====== Emile Carter ====== ==== Basic Information ==== {{:guests:sheets:emileprofile.jpg?|}} **Character Type**: Adult Mortal (Human) **Drama Points:** 21 **Life Points:** 35 **Experience Points:** 3 **Banked Experience:** WC: Desert Survival 1 [4 needed for next level]\\ ==== Attributes ==== **Strength:** 2 **Dexterity:** 3 **Constitution:** 2 **Intelligence:** 3 **Perception:** 3 +1 from Orphan (4) **Willpower:** 2 +1 from Orphan (3) ==== Qualities ==== **Acute senses (hearing, sight)** [4] +3 bonus to any Perception-related roll that relies on that particular sense **Contacts** [3] **Eidetic Memory level 1** [1] Your character has an uncanny ability to remember certain impressions, events, or visions. After focusing for a few moments on some subject, he can recall this sight with startling accuracy. A person with the one-point version of this Quality can “freeze” an image in his mind (a static image like a page or a stop-action scene from the movie that is “life”) and recall it with precision at a later time. This is the limit of his capacity though; once three images are “recorded,” a new one requires the displacement of an old one (character's choice). **Fast Reaction Time** [2] Bonus for Initiative purposes (+5 if using dice to 'roll for initiative'. Fast Reaction folks also gain a bonus of +1 on Willpower Tests to resist fear. **Hero** [1] Once per game session, your character can give someone else +10 on any one test. Best of all, he can do it after the player has made his test. **Situational Awareness** [2] +2 bonus to any Perception-based roll to sense trouble or danger in the immediate surroundings. It is very hard to be stealthy around them; the same bonus applies when they resist any Crime or Acrobatics rolls made to sneak up on them. **Orphan** [4] Gains +1 to any two mental Attributes. He also gains a bonus level to two of the following skills: Doctor, Influence, Knowledge, Mr. Fix-It, or Science. Finally, he gets three levels of Good Luck. **Good luck 3** (from Orphan) **Hard to Kill 3** ==== Drawbacks ==== **Teenager** - 2 **Minority** - 2 **Poor** - 6 ==== Skills ==== **Acrobatics:** 2 **Art:** 0 **Computers:** 0 **Crime:** 3 **Doctor:** 0 (+1 from orphan) 1 **Driving:** 1 **Getting Medieval:** 1 **Gun Fu:** 1 **Influence:** 3 (+1 from orphan)4 **Knowledge:** 3 **Kung Fu:** 1 **Languages:** 1 (creole) **Mr. Fix-It:** 1 **Notice:** 3 **Occultism:** 0 **Science:** 0 **Sports:** 0 ===== Equipment ===== switchblade knife holdout pistol ===== Maneuvers ===== ^ Maneuver ^ Roll ^ Effects ^ | Punch | 3 + 1 | ? + SL Bash damage | | Stab (knife) | 3 + 1 | ? + SL Slash/Stab damage | | Shoot (gun) | 3 + 1 | stuff goes here | | Stealth (Acro) | 3 + 2 | Stealthy time | | Stealth (Crime) | 3 + 3 | Stealthy time | | Dodge (Acro) | 3 + 2 | Avoid attacks; defender wins ties | | Dodge (Kung Fu) | 3 + 1 | Avoid attacks; defender wins ties | | Dodge (Get Med) | 3+ 1 | Avoid attacks; defender wins ties |