====== Elijah Snow ====== **Journeyman Champion** Life Points: 46 Drama Points: 10 Experience Points: 0 ===== Attributes (22 Points) ===== Strength: 3 + Century Baby (2) = 5 Dexterity: 3 + Century Baby (1) = 4 Constitution: 3 + Century Baby (1) = 4 Intelligence: 4 + O.I. (1) = 5 Perception: 4 + O.I. (1) = 5 Willpower: 4 + Century Baby (1) = 5 ===== Qualities/Drawbacks (20/10) ===== ^ Quality ^ Cost ^ Level (if applicable) ^ | Century Baby | 5 | | | Occult Investigator | 4 | | | Situational Awareness | 2 | | | Reduced Damage | 3 | Versus kinetic attacks; halves damage | | Age | 2 | One century's worth | | Immortal | 0 | | | No Scent | 1 | Emits no scent | | Good Luck | 1 | | || Heat Subtraction | 12 | See Miscellaneous | | **Total:** | 30 | ^ Drawback ^ Value ^ Level (if applicable) ^ | Honorable | 2 | Serious | | Serious Obligation | 2 | To the Planetary organization | | Addiction | 1 | Coffee | | Loner | 1 | | | Adversary | 1 | (Many, but primarily the Four) | | Recurring Nightmares | 1 | | | Paranoia | 1 | | | Obsession | 1 | Figuring out what Planetary wants from him | | Secret | 0 | Comes from Age-- Elijah has had extensive memory modification, which he himself does not realize | | **Total:** | 10 | **Century Baby:** Elijah Snow is a 'Century Baby', and has enhanced attributes as a result. **Heat Substraction:** Descriptive text coming ===== Skills (25 + 4 from Age, + 2 Occultism ) ===== **Acrobatics:** 1 **Art:** 0 **Computers:** 1 **Crime:** 2 **Doctor:** 1 **Getting Medieval:** 1 **Gun Fu:** 4 **Influence:** 3 **Knowledge:** 3 **Kung Fu:** 3 **Languages:** 3 (Japanese, German, Arabic) **Mr. Fix It:** 1 **Notice:** 4 **Occultism:** 0 + 2 = 2 **Science:** 2 **Sports:** 0 ===== Miscellanea ===== - Has a +2 bonus to any Perception-based roll to sense trouble or danger in the immediate surroundings; this bonus also applies to resisting any Crime or Acrobatics rolls made to sneak up on her (**Situational Awareness**). - Gets a +1 to Fear tests (**Occult Investigator**). - When presented with an opportunity to learn something supernatural, he must do it unless they make a Willpower (doubled) roll, with penalties of -1 to -5, depending on how valuable the find is (**Occult Investigator**). - Takes half damage from kinetic attacks (**Reduced Damage**). ====== Combat Maneuvers/Damage ====== ^ Maneuver ^ Roll ^ Effects ^ | Aim (with Gun) | 5 + 4 | Adds SLs to next attack | | Gunshot| 4 + 4 | (12 + SL) x3 Bullet damage | | Punch| 4 + 3 | (10 + SL) Bash damage | | Kick | 4 + 3 - 1 | (12 + SL) Bash damage | | Sword or other weapon | 4 + 1 | (16 + SL) x 2 Slash/stab damage | | Grapple | 4 + 3 + 2 | Grapples opponent | | Disarm (with weapon) | 4 + 1 - 2 | Disarms opponent | | Dodge | 4 + 3 | Avoid attacks | | Parry (HTH) | 4 + 3 | Stop attacks | | Parry (with weapon) | 4 + 1 | Stop attacks; damage HTH attackers | | Feint (HTH) | 5 + 3 | Add SLs to next attack | | Feint (with weapon) | 5 + 1 | Add SLs to next attack |