 2 Double Speed
- 2 Amber Stamina
- 1 Ability: call to don/Return
- 6 x3=18 Benedict
Vorpal Collar (6)
- 1 Animal Vitality
- 4 Invulnerable: Mithril. Protection from Decapitation.
- 1 Ability: Call to don/Return
- 6x3=18 Benedict
Blades(2-16)
- 1 Animal Vitality
- 2 Double Speed
- 4 Deadly Damage
- 1 Ability: Call to hand/Return
- 8x3=24 Benedict
Under Clothes (5)
- 1 Animal Vitality.
- 4 Invulnerable: wears the arming garb like longjohn.
- 2 N/N Forms: Arming garb, daily clothes, longjohns.
- 2 N/N Spells. : Able's Spells
- 1 ability: Call to wear/ return
- 1 ability: Cleanse self and every in up to 15'
- 5
Guard Outfits (69)
- Standard available immediately.
- Formal available at a later date.
Body Armor (18)
- 1 Animal Vitality
- 2 Double Speed
- 2 Amber Stamina
- 2 Combat Reflexes
- 2 Vs Firearms
- 4 Deadly Damage
- 2 Rapid Healing
- 2 N/N Forms:
- 1 Ability: Call to Hand/Return
- 18 x3=54 Benedict
Leg Armor (6)
- 1 Animal Vitality
- 2 Double Speed
- 2 Amber Stamina
- 1 Ability: call to don/Return
- 6 x3=18 Benedict
Greaves (6)
- 1 Animal Vitality
- 2 Double Speed
- 2 Amber Stamina
- 1 Ability: call to don/Return
- 6 x3=18 Benedict
Vorpal Collar (6)
- 1 Animal Vitality
- 4 Invulnerable: Mithril. Protection from Decapitation.
- 1 Ability: Call to don/Return
- 6x3=18 Benedict
Boots(12)
- 1 Animal Vitality
- 2 Double Speed
- 1 Ability: Call to Don/Return
- 4 x3=12 Benedict
Blades(2-16)
- 1 Animal Vitality
- 2 Double Speed
- 4 Deadly Damage
- 1 Ability: Call to hand/Return
- 8x3=24 Benedict
Under Clothes (5)
- 1 Animal Vitality.
- 2 Vs Firearms
- 2 N/N Forms: Arming garb, daily clothes, other wear.
- 5 x3=15
Shadows{0}
Stuff{2}
- 2 Good Stuff
WC&LGA
Miscellany
Graduation Benefits
Items
Graduate Cord
A symbolic uniform cord worn by graduates in all situations. 16" long.
No magical powers to begin with. It is often magicked later..
- A thin green & white cord added if the individual does a turn as an instructor.
- A red cord is added if they are a regular instructor.
Rasak Knife (5)
- 4 Deadly Damage 4
- 1 Ability-1 Return to Hand/Return to Forge on death
- 5 x3 horde 15. Benedict & The Rasak Graduates
Those who completed the training were given a blade they made there during their training and permission to wear the blade on all military attire. The blade is forged mithril with a blade 5" long and a handle 4" long. Ceremonial and honorary in intent, the blades have their own history as deadly weapons.
Death Wheeler (12)
(44 pips Osric)
- Vitality 4 (superior materials and durability)
- Movement 2 (spinning Rings)
- Deadly Damage 4
- 1 Ability:Call to hand/Return
- 1 Alt Form: Personal Choice
- Shadowwide *4
While a Death wheeler is presented they graduate they are a large cumbersome weapon. It is quite unbalanced and only become wieldly in the Death Wheeler katas. Most keep them in a rack at the Amber Headquarters on Adledross. They can be summoned to hand from there of course.
Aspen brought his home, A very decorative weapon for his collection.