Table of Contents
Emile Carter
Basic Information
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 |