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Name | Codename: Watcherspacer.png

Refresh | 2

 

High Concept | A Blademaster Arrogant in Planning...Watcher was once a heistmaster of an infamous criminal organization, specialized in planning, and organization and close-quarters assassination with a blade, and with that carries an acute confidence that his plans will go without a hitch.

Trouble | ...And an Appeal for the FlashyDespite being known for his objective analysis, Watcher finds quiet and calculated plans quite boring. He prefers *action*, even when he sends his plans off the rails to do so.

Aspect III | See, Sieze, Spend, RepeatMoney and wealth is central to Watcher's life, to the point of being an addiction. He always has money for any resource and item he or his allies needs, but he *always* needs more to pay for his future heists.

Aspect IV | Taught Her Every Combat Trick I KnowEver since rescuing Impi, Watcher taught her how to make the best use of her abilities and how to work alongside the rest of the team. The two nowadays work in tandem in close-range combat, as Watcher prefers; he makes sure the team sticks together, no matter what.

Aspect V | Unfinished Business with the MercThe Merc was the best hitmen in the business, essential to Watcher's former organization, and secretly a spy on a wealthy payroll from an opposing company. When the time came, the Merc brought down Watcher's organization on the inside. Since then, Watcher takes betrayal very seriously, and intends to kill the Merc just to make a point about loyalty.

 

Backstory

The man now known as Watcher was born at the right place, at the right time: growing up with a family endowed in fame, fortune, and simply one too many laws and regulations for him to put up with. He saw the mental and moral toll his father took, stuck ruling the corporation at a desk and watching the world from a glass window.

In fact, Watcher preferred ruling his own way: on the ground floor, with his own laws and regulations. And so he took his own path, taking his family fortune's with him, and starting up an impressive organization of thieves and assassins with him leading the jobs.

Shame it didn't last. Trust was something he took too lightly.

Now? He leads a smaller group, and a more effective one, primarily now around thievery and heists. He gets to be more creative with fewer people and resources, and its quite fun making a show against the better prepared.

 

Great (+4) | {Fight}

Good (+3) | {Resources} {Provoke} {Empathy}

Fair (+2) | {Notice} {Investigate} {Rapport}

Average (+1) | {Computers} {Burglary} {Physique} {Crafts} {Chi}

 

Stress | [1] [1] [1] [1]

 

Mild Consequence | -

Moderate Consequence | -

Severe Consequence | -

 

Stunts

Crown of Menace

You are too terrifying to be attacked. Until you make a physical attack in a scene, characters with a Will lower than Good (+3) simply cannot attack you. Those with sufficient Will to attack still flinch on their first attack, though, automatically missing.

Riposte

If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost.

Turnabout

When you succeed with style on a Fight defense, instead of taking a boost, you may spend a fate point to inflict physical stress equal to the shifts you got on your defense roll. You may only do this once per opponent per scene.

Always Come Prepared

You're used to being the Fixer of the group. Once per scene, when a situation may call for a specific tool or item, you may roll Resources vs (+2) as a free action. On success, you reveal that you have this item, with a free invoke.

Personal Equipment & Gear
  • Personal sharp steel sabre from a more civilized age
  • Shiny, stylized gold coin for tricks and fateful decision making
  • Fedora as dark as midnight

Note: Do not delete this line. Insert new items above this line.

 

Edited by Starsign (see edit history)
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Name | Impispacer.png

Refresh | 1

 

High Concept | Super Soldier of the Feral Flower

Trouble | Hunted by the Mielikki Project

Aspect III | Grew Up in a Laboratory

Aspect IV | Just Wants to Feel Pretty and Loved

Aspect V | Dissatisfied with the Life of a Rogue

 

Backstory

Over 20 years ago, Finnish biologists discovered a strange, aureate flower growing in the island of Vaskiluoto. Ingesting its petals would heighten the subject's feral instincts, turning them into an unarmed fighting machine. Some 18 years ago, Project Mielikki purchased the newborn Impi from a desperate, impoverished mother. They raised her in a laboratory in Vaasa. The researchers fed the child the petals of the Metsän Kultaomena flower every day, hoping to create a permanently augmented super soldier; the experiments were harsh and inhumane. A few months ago, a certain band of rogues broke into the laboratory to steal an unrelated bioweapon, and forcibly liberated Impi out of a sense of empathy for the girl. While grateful for her freedom, Impi is apprehensive about the criminal life that she has been dragged into, and wishes for a way to live a normal life, pretty and loved.

 

Great (+4) | {Athletics} {Notice}

Good (+3) | {Empathy} {Physique}

Fair (+2) | {Chi} {Computers} {Rapport}

Average (+1) | {Academics} {Crafts} {Investigate} {Resources}

 

Stress | [1] [1] [1] [1] [1] [1]

 

Mild Consequence | -

Moderate Consequence | -

Severe Consequence | -

 

Stunts

Mesikämmen's Momentum

When Impi has moved at least one zone during her turn, or when an enemy has moved into her own zone during their last turn, she can attack with Athletics rather than Fight. Impi adds 2 shifts to any stress she deals with this attack.

 

Otso's Unerring Claw

When Impi has moved at least one zone during her turn, or when an enemy has moved into her zone during their last turn, she gains a +2 bonus to melee attacks.

 

Kontio's Awareness

Impi gains a +2 bonus to initiative rolls with Notice.

 

Ukko's Gale

Impi can move two zones rather than just one. She can take her action at any point during this movement.

 

Ilmatar's Elusiveness

Impi gains a +2 bonus to defend or overcome with Athletics against anything that would represent her movements being bound or otherwise disrupted: Entangled, Grappled, Off-Balance, Prone, Stunned, and the like.

Extras

Chi Training

Permissions: Interact with the supernatural

Costs: Ranks in Chi

The flower that Impi has consumed all her life is more than mundane.

Personal Equipment & Gear
  • A rigid backpack more fashionable than functional, taken from a villain she beat up a while ago
  • Expensive fashion, jewelry, and accessories, taken from another villain she beat up a while ago

Note: List here any equipment your character reasonably has that will be narratively relevant to the story. This should include any gear they commonly use to accomplish their goals, and weapons without WR they use to fight with. Also anything with personal significance to them. Don't worry about being super-complete, you can have everyday items that most people have. Phone, keys, wallet, handbag, laptop, etc. You don't need to include your ride here.


Note: Do not delete this line. Insert new items above this line.

 

Edited by Colette (see edit history)
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            Name | Hannibal Van Zant         

        

            spacer.png         

        

                      

        

            High Concept | Mystic Muscle For Hire         

        

            Trouble | Predator Instincts         

        

            Aspect III | Avatar of the Uber Kahn         

        

            Aspect IV | Tougher Than Nails         

        

            Aspect V | International Man of Mystery         

        

                      

        

            
                

                    

                        Pitch                     

                

            
            
                

                    

                        A got on this tangent about pulp heroes and that made me think of the phantom. The guy in the purple tights who summoned the abilities of an animal to aid in his battles against injustice… so I want to do that but cooler.
                                              

                    

                        Hannibal Van Zant is the epitome of adventurer. He’s a mercenary with a heart of gold who just so happens to be the living avatar of the primal embodiment of predators known as the Predator King. After a late night multi day vision quest with a modern day shaman Hannibal was met with a god.
                                              

                    

                        The Predator king is this big saber tooth tiger bear man spirit thing and Hannibal uses his chi to summon the essence of the predator king and lend his actions strength beyond mortal means.                     

                    

                                              

                    

                        Just a Fancy Brawler that would have a set up mechanic that some of his stunts would keg off of.                     

                

            
        

        

                      

        

            Great (+4) | Physique, Fight         

        

            Good (+3) | Notice, Athletics         

        

            Fair (+2) | Craft, Chi, Provoke         

        

            Average (+1) | Burglary, Stealth, Rapport, Investigate         

        

                      

        

            Stress | [1] [1] [1] [1] [1] [1]         

        

                      

        

            Mild Consequence | -         

        

            Moderate Consequence | -         

        

            Severe Consequence | -         

        

                      

        

Stunts

                

                    Mighty Thews                 

                

                    +2 to overcome actions with physique involving acts of Herculean strength specifically lifting, pushing, and pulling.                 

                

                                      

                

                    Keen Nose                 

                

                    Because of your keen sensor of smell you gain +2 to Defend or Overcome with Notice when scent is the sense being used.                 

                

                                      

                

                    Totem Warrior                 

                

                    You can carve a spirit totem in preparation for an upcoming hunt. In combat, you can Create an Advantage with Chi to call on aspects of that animal spirit, earning an extra free invocation on successful rolls. Though vulnerable to being broken, stolen or disenchanted via Overcome actions, you can easily fashion and attune to a new totem in any scene after a battle                 

                

                                      

                

                    Queensberry Rules                 

                

                    Due to your training as a boxer you are an especially punishing hand to hand fighter, if you succeed with style on a fight attack roll, you can choose to inflict an additional 2 shift hit rather than take a boost.                 

                

                                      

                

                    Claws of the Kahn                 

                

                    When you have summoned your Totem Warrior Aspect you receive a +2 on fight attack rolls made in unarmed hand to hand combat versus awakened opponents ( anyone with a chi skill )                 

                

                                      

            

        

Extras

                

                    Chi Training                 

                

                    Permissions: Interact with the supernatural                 

                

                    Costs: Ranks in Chi skill                 

                

                    Hannibal Van Zant is more than normal his connection to the Uber Kahn opening his senses, girding his will, and strengthening his fists against the supernatural.                 

            

        

Personal Equipment & Gear

                

  •                     
  •                         Nickel plated Colt 1911                     
  •                     
  •                         A Tough old K-bar more of a tool than a knife                     
  •                     
  •                         A very sharp folding knife                     
  •                     
  •                         A small crafting oil cloth roll containing several pieces of sanctified and blessed soft wood, as well as a selection of crystals, hard woods, claws, teeth, quills, feathers, sinew, sage, willow bark, and various preserved specimens, pine tar, beeswax candles, and leather                     
  •                     
  •                         A ruggedized satellite phone                     
  •                     
  •                         A problem solving kit, rope, pitons, crampons, a pry bar, a block and tackle, ratchet straps, zip ties.                     
  •                     
  •                         A gold cigar case, including a gold butane lighter                     
  •                     
  •                         A paper map of the local area, a compass, and signal mirror                     
  •                     
  •                         a laser pointer                     
  •                     
  •                         trauma kit, clotting agent, alcohol wipes, bandages, cotton bandages, wadding, tourniquet.                     
  •                 

                

                                      

            

        


        

                      

    

     


        

                      

    

Edited by ManicPixieFatGuy (see edit history)
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