====== 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 |