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Vladislava Lutkus, The Hawk


CharmingSatyr

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Vladislava "Vladi" Lutkus

1404911172_VladislavaLutkus.jpg.890ee244ff6de8c235bae83e293d97f6.jpgNAME:  Vladislava Lutkus

ALIAS:  Mad Wolf

HOUSE:  TBD

LOOK:  Untamed, Dangerous, Handsome

BACKGROUND:  Trade
HERITAGE:  TBD (Livonian, Imperial, or Other)

INDULGENCE:  Obligation

SOURCE: Father (see contacts below)

SCANDALS: TBD

● | ○

 

Show Gear

SPECIAL PERMISSION

○ A Fine Iron Nerve

 

GEAR

○ A fine ranged weapon

○ A Fine heavy cloak

○ A handy restraint

○ A hunting companion

○ A fine spyglass


○ Luck charm

○ Flint and steel

○ ○ Armor

○ A small blade or two

○ A single-shot pistol

○ ○ A large weapon

○ Lantern

○ Throwing knives

○ Burglary gear

○ Demolition tools

○ Arcane implements

○ ○ Climbing gear

○ Subterfuge supplier

○ Documents

 

 

STATS

Show Scandals

Sentimental, wicked, grasping, false, gauche, jealous, faithless, fragile

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 ○ ○ ○ ○ ○ ○ ○ ○ ○ | ○                                

 

STRESS:   ○ ○ ○ ○ ○ ○ ○ ○

INFLUENCE:   ○ ○ ○ ○

PARAMOUR:

HEAT:   ○ ○ ○ ○ ○ ○


HEALING:   ○ ○ ○ ○

ARMOR USES

 - ARMOR:  ○

 - SPECIAL:  ○

 

HARM

       
3     need help
2     -1d
1    

less effect


 

PLAYBOOK XP:  ○ ○ ○ ○ ○ ○ ○ ○ ○ ○

Show XP Triggers

When you roll a desperate action, mark xp in that action's attribute.

 

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute), for a maximum of 4 xp

○ You addressed a challenge with pursuit

○ You addressed a challenge with observation

○ You expressed your beliefs, drives, heritage, or background.

○ You struggled with issues from your indulgences or scandals during the session.

Show Gather Information

○  How can I stop them?

○ What is hidden or lost here?

○ Who's most afraid here?

○ What do they intend to do?

○ How can I get them to [X]?

○ Are they telling the truth?

○ What's really going on here?

 

SKILLS & SPECIAL ABILITIES

SKILLS

 BODY ○ ○ ○ ○ ○ ○ ○ ○  MIND ○ ○ ○ ○ ○ ○ ○ ○  SPIRIT ○ ○ ○ ○ ○ ○ ○ ○

 ● | ○ ○ ○ Skulk

 ● | ○ ○ ○ Maneuver

 ● | ○ ○ ○ Skirmish

 ○ | ○ ○ ○ Wreck

 ○ | ○ ○ ○ Tinker

 ● | ○ ○ ○ Study

 ● | ○ ○ ○ Survey

 ● | ● ○ ○ Hunt

 ○ | ○ ○ ○ Channel

 ● | ○ ○ ○ Command

 ○ | ○ ○ ○ Consort

 ○ | ○ ○ ○ Sway

 

 

 

 

 

 

 

SPECIAL ARMOR

 ● RESIST a complication related to traps or ambushes against you or your coterie (that you are present for). 

 

SPECIAL ABILITIES:

 ● TERRIFYING: You have an air of menace and danger obvious to even the most unobservant.  You gain +1 effect when trying to intimidate someone.  If done immediately after a show of force, also take +1d.

What terrifying act are you known for?

 ○ PREDATOR:  Take +1d to rolls against weakened or vulnerable targets.  Whenever you gather information on a weakness or vulnerability, the worst you can get is a 4/5.

 ○ SHARPSHOOTER:  Push yourself to do one of the following:

 - make a trick shot

 - disarm someone

 - make a ranged attack at extreme distance

 - unleash a barrage of rapid fire to suppress your target.

You retain the effects of pushing yourself.

 ○ TRIAGE:  Patch yourself or someone else up, allowing them to ignore one level of harm penalty for the remainder of the errand.  Does not work on anyone who has suffered fatal harm.  Each PC can only benefit from Triage once.

 ○ CALL THE TARGET:  You suffer no tier disadvantage when engaging in ranged combat.

 ○ BAITED AND SET: You are a master planner.  Gain one free flashback, and take +1 effect when setting or having set a trap.

 ○ LEAVE NO GROUND:  Gain a new gather information question:  Where do they feel safe?  Take +1d to engagement rolls when you act on that information.  When you engage in an errand on hostile ground, you cannot begin in a desperate position.  Tell the GM how you prepared for trouble.

 ○ VETERAN:  Choose a special ability from another playbook.

 

Edited by CharmingSatyr (see edit history)
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