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Name
Setting
Rank
XP
Race
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Player
Campaign
Age
Height
Weight
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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=445206"][B][SIZE="4"][COLOR="RoyalBlue"]Vincenzo "Vince" Solinas[/COLOR][/SIZE][/B][/URL] [B]Novice Magi Mechanick[/B] [r=1,2][B]Attributes:[/B] Agility [I]d6[/I], Smarts [I]d8[/I], Spirit [I]d4[/I], Strength [I]d8[/I], Vigor [I]d6[/I] [r=1,3][B]Skills:[/B] Fighting [I]d6[/I], Knowledge (Magitech) [I]d8[/I], Knowledge (Arcana) [I]d6[/I], Knowledge (Mechanical) [I]d8[/I], Notice [I]d6[/I], Repair [I]d4[/I], Shooting [I]d4[/I], Spellcasting [I]d8[/I] [r=1,4][B]Pace:[/B] 6, [B]Parry:[/B] 5, [B]Toughness:[/B] 6[COLOR="RoyalBlue"](8)[/COLOR], [B]Charisma:[/B] 2 [r=1,5][B]Edges:[/B] [OOC="Magi of the Order"][B]Requirements:[/B] Novice, Knowledge (Arcana) d6+ [B]Description:[/B]The character is a member of the Magi Order, and has access to all of the perks that go with it. When performing research on various magicks and Magitech, they gain a circumstantial +2 bonus on their knowledge arcana checks. They may also receive support from guilds all throughout the Isle when needed. This includes, supplies, ammunition, weapons and armor, lodging, medical facilities, and eventual access to Magitech. The downside is that they must adhere to Order rules, lest they wish to lose this Edge(and their lives).[/OOC], [OOC="Craftsman (Armory)"][B]Requirements:[/B] Novice, Smarts d8+, Knowledge: Mechanical d8+, Repair d6+ [B]Description:[/B]The hero can take up the role of studying, creating and manipulating weaponry/armor for their own uses and that of your allies. The resources vary depending on what the crafter is trying to accomplish, however, those with the craftsman edge gain a +2 to all Knowledge: Technology (with regards to weaponry/defensive tech) and relevant repair checks. This applies to both equipment used by characters or systems implemented on vehicles/ships/etc. [This skill does not apply to Magitech.][/OOC], [OOC="Scientist"][B]Requirements:[/B] Novice, Smarts d8+, Knowledge: Mechanical d8+ [B]Description:[/B]The hero can don the white lab coats of a scientist and work towards creating, manipulating or managing the various arrays of both biological and chemical compounds encountered throughout the campaign. The character can create scientific, medical, and numerous other advancements. For example, an improved ammunition loading mechanism or a material designed to conduct repel electrical energy would not be out of the question for a scientist. [This skill does not apply to Magitech][/OOC], [OOC="Attractive"][B]Requirements:[/B] Novice, Vigor d6+ [B]Description:[/B] Your hero or heroine is very handsome or beautiful. His or her Charisma is increased by +2.[/OOC] [r=1,6][B]Hinderances:[/B] [OOC="Arrogant"][B](Major)[/B] Your hero doesn't think he's the best--he knows he is. Whatever it is—swordsmanship, kung fu, running—there is no one who can touch his skills and he flaunts it every chance he gets. Winning just isn't enough for your hero. He must completely dominate his opponent. Anytime there is even a shadow of a doubt as to who is the better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk. Arrogant heroes always look for the “master” in battle, attacking lesser minions only if they get in the way.[/OOC], [OOC="Loyal"][B](Minor)[/B] Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind if there’s any chance at all he could help.[/OOC], [OOC="Quirk (Womanizer)"][B](Minor)[/B] Your hero has some minor foible that is usually humorous, but can occasionally cause him trouble. A swashbuckler may always try to first slash his initials on his foes before attacking, a dwarf may brag constantly about his culture, or a snobby debutante might not eat, drink, or socialize with the lower class.[/OOC] [r=1,7][B]Spells:[/B] [OOC="Lightning Bolt"][B]Rank:[/B] Novice [B]Concentration:[/B] -1 [B]Range:[/B] 12/24/48 [B]Trappings:[/B] A large bolt of electricity flies forth from the casters hands towards his target. This spell deals 2d6 dmg and also causes spasms in the targets muscles, forcing them to make a Vigor roll. If they fail, their Parry is considered -2 till their next action. On a raise, the bolt jumps to next closest enemy within a Medium Burst radius, dealing the damage and spasms to them as well.[/OOC], [OOC="Arcane Shield"][B]Rank:[/B] Novice [B]Concentration Penalty:[/B] -1 [B]Range:[/B] Touch [B]Duration:[/B] 3 (-1 Penalty per round beyond the first) [B]Trappings:[/B] Electrical energy encircles the caster, protecting them from harm and impacting those who harm them. Arcane Shield grants +2 armor to the target while this is active. With a successful raise, this grants 4 armor instead and forces enemies who attack the caster in melee range to roll vigor before resolving the attack. If failed, they are rendered shaken.[/OOC], [OOC="Imbue Lightning"][B]Rank:[/B] Novice [B]Concentration:[/B] -1 [B]Range:[/B] Touch [B]Duration:[/B] Until cancelled/dispelled [B]Trappings:[/B] Electricity crackles and surges off the caster’s weapon This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.[/OOC] [r=1,8][B]Gear:[/B] Long Sword, Clockwork Revolver, Leather Armor, S Ammo (8), Goggles [r=1,9][B]Bennies:[/B] 3 [B]Money:[/B] $90 [B]Injuries:[/B] N/A [B]Fatigue:[/B]N/A [B] Encumbrance:[/B] 27/40 [/table]
Notes
My knowledge skill that is a d8 and unmarked is Knowledge (Magitech)