Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
Name
Setting
Rank
XP
Race
Bennies
Player
Campaign
Age
Height
Weight
Gender
Attributes
Agility
d
Smarts
d
Spirit
d
Strength
d
Vigor
d
Derived Stats
Parry
B
M
Pace
B
M
Toughness
B
M
Charisma
B
M
Edges and Hindrances
Edge
Notes
Maj
Hindrance
Notes
Maj
Skills
Boating
d
Climbing
d
Driving
d
Fighting
d
Gambling
d
Guts
d
Healing
d
Intimidation
d
Investigation
d
Knowledge
d
Lockpicking
d
Notice
d
Persuasion
d
Piloting
d
Repair
d
Riding
d
Shooting
d
Stealth
d
Streetwise
d
Survival
d
Swimming
d
Taunt
d
Throwing
d
Tracking
d
Additional Skills
d
d
d
Weapons
Weapon
Damage
ROF
Rng
Wgt
Armor
Armor Type
Area
Protect
Weight
Trappings
Trapping (Power)
Drain
Rng
Dmg/Efct
Duration
Gear
Item
Location
Weight
Wealth
Currency:
Total Weight Carried:
Weight Limit:
Encumbrance Penalty:
Injuries
Fatigue
-1
-2
Wounds
-1
-2
-3
Permanent Injuries:
Languages
Statistic Block
[table=1,9][r=1,1][url=http://www.myth-weavers.com/sheetview.php?sheetid=234334][SIZE=4][B]One Eyed Mick[/B][/SIZE][/url] [B]Pirate Acrobat[/B] [r=1,2][B]Race:[/B] Orc [r=1,3][b]Attributes:[/b] Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d8 [r=1,4][b]Skills:[/b] Boating (Ag) d10, Fighting (Ag) d10, Healing (Sm) d4, Intimidation d8 (Sp), Notice (Sm) d4, Persuasion (Sp) d8, Stealth (Ag) d4, Streetwise (Sm) d4, Throwing (Ag) d6 [r=1,5][b]Pace:[/b] 6, [b]Parry:[/b] 8, [b]Toughness:[/b] 9, [b]Charisma:[/b] 4 [r=1,6][b]Edges:[/b] [ooc=Acrobat]Those who have formal training in the acrobatic arts or are naturally agile may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty.[/ooc], [ooc=Big]Orcs are a large race. They typically stand between 6’ 6” and 7’ tall and have strong, thick bodies. They gain a +1 bonus to Toughness but cannot wear clothing or armor built for the smaller races.[/ooc], [ooc=Fearsome]Orcs have a bad reputation. They start with a free d6 in Intimidation.[/ooc], [ooc=Strong]Orcs are muscular. They start with a d6 in Strength.[/ooc], [ooc=Sweep]Sweep allows a character to make a single Fighting attack and apply it against all adjacent targets at a -2 penalty. Resolve each damage roll separately. Allies are affected by such attacks as well, so heroes must be careful when and how they use this powerful ability. A character may not use Sweep in the same action she uses Frenzy.[/ooc], [ooc=Combat Reflexes]Your hero recovers quickly from shock and trauma. He adds +2 to his Spirit roll when attempting to recover from being Shaken.[/ooc], [ooc=Common Bond]Mick has a special link with his fellow adventurers. He can freely give his Bennies to any other Wild Card he can communicate with.[/ooc], [ooc=Kinsailor]A Kinsailor is able to summon the shades of his ancestors to serve as crew upon his ship. A Kinsailor can only raise a number of ghosts equal to his Spirit die - for example, a hero with a Spirit of d8 can summon 8 ghosts. Use the ghost stats found in Sundered Skies on page 149, but assign each a Boating skill of d6. These ghosts do not need to be berthed, fed, or watered. They cannot leave the confines of their vessel and will fight to protect their ship if it is boarded. As part of the Kinsailor's summoning ritual the ghosts are "locked" into the forms they had in the prime of their lives and lose any Fear Monstrous Abilities they have. A quarter of the summoned ghosts are dismissed with every wound that the Kinsailor takes. Summoning them again takes an hour-long ritual. Each ghost can be improved just like any other extra allied to the heroes, and both player and GM should take the time to develop the name and personality of each ghost. The Kinsailor gains a +2 bonus to all Common Knowledge rolls that he makes when aboard his ship from the accumulate knowledge of his ancestors.[/ooc], [ooc=Ace]Aces are those special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick than on their own two feet. Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend bennies to make soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.[/ooc], [ooc=Charismatic]Your hero has learned how to work with others, even those who might be somewhat opposed to him or his efforts. This adds +2 to his Charisma.[/ooc][r=1,7][b]Hindrances:[/b] [ooc=Glow Blind]Some characters are adversely affected by the distance distorting effects of voidglow. Range penalties are increased by –1 when used out of doors.[/ooc], [ooc=Illiterate]Your hero cannot read. He can probably sign his name and knows what a STOP sign says, but can do little else. He also doesn’t know much about math either. He can probably do 2+2=4, but multiplication and the like are beyond him. Illiterates can’t read or write in any language, by the way, no matter how many they actually speak.[/ooc], [ooc="[strike]One Eye[/strike]"]Your hero has had an eye gouged out by some nefarious villain in his past. If he doesn’t wear a patch or buy a glass replacement (typically $500), he suffers -1 to his Charisma for the grotesque wound. He suffers -2 to any trait rolls that require depth perception, such as Shooting or Throwing, jumping from one mast to another, and so on.[/ooc], [ooc=Stupid]Orcs aren’t the most intelligent of races. It costs 2 points per die type to raise their Smarts during character creation. During play, they may only increase their Smarts every other Rank.[/ooc] [r=1,8][b]Gear:[/b] Backpack, Dread Captain's Regalia, Xephron, Sleeping Canvas, Whetstone, Windcharm [r=1,9][B]Bennies:[/B] 2; [B]Injuries:[/B] -; [B]Fatigue:[/B] -[/table]
Notes
Kinsailor (Ghost-crew equal to Spirit stat, with d6 Boating) Ace (+2 Boating, Driving, Piloting. Soak vehicle damage at -2) Charismatic (+2 Charisma) Wraithstone Eye This smokey gray orb is mottled with ever-shifting black clouds. Those who dare to replace their own eye with this orb are granted incredible powers of perception. Requirements: One Eye hindrance Properties: This orb must be interested into an empty eye socket (character must have One Eye hindrance). Thereafter it functions like a normal eye (negating any penalties from the hindrance) and grants the wearer incredible visual acuity. The wearer halves all penalties due to range, cover, illumination, or void glow. If the wearer spends a Benny, he can also see invisible creatures and objects for the rest of the scene. Maneuvers: Orcish Axe-Dance: (Agility Trick) Skipping lightly from one foot to the other, the orc swings his axe in a large horizontal figure-eight, switching hands halfway through. It almost appears that his arm passes through his body somehow; at the last moment, orc and axe switch positions. His next blow comes from the wrong direction. No-Handed Blow: (Agility Trick) While preparing, quite obviously, to swing his axe with a mighty blow, Mick lets go of the handle. The momentum, and the weight of the axe, causes it to spin in the air; the axe’s long handle (hopefully) bounces off his enemy’s body, before returning to Mick’s hand in perfect form for a strike. Swing Your Partner: (Agility Trick) Another old-fashioned Axe-Dancing routine, this exhibition takes two; with a spin and a flip, Mick follows his axe as it slices slightly to one side or the other of his opponent. As they dodge away from the clumsy blow, the orc’s movement causes him to slide past the enemy, effectively switching places with his ‘partner,’ and leaving him in a better position. Shuffle-Step And Grunt: (Agility Trick) His feet go left, his body right, as the orc appears ready to crash to the ground; at the last moment, he rights himself with a twist, and belches in his opponent’s face. The confusing movements, along with the toxic fumes, disorients all but the most capable of foes.