Journeyman Champion
Life Points: 46
Drama Points: 10
Experience Points: 0
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
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
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
- 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).
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 |