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TEXAS RANGER DEPUTIES: Ricun's Posse

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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:27 pm

Tillie 'Sanguine' Meyer
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_11a1cb8ad21b46e08bee76e022a44bd5~mv2
“When the fox hears the rabbit scream, he comes a-runnin'...but not to help.”

Tillie 'Sanguine' Meyer
“I can’t drown my demons. They’ve learned to swim.”

Concept: Macabre Occultist

Physical Description: Tillie is short with dark hair and eyes. She wears spectacles, a long dress and moth eaten sweater. She has ink stains on her hands and smells of moldy books.

Ranger Notes: Tillie was a librarian at the University of Nevada when it opened in 1874. Although she was quite astute, the dean removed Miss Meyers from staff when she was found practicing witchcraft in the University’s basement. She moved town to Texas, and took a clerk’s job with the local bank before her talents were picked up on by Ricun. She spends all her funds on noir lore and penny-dreadfuls.
________________________________________________________________________________________

HEALTH: 7
WILLPOWER: 4
Size: 5
Speed: 9
Defense: 2
Initiative: 5
Armor: 0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 4, Wits: 2, Resolve: 2

PHYSICAL
Strength: 1, Dexterity: 3, Stamina: 2

SOCIAL
Presence: 2, Manipulation: 3, Composure: 2
________________________________________________________________________________________

Mental Skills
*Academics: 0000 (Research +1)
Computer: 0
Crafts: 0
Investigation: 00
Medicine: 0
*Occult:0000 (Dark Arts +1)
Politics: 0
Science: 0

Physical Skills
Athletics:
Brawl
Drive: 0
Firearms:
Larceny: 0
Stealth: 0
Survival: 0
Weaponry

Social Skills
Animal Ken: 0
Empathy:
Expression:
Intimidation: 0
Persuasion: 00 (Gain Intelligence +1)
Socialize: 0
Streetwise: 00 (Rare Books +1)
Subterfuge: 0000 (Hiding Facts +1)
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 0

Good Time Management (•)
Prerequisite: Academics •• or Science ••
Effect: Your character has vast experience managing complex tasks, keeping schedules, and meeting deadlines. When taking an extended action, halve the time required between rolls.

Common Sense (•••)
Effect: Your character has an exceptionally sound and rational mind. With a moment’s thought, she can weigh potential courses of action and outcomes.
Once per chapter as an instant action, you may ask the Storyteller one of the following questions about a task at hand or course of action. Roll Wits + Composure. If you succeed, the Storyteller must answer to the best of her ability. If you fail, you get no answer. With an exceptional success, you can ask an additional question.
• What is the worst choice?
• What do I stand to lose here?
• What’s the safest choice?
• Am I chasing a worthless lead?

*Curse Effigy (•••)
Effect: Whether by sticking pins in a wax doll or cutting up photographs in her burn book, your character knows how to create effigies that can hurt her enemies without physically touching them. This process doesn’t require occult training. It can be anything from a tradition passed down through generations of family members to instructions downloaded off the Internet: What matters is her focused hatred toward her enemy.
To create an effigy, spend a point of Willpower and roll Wits + Occult – the victim’s Resolve. The effigy requires something personal from the intended victim (a sample of hair or blood), and takes an entire night to craft. For every success, you may inflict one of the following penalties on the subject as an instant action:
•An appropriate Personal Tilt; Arm Wrack Tilt by stab- bing the effigy’s arm, or the Sick Tilt by coating an effigy in a hospital patient’s mucus. This effect lasts for one turn per success used.
•Attacking vital organs with a roll of Intelligence + Medicine – subject’s Stamina + Supernatural Tolerance, doing lethal damage.
•Whisper horrible things to the effigy, distracting the victim and reducing the victim’s next Social action to a chance die.
• An appropriate Personal Tilt; Arm Wrack Tilt by stab- bing the effigy’s arm, or the Sick Tilt by coating an effigy in a hospital patient’s mucus. This effect lasts for one turn per success used.
 73
Once all successes are used the effigy falls apart and any new ones must be created with a fresh sample. If an effigy is destroyed or the victim gains possession of his effigy, then any remaining successes are wasted.

Evil Eye (••)
Effect: Your character can inflict paralysis on her enemies with her baleful stare. As an attack, roll a contested Wits + Occult versus the opponent’s Resolve + Composure. If suc- cessful, apply the Insensate Tilt to the victim for turns equal to successes.
Drawback: Sacrifice your Defense any turn you use Evil Eye. If an opponent has charms or other supernatural pro- tection from curses apply a +3 bonus to his contested roll.
________________________________________________________________________________________
PERSISTENT CONDITION: EVIL INTENT 
You are not who you seem. You wish to hurt or harm others for the thrill of it. Maybe you think evil is the only path to power, a power you so desire. Once per day, your character must commit an evil deed. Not doing so gives them the "Deprived" Condition.

Deprived: Your character suffers from an addiction. She is unable to get her fix, however, leaving her irritable, anxious and unable to focus. Remove one from her Stamina, Resolve and Composure dice pools. This does not influence derived traits; it only influences dice pools that use these Attributes.
Resolution:Commit Evil
________________________________________________________________________________________
Equipment
Librarian clothes, travel pack, spectacles

Travel Occult Library
Dice Bonus +1 Occult, Durability 2, Size 2, Structure 1, Availability •


Last edited by Admin on Wed Jul 26, 2017 8:56 pm; edited 5 times in total

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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:28 pm

Emmett 'No Saddle' McKnight
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_e11cd6c46f3a43a7ae6828c18361b6f9~mv2


Emmett 'No Saddle' McKnight

“If you plan on shooting me in the back, aim true. I’ll only be givin’ you one shot.”

Concept: Frontier Paladin

Physical Description: This broad chested man has a gold mustache stained with coffee and pale hair. He wears a duster, beige clothes and chaps. He carries one large revolver on a sturdy belt that matches his narrowed boots.

Ranger Notes: Emmett earned his moniker because the rest of the deputies accused him of fornicating with his own horse. His trusted stead, “Corn Husk,” is his truest friend, and the two take over the battlefield in open warfare. He’s honest, quiet and will punch a man in the jaw for doing something sinful.

VIRTUE: Just
VICE: Close Minded

________________________________________________________________________________________

HEALTH: 8
WILLPOWER : 5
Size: 5
Speed: 11
Defense:5
Initiative: +6
Armor: 1/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 1, Wits: 3, Resolve: 2

PHYSICAL
Strength: 3, Dexterity: 3, Stamina: 2

SOCIAL
Presence: 3, Manipulation: 1, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics:
Computer
Crafts:
Investigation: 00
Medicine
Occult:00
Politics
Science

Physical Skills
Athletics: 00
Brawl: 000
*Drive: 0000 (Horses +1)
*Firearms:0000 (Revolvers +1)
Larceny
Stealth: 0
Survival: 00
Weaponry: 000

Social Skills
Animal Ken: 00 (Horse Training +1)
Empathy: 000
Expression
Intimidation: 0
Persuasion: 0
Socialize:
Streetwise
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 000

Quick Draw, Firearms  (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time his Defense applies.

Speed Loader, Revolvers •
Prerequisite: Dexterity 3, Specialization in Weapon
Effect: Your fingers are well practiced at fetching the ammo your weapon requires and putting it where it is essential to continue the fight. o longer does loading individual bullets force you to sacrifice your defense for the round, though reloading does still require an Instant Action.

Mounted Combat (•••)
Prerequisites: Dexterity •••, Athletics ••, Animal Ken ••
Style Tags: Archery, Heavy Melee, Light Melee, Tactical (Police)
Effect: Your character fights from horseback using the animal’s size and maneuverability to make her attacks more effective. While trained cavalry regiments are largely a thing of the past, many police departments around the world still have officers who use techniques like these in the modern day.
Steady Saddle (•): Your character knows how to position herself in the saddle to attack an opponent without risking being dismounted or hurting her horse. Your character gains a +3 bonus to any rolls for staying mounted during combat.
Fixed Charge (••): Your character and her horse charge headlong at her opponent. She gains the benefits from both charging (though you move up to twice your horse’s Speed rather than your character’s) and an all-out attack. Both she and her horse lose Defense for the rest of the turn.
Skirmishing (•••): Your character’s attacks are designed to harass her opponents, moving in range to strike and then out again before the counterattack. Her horse can travel half its Speed before her attack and the rest after as one move. She suffers a –2 penalty to her attack for the turn but both her and her mount gain +2 to Defense.

*Laying on Hands (•••)
Your character’s faith or force of devotion becomes a wholesome force that heals the sick and mends injuries. However, she takes some of those injuries upon herself by proxy.
Effect: By spending a Willpower point, touching the sick or wounded, and rolling Presence + Empathy, your character may heal them. Every success heals two points of bashing damage, or one level of lethal damage. Three successes allows for a single point of aggravated damage.
Drawback: For every two points of damage healed (rounded up), your character suffers a single point of the same type of damage. Additionally, your character may heal diseases and other ailments. The Storyteller assigns a target number of successes between one (the common cold) and ten (flesh-eating bacteria). This takes an extended action, and the character suffers a minor version of the illness.
________________________________________________________________________________________
PERSISTENT CONDITION: PALADIN 
You believe yourself to be a 19th century Paladin, a man of righteousness made to defend the weak from the evil. Anytime you are in the presence of a wicked act or deed, you must make a Resolve + Composure check to not intervene. If successful, the character gains the "Guilty" Condition. If they fail, the character gains the "Inspired" condition, and must take action, no matter the odds.

GUILTY
Your character is experiencing deep-seated feelings of guilt and remorse. This Condition is commonly applied after a successful breaking point roll. While the character is under the effects of this Condition, he receives a -2 to any Resolve or Composure rolls to defend against Subterfuge, Empathy, or Intimidation rolls.
Resolution: The character makes restitution for whatever he did; the character confesses his crimes.

INSPIRED
Your character is deeply inspired. When your character takes an action pertaining to that inspiration, you may resolve this Condition. Gain a Willpower point, and consider the roll an Exceptional Success on three successes, instead of five.
Example Skills: Crafts, Expression Resolution: Use the Condition for its benefit.


STEED: BONDED
Your character has established an extensive bond with an animal. She gains +2 on any rolls to influence or persuade the animal. The animal may add your Animal Ken to any rolls to resist coercion or fear when in your character’s presence. The animal may add your character’s Animal Ken to any one die roll.
Example Skills: Animal Ken Resolution: The bonded animal dies.
________________________________________________________________________________________
Equipment
Reinforced Clothing
Rating:1/0, Speed: 0, Defense:0 , Availability: 2, Minimal Strength: 1, Coverage: Arms, legs, torso

Double Action Heavy Revolver
Range: 30/60/120
Clip: 6
Initiative Penalty: -2
Damage: 2L
Minimal Strength: 3
Size:1
Availability: 3

"Corn Husk"
TEXAS RANGER DEPUTIES: Ricun's Posse  Hqdefault
Horse
Attributes: Intelligence 1, Wits 3, Resolve 3, Strength 5, Dexterity 3, Stamina 5, Presence 3,  Manipulation 1, Composure 2
Skills: Athletics 4, Brawl 1 (kicking), Survival 2
Willpower: 5
Initiative: 5
Defense: 7
Speed: 19 (species factor 12)
Size: 7
Weapons/Attacks:
Type Damage Dice Pool
Bite +0 5
Hoof +2* 6
*A successful strike from a horse’s hoof inflicts the Knocked Down Tilt (GMC pg. 211)
Health: 12
Special: Horses can lift four times as much as a human with comparable Strength and Athletics.




Last edited by Admin on Wed Jul 26, 2017 10:01 pm; edited 9 times in total

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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:28 pm

Orville 'Butt End' Snider
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_193c7a0d5718449188ed6867654c39ad~mv2

Orville 'Butt End' Snider
“Come along now. We don’t need to make this violent.”

Concept: Exiled Sherriff

Physical Description: This middle-aged man stands at medium height with gray hair that matches his scruff. He wears a black suit with a tan stetson. He has a gold pocket watch, black snake skin boots and a large revolver on his gun belt.

Ranger Notes:Orville doesn’t use the butt end of his gun for kicks. He was caught with a local preacher in an undisclosed town with his pants down, and had to escape in order to avoid a hanging- or so the rumor goes. Orville denies it all and will fight you for accusing him. He’s a strong investigator, and put away Slippery-Tod and SYe Swanson as a posse man for the Texas Rangers.

VIRTUE Just
VICE:   Protective
________________________________________________________________________________________

HEALTH: 7
WILLPOWER: 5
Size: 5
Speed: 10
Defense:4
Initiative: +6 (11 w/ Revolver due to "Fire Fight" Merit)
Armor: 0/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 2, Resolve: 2

PHYSICAL
Strength: 2, Dexterity: 3, Stamina: 2

SOCIAL
Presence: 3, Manipulation: 2, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer 0
Crafts: 0
*Investigation:0000 (Crime Scene +1)
Medicine
Occult:
Politics: 0
Science

Physical Skills
Athletics: 00
Brawl:00
Drive: 0
*Firearms: 0000 (Revolvers +1)
Larceny
Stealth:
Survival: 000 (Tracking +1)
Weaponry

Social Skills
Animal Ken: 00
Empathy:0
Expression
Intimidation: 00
Persuasion: 00
Socialize: 0
Streetwise: 00 (Law Enforcement +1)
Subterfuge: 0
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 0

Quick Draw (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a re- flexive action, and can be done any time his Defense applies.

Firefight (•••; Style)
Prerequisites: Composure •••, Dexterity •••, Athletics ••, Firearms ••
Effect: Your character is comfortable with a gun. She’s been trained in stressful situations, and knows how to keep herself from being shot, while still shooting at her opponents. This Style is about moving, strafing, and taking shots when you get them. It’s not a series of precision techniques; it’s for using a gun practically in a real-world situation.
Shoot First (•): In a firefight, the person shot first is usually the loser. Your character has trained herself to fire first in an altercation. If her gun is drawn, add her Firearms score to her Initiative. If she has Quick Draw, she can use Shoot First to draw and fire with increased Initiative in the first turn of combat.
Suppressive Fire (••): Sometimes, the purpose of a shot is to distract, not necessarily to hit. Your character is trained to fire off a handful of rounds with the intent to startle oppo-nents and force impulse reactions. When using the Covering Fire maneuver (p. 90), her opponents cannot benefit from aiming against her. She can apply her Defense against in- coming Firearms attacks, in addition to any cover bonuses. Additionally, her training allows her to use Suppressive Fire with a semi-automatic weapon.
Secondary Target (•••): Sometimes, shooting an op- ponent behind cover is all but impossible. However, a bullet can knock objects off balance, or cause ricochets. By using Secondary Target, your character opts not to hit her target, but instead strike them with any collateral objects that might be nearby. She causes bashing damage instead of lethal, but ignores all cover penalties to the roll. The weapon’s damage rating does not add to the damage in this case.

Contacts, Local Sheriffs (•)
Effect: Contacts provide your character with information. Each dot in this Merit represents a sphere or organization with which the character can garner information. For example, a character with Contacts ••• might have Bloggers, Drug Dealers, and Financial Speculators for connections. Contacts do not provide services, only information. This may be face-to-face, via email, by telephone, or even by séance in some strange instances.
Garnering information via Contacts requires a Manipulation + Social Skill roll, depending on the method the character uses, and the relationship between the characters. The Storyteller should give a bonus or penalty, dependent on how relevant the information is to that particular Contact, whether accessing the information is dangerous, and if the character has maintained good relations or done favors for the Contact. These modifiers should range from -3 to +3 in most cases. If successful, the Contact provides the information.
One use of a Contact is to dig dirt on another character. A Contact can find another character’s Social Merits, and any relevant Conditions (Embarrassing Secret is a prime example.)
A character can have more than five Contacts, but the Merit’s rating is limited to five, for the purposes of Allies blocking.

Status, Law Enforcement (•)
Effect: Your character has standing, membership, author- ity, control over, or respect from a group or organization. This can reflect official standing, or merely informal respect. No matter the source, your character enjoys certain privileges within that structure.
Each instance of this Merit reflects standing in a differ- ent group or organization. Your character may have Status (The Luck Gang) •••, Status (Drag Racing Circuit) ••, and Status (Police) •. Each affords its own unique benefits. As you increase dot ratings, your character rises in prominence in the relevant group.
Status only allows advantages within the confines of the group reflected in the Merit. Status (Organized Crime) won’t help if your character wants an official concealed carry firearms permit, for example.
Status provides a number of advantages:
First, your character can apply her Status to any Social roll with those over which she has authority or sway.
Second, she has access to group facilities, resources, and funding. Depending on the group, this could be limited by red tape and requisitioning processes. It’s also dependent on the resources the particular group has available.
Third, she has pull. If she knows a character’s Mentor, Resources, Retainer, Contacts, or Allies, she can block their usage. Once per chapter, she can stop a single Merit from being used, if it’s of a lower dot rating than her Status, and if it makes sense for her organization to obstruct that type of person’s behavior. In our Organized Crime example, if your character knows that the chief of police has Contacts (Criminal Informant), you may opt to block usage by threat- ening the informant into silence.
Drawback: Status requires upkeep, and often regular du- ties. If these duties are not upheld, the Status may be lost. The dots will not be accessible until the character re-establishes her standing. In our Organized Crime example, your character may be expected to pay protection money, offer tribute to a higher authority, or undertake felonious activities.
________________________________________________________________________________________
PERSISTENT CONDITION: LOOKING FOR THE RIGHT MAN 
Your character is a closet homosexual, and is hoping to someday find someone he can be with forever. He doesn't make his intentions clear, but when in the presence of someone attractive, has trouble interacting. When in the presence of someone with the Striking Looks merit or any supernatural powers that attract the character, you must make a Resolve + Composure check. Failure means you are "Swooning" for that person.


________________________________________________________________________________________
Equipment
Stetson, dark slacks, vest, white shirt with tie, Deputy badge

*Heavy Revolver
Rage: 30/60/120
Clip: 6
Initiative Penalty: -2 for Double Action
Damage: 2
Minimal Strength: 3
Size: 1
Availability: 3





Last edited by Admin on Wed Jul 26, 2017 10:00 pm; edited 4 times in total

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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:29 pm

Denny "Half-Grin" Spiller
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_6406f9811b6340478fdaa84b6e7e880b~mv2


Denny "Half-Grin" Spiller

“You keep staring, I’ll make you look as pretty.”

Concept: Bitter Gunslinger

Physical Description: Denny’s most obvious feature is his scarred face, burned long ago. He has gray skin on his charred side, with receding lips and a yellow eye. Otherwise, he wears traditional duster, chaps and stetson with two light revolvers at his sides.

Ranger Notes:Denny is as bitter as piss, and takes it out on criminals. He’s often embarrassed in town, and doesn’t like to socialize amongst crowds. He’s a demon with the revolvers however, often letting loose a barrage of bullets throughout the field that takes an appearance of mad hornets near their nest.

VIRTUE: Steadfast
VICE: Short Tempered
________________________________________________________________________________________

HEALTH: 9
WILLPOWER : 7
Size: 5
Speed: 13
Defense: 4
Initiative: (-0 Double-Action Revolvers)
Armor: 1/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 2, Resolve: 3

PHYSICAL
Strength: 3, *Dexterity: 5, Stamina: 4

SOCIAL
Presence: 1, Manipulation: 1, Composure: 4
________________________________________________________________________________________

Mental Skills
Academics:
Computer
Crafts: 0
Investigation: 000
Medicine: 0
Occult:
Politics: 0
Science

Physical Skills
Athletics: 00
Brawl: 00
Drive: 0
*Firearms: 00000 (Revolvers +2 w/ Area of Expertise)
Larceny: 0
Stealth: 0
Survival: 00
Weaponry: 00

Social Skills
Animal Ken: 0
Empathy:
Expression
Intimidation: 0
Persuasion:
Socialize:
Streetwise: 00
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 00

Ambidextrous (•••)
Effect: Your character does not suffer the -2 penalty for using his off hand in combat or to perform other actions. Available only at character creation.

Area of Expertise, Revolvers (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Quick Draw , Revolvers(•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time his Defense applies.
________________________________________________________________________________________
PERSISTENT CONDITION: HIDIEOUS SCARS  
Your character has a hideous scar that is embarrassing to them. Whenever they are involved in a social situation, the character suffers -1 to rolls. If the character is mocked about his scars, he must make a Resolve + Composure check to resist attacking them.
________________________________________________________________________________________
Equipment
Stetson, Longcoat, Belt Bandoleer w/ holsters

Reinforced Traveling Clothes
Rating: 1/0
Speed:0
Defense: 0
Availability: 2
Minimal Strength: 1
Coverage: Arms, legs, torso

(2) Double Action Revolvers
Range: 20/40/80
Clip: 6
Initiative Penalty: 0 for Double Action
Damage: 1L
Minimum Strength: 2
Size: 1
Availability: 2



Last edited by Admin on Fri Jul 28, 2017 5:53 pm; edited 4 times in total

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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:29 pm

Otis "The Counselor" Reynolds
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_dedf9cc9831143e3a2b985ed98ae09e0~mv2


Otis "The Counselor" Reynolds

“You look like you could use a close shave.”

Concept: Criminal gone Deputy

Physical Description: This gaunt, tall man has auburn hair, slicked back, and mutton chops. He looks sickly, and wears a dark brown vest and trousers with red pin stripes and worn boots. He has a faded rope scar around his neck.

Ranger Notes: Otis is called the counselor because everyone seems to spill their guts to him- literally. He’s an expert with his knife, and loves to brandish it during cards, while drinking or when they’re on the chase. Otis was jailed for stabbing a pan to death, but when he survived the noose, the local sheriff let him go. He since joined the other side of the law, claiming to want to make up for his past.

VIRTUE: Resourceful
VICE: Vindictive
________________________________________________________________________________________

HEALTH: 8
WILLPOWER: 7
Size: 5
Speed: 12
Defense: 6 (Light Weapons: Can minus from Defense to add to Damage)
Initiative: +9 (Light Weapons: Can add +1 in return for -1 to weapon damage)
Armor: 0/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 3, Resolve: 3

PHYSICAL
Strength: 2, *Dexterity: 5, Stamina: 3

SOCIAL
Presence: 2, Manipulation: 2, Composure: 4
________________________________________________________________________________________

Mental Skills
Academics:
Computer
Crafts: 0
Investigation: 00
Medicine: 0
Occult:
Politics
Science

Physical Skills
Athletics: 000
Brawl: 0
Drive: 0
Firearms: 0
Larceny: 00
Stealth: 00
Survival: 0
*Weaponry: 00000 (Knives +2 w/ Area of Expertise)

Social Skills
Animal Ken:
Empathy:
Expression
Intimidation
Persuasion:
Socialize:
Streetwise
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 0

Area of Expertise, Knives (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Fighting Finesse, Knives (••)
Prerequisites: Dexterity •••, a Specialty in Weaponry or Brawl
Effect: Choose a Specialty in Weaponry or Brawl when you purchase this Merit. Your character’s extensive training in that particular weapon or style has allowed them to benefit more from their alacrity and agility than their strength. You may substitute your character’s Dexterity for her Strength when making rolls with that Specialty.
This Merit may be purchased multiple times to gain its benefit with multiple Specialties.

Light Weapons (•••; Style)
Prerequisites: Wits ••• or Fighting Finesse, Dexterity •••, Athletics ••, Weaponry ••
Effect: Your character is trained with small hand-to- hand weapons which favor finesse over raw power. These maneuvers may only be used with one-handed weapons with a damage rating of two or less.
Rapidity (•): Your character moves with swiftness to find just the right spot to strike. You can sacrifice your character’s weapon damage rating to add his Weaponry score to his Initiative for the turn. The weapon becomes a zero damage weapon for the turn.
Thrust (••): Your character knows when to defend himself, and when to move in for the kill. At any time, you can sacrifice points of Defense one-for-one to add to attack pools. This cannot happen if you’ve already used Defense in the same turn. If you use this maneuver, you may not sacrifice your full Defense for any other reason. For example, you cannot use Thrust with an all-out attack.
Feint (•••): With a flourish in one direction, your character can distract an opponent for a cleaner, more effective follow-up strike. For example, if Feinting with a two damage weapon with three successes, the attack causes no damage. However, your next attack ignores five points of Defense, and causes three extra points of damage.
________________________________________________________________________________________
PERSISTENT CONDITION: SADIST 
Attention Deficit (Persistent)
Your character wishes harm on other people for the sake of entertainment. Your character will attempt to slap, beat, trip or cause pain to someone daily. If he does not get his kick, he gains the Deprived Condition.
_______________________________________________________________________________________
Equipment
Roughed up clothes, shabby belt w/ knife sheath, concealed boot sheath

Knife, Hunting
Damage: +1
Initiative: -1
Strength: 1
Size: 2
Special: Enhanced Crafts or Survival +1

Shaving Razor (in boot)
Damage: 0
Initiative: 0
Strength: 1
Size: 1
Special: Thrown




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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:29 pm

Howard 'Grits' Melbourne
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_2f32a396b4ac4f73b9a8a3f0f02b530d~mv2

Howard 'Grits' Melbourne

“You cock suckers keep teasing me, you’ll eat dog shit for breakfast.”

Concept: Old constable and cook

Physical Description: This fifty plus year old man has a shabby white beard, and wears overalls with farmer’s boots and a beat up brown hat. He chews tobacco constantly, and has burns on his fingers. He’s missing his front-right tooth and his others are yellowed.

Ranger Notes: Howard has been around. He was a farmer, infantryman for the Confederates, and cook. When his restaurant in Arkansas was robbed, Howard took to being a sheriff. He did well, but eventually was replaced by someone younger. Howard moved west to join law enforcement elsewhere, but no one was taking old veterans. Ricun though, seeing the potential to keep moral up with his cooking skills, decided to add the good-humored old man to his deputies.

VIRTUE: Caregiver
VICE: Preachy  
________________________________________________________________________________________

HEALTH: 10
WILLPOWER: 5
Size: 5
Speed: 9
Defense:2
Initiative:+5
Armor: 0/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 0, Wits: 000, Resolve: 00

PHYSICAL
Strength: 00, Dexterity: 00, Stamina: 0000

SOCIAL
Presence: 000, Manipulation: 0, Composure: 000
________________________________________________________________________________________

Mental Skills
Academics:
Computer
*Crafts: 0000 (Cooking +1){Cooking Tools +1}
Investigation: 0
Medicine: 00
Occult:
Politics:  0
Science

Physical Skills
Athletics:
Brawl: 0
Drive: 00 (Wagons +1)
Firearms: 00 {9 Again with Shotgun}
Larceny
Stealth: 0
Survival: 00 (Foraging +1) {Survivalist Kit +1}
Weaponry: 000

Social Skills
Animal Ken: 00 (Horses +1)
Empathy: 0
*Expression: 0000 (Tall Tales +1)
Intimidation
Persuasion: 0
Socialize: 00
Streetwise: 0
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Language, Navajo: 0
Resources: 00

Patient (•)
Effect: Your character knows how to pace herself and take the time to do the job right the first time. When taking an extended action, you may make two additional rolls, above what your Attribute + Skill allows.

Improvised Weaponry (•••; Style)
Prerequisites: Wits •••, Weaponry •
Most people don’t walk around armed. While someone pulling a knife or a gun can cool a hostile situation down, it can also cause things to boil over — an argument that wouldn’t be more than harsh words suddenly ends up with three people in the morgue. If your character is on the receiving end of someone pulling a knife, it helps to have something in his hand as well.
Your character is good at making do with what he’s got. Sometimes he’s lucky — if your character’s in a bar, he’s got a lot of glass bottles, or maybe a pool cue, to play with. However, he’s got something like a sixth sense, and can find a weapon almost anywhere.
Always Armed (•): Your character can always get his hands on something dangerous, and he has an instinctive understanding of how to put it to good — and deadly — use. At the start of your turn, make a reflexive Wits + Weaponry roll to grab an object suitable for use as a weapon in pretty much any environment. (The player is encouraged to work with the Storyteller to determine an appropriate item — a large, jagged rock in the wilderness, for example, or a heavy glass ashtray with one sharp, broken edge in a dive bar.) Regardless of what he picks up, the weapon has a +0 weapon modifier, -1 initiative penalty, Size 1, Durability 2, and Structure 4. On an exceptional success, increase the weapon modifier and Size by 1, but the initiative penalty increases to -2. Whatever your character grabs doesn’t cause you to suffer the normal -1 penalty for wielding an improvised weapon (see p. 94).
In Harm’s Way (••): Your character’s got a knack for put- ting his weapon in the way of an oncoming attack, no matter how small or inappropriate for blocking it might be. While he’s wielding an improvised weapon acquired with Always Armed, you can treat the Structure of your character’s weapon as general armor against a single Brawl or Weaponry attack. Any damage he takes inflicts an equal amount of damage to the improvised weapon, bypassing Durability. Your character can use the weapon to attack later in the same turn, but can only use this ability when applying his Defense to an attack. Breaking Point (•••): One sure way to win a fight is to hit the other guy so hard that he doesn’t get back up, even if that means losing a weapon in the process. When making an all-out attack with an improvised weapon acquired with Always Armed, you can reduce the weapon’s Structure by any amount down to a minimum of 0. Every 2 points of Structure spent in this way adds 1 to the weapon modifier for that one single attack. Declare any Structure loss before making the attack; this Structure is reduced even if the attack does no damage. If the weapon is reduced to 0 Structure, it is automatically destroyed after the attack. You can use this technique in conjunction with In Harm’s Way, allowing your character to parry an attack made on a higher Initiative and then go on the offensive, provided that the weapon wasn’t
destroyed.


________________________________________________________________________________________
PERSISTENT CONDITION: PREACHY 
Your character has a tendency to give moral advice in a tedious or self-righteous way. He can't help it. Anytime there's a situation that the character sees an opportunity to give his two-cents, he must spend a Willpower point to resist the urge. Otherwise, it just comes out of him, and he doesn't realize it until he gets side-eyes, sighs and head shaking. Afterwards, he suffers a -2 for anyone he preached to during that scene for Persuasion or Subterfuge rolls.
________________________________________________________________________________________
Equipment

Survival Kit (Basic)
Die bonus +1, Durability 1, Size 2, Structure 3, Availability •
Survival kits contain the basic items a character needs to survive in the wild: a sleeping bag, canteen, flashlight, glowstick, food and water to last one person a whole day. Add the kit’s die bonus to any Survival rolls and Stamina + Resolve rolls made to resist harm from exposure.

Cooking Tools Rating 1
Die Bonus +1, Durability: 4, Size: 2, Structure: 5, Availability:  •

Light Single Action Revolver
Range: 30/60/120
Clip: 6
Initiative Penalty: -3
Damage: 1
Minimal Strength: 2
Availability: 2

*Shotgun
Range: 20/40/80
Clip: 2
Initiative Penalty: -4
Damage: 3
Minimal Strength: 2
Size: 3
Availability: 3
Special: Provides 9-Again




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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:30 pm

Gomer "Pick Axe" Foster
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_2b72132bd0a74960a66a741a6fbc7976~mv2

Gomer "Pick Axe" Foster
“I think I can still strike it rich if I drive Dolores here into your forehead.”

Concept: Former 49er gone Deputy

Physical Description: This tall man has long arms, a constant grimace that decorates his dark bearded face and dirt all over his skin. He often wreaks of body odor, and his miner styled clothes are never washed. He always carries his old pick-axe with him, who he named Dolores, after his picky ex-lover.

Ranger Notes: Gomer is the strong scary type, often staring people down and giving the side-eye. He’s an expert in mining, and can tell when a vein is a poor one, as well as fools’ gold from the real thing. He carries a massive pickaxe around wherever he goes, which can cause unease amongst locals.

VIRTUE: Brave
VICE: Hasty
________________________________________________________________________________________

HEALTH: 9
WILLPOWER : 6
Size: 5
Speed: 13
Defense: 5
Initiative: +5
Armor: 0/0 {1/0 vs Bashing w/ Iron Skin, Can spend 1 point of Willpower to 1 Lethal to 1 Bashing}
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 0, Wits: 00, Resolve: 000

PHYSICAL
*Strength: 00000, Dexterity: 00, Stamina: 0000

SOCIAL
Presence: 0, Manipulation: 00, Composure: 000
________________________________________________________________________________________

Mental Skills
Academics:
Computer
*Crafts: 0000 (Mining +1)
Investigation: 00
Medicine: 0
Occult: 0
Politics
Science

Physical Skills
Athletics: 000
Brawl 0000 (Grappling +1)
Drive:
Firearms: 000
Larceny
Stealth:
Survival: 0
*Weaponry: 0000 (Pick Axe +1) {9-Again Equipment Bonus w/ Pick Axe}

Social Skills
Animal Ken: 00
Empathy:
Expression
Intimidation: 00
Persuasion:
Socialize:
Streetwise: 00
Subterfuge: 0
________________________________________________________________________________________
MERITS
English, Native Language

Street Fighting (••)
Prerequisites: Stamina •••, Composure •••, Brawl ••, Streetwise ••
Effect: Your character learned to fight on the mean streets. She may have had some degree of formal training, but the methodology came from the real world, in dangerous circum- stances. Street Fighting isn’t about form and grace, it’s about staying alive. These maneuvers may only be used unarmed, or with weapons capable of using the Brawl Skill, such as punch daggers, or weapons concealed with the Shiv Merit (above).
Duck and Weave (•): Your character has been beaten all to hell more than a few times. Now she dodges on instinct, not on skill. You can reflexively take a one-die penalty to any actions this turn to use the higher of her Wits or Dexterity to calculate Defense. If you’ve already made a roll without penalty this turn, you cannot use Duck and Weave.
Knocking the Wind Out (••): Shots to the center mass can shake an opponent, and your character knows this well. When your character makes a successful unarmed attack, the opponent suffers a -1 to his next roll.

Iron Skin (••)
Prerequisites: Martial Arts •• or Street Fighting ••, Stamina •••
Through rigorous conditioning, or extensive scarring, your character has grown resistant to harm. She can shrug off shots that would topple bigger fighters. She knows how to take a strike, and can even move into a hit from a weapon to minimize harm. She gains armor against bashing attacks; one point of armor with ••. By spending a point of Willpower when hit, she can downgrade some lethal damage from a successful attack into bashing. Downgrade one damage at ••

Headbutt (•)
Prerequisites: Brawl ••
Style Tags: Striking, Grappling
Effect: Your character has found few arguments she can’t
end by ramming her skull into a softer part of the human anatomy. This Merit allows for a new grappling maneuver Headbutt: Your character inflicts the Stunned Tilt on her opponent. Each use of this maneuver in a scene imposes a
-2 penalty as the shock and surprise of this tactic wears off.

Choke Hold (••)
Prerequisites: Brawl ••
If you can get your hands on someone, they’re putty in your hands. When grappling, your character can use the Choke move:
• Choke: If you rolled more successes than twice the vic- tim’s Stamina, he’s unconscious for (six - Stamina) minutes. You must first have succeeded at a Hold move. If you don’t score enough successes at first, you can Choke on future turns and total your successes.

________________________________________________________________________________________
PERSISTENT CONDITION: CLOUD OF STINK 
Your character has a natural funk to them that doesn't go away. It's a biological problem that showers can't even help. Anytime your character is around anyone, they can smell his body odor. He takes a -2 to Persuade others into anything.
________________________________________________________________________________________
Equipment
Dirty Clothes, Broken Pistol worn on his belt (doesn't fire, just for show), travel pack, miner's sun-hat, rotten boots

Pick Axe
Damage: +2
Initiative: -4
Strength: 3
Size: 3
Availability: 1
Special: 9-again, 2 Handed


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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:30 pm

Clyde "Roses" Warner
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_01ea7fb8e7e34308825161a2848ac09d~mv2

Clyde "Roses" Warner
“You look like the kind of man that can take down an entire outfit.”

Concept: Sly Lawman and Recruiter


Physical Description: This middle aged man has peppered hair that’s receding and a graying beard. He wears fine clothes, has the best cigars and washes at least once a week for appearances. He carries a single revolver with him, which is always shined nicely.

Ranger Notes: What’s a man want to do when he brings you roses? Clyde’s crew would answer, “Fuck You.” And that seems to be Clyde’s specialty. He was once a sheriff before accusations of corruption drove him out of Dakota. In that time he served by recruiting the best deputies to fight his battles for him. Now as a deputy himself, Clyde knows how to use his slick words to find information, gain new recruits and get a few extra chips at the gambling hall.

VIRTUE: Ambitious
VICE: Corrupt
________________________________________________________________________________________

HEALTH: 7
WILLPOWER: 6
Size: 5
Speed: 10
Defense: 4
Initiative: +6
Armor: 1/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 4, Resolve: 2

PHYSICAL
Strength: 2, Dexterity: 3, Stamina: 2

SOCIAL
Presence: 2, *Manipulation: 5, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer
Crafts:
Investigation: 000
Medicine
Occult:
Politics
Science

Physical Skills
Athletics: 0
Brawl
Drive:
Firearms: 000 {Revolvers +1}
Larceny: 0
Stealth: 0
Survival: 0
Weaponry

Social Skills
Animal Ken:
Empathy: 0
Expression
Intimidation: 000 {Direct Threats +1)
Persuasion: 000 {Fast Talking +1)
Socialize: 00
Streetwise: 0
*Subterfuge 00000 (Long Cons +1) {Fast Talking 0: -1 to opponents Resolve or Composure when trying to resist your talk}{Fast Talking 000: Can re-roll one failed Subterfuge check per scene}
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 000

Fast-Talking (••••)
Prerequisites: Manipulation •••, Subterfuge ••
Your character talks circles around listeners. He speaks a mile a minute, and often leaves his targets reeling, but nodding in agreement.
Always Be Closing (•): With the right leading phrases, your character can direct a mark to say what he wants, when he wants. This trips the mark into vulnerable positions. When a mark contests or resists your character’s Social interactions, apply a -1 to their Resolve or Composure.
Jargon (••): Your character confuses his mark using complex terminology. You may apply one relevant Specialty to any Social roll you make, even if the Specialty isn’t tied to the Skill in use.
Devil’s Advocacy (•••): Your character often poses arguments he doesn’t agree with, in order to challenge a mark’s position and keep him from advancing the discussion. You can reroll one failed Subterfuge roll per scene.
Salting (••••): Your character can position himself so a mark pursues a non-issue or something unimportant to him. When your character opens a Door using conversation (Persuasion, Subterfuge, Empathy, etc.) you may spend a Willpower point to immediately open another Door.

________________________________________________________________________________________
PERSISTENT CONDITION: CONNIVING  
Your character can't help it. He doesn't even mean to do it any more. It just happens. He lies and swindles instinctually. Anytime there is a social scene, your character must make a Manipulation + Subterfuge roll to feel like himself. For every roll he makes before doing so, he gets a -1.
________________________________________________________________________________________
Equipment
Black Slacks and vest, white shirt, black snakeskin boots, gun belt with polished holster w/ 2 reloads worth of bullets, shined Deputy badge, Perfumed cigarettes

Padded Clothing 1/0
Covers; Chest, Arms, legs

Light Single Action Revolver
Range: 30/60/120
Clip: 6
Initiative Penalty: -3
Damage: 1
Minimal Strength: 2
Availability: 2

[/color]


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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:30 pm

Quincey "Big Texas" Morris
TEXAS RANGER DEPUTIES: Ricun's Posse  Quincy10

Quincey “Big Texas” Morris

“Oh, my sweet Lucy. If I don’t spring a hundred leaks, I’m going to England to propose to that girl.”

Concept: Rich Texas Ranger

Physical Description: Quincey is a young man in his late twenties, who wears fine Texas fashion. He has a clean mustache that he always shaves with his ornate razor. Everything he has is of good quality, and always large, including his rhino head Bowie Knife, revolver and rifle.

Ranger Notes: Quincey is from ranching money. His wealthy father doesn’t approve of his son’s gallivanting, but hopes this will help Quincey hang up his wild ears. Quincey always talks about an English woman that he met named Lucy. He swears that if he survives this last year of hunting criminals, he’s going to ship to England and propose to her. He always has money and can help with inns and tavern bills. He’s an honorable man, but will shoot first if it means bringing down the bad guy. He is an official Texas Ranger as well, but has been assigned to accompany a veteran for his first few outlaw chases.

VIRTUE: Trustworthy
VICE: Ambitious
________________________________________________________________________________________

HEALTH: 7**
WILLPOWER: 5
Size: 5
Speed: 10
Defense:4
Initiative: +6
Armor: 1/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 2, Resolve: 2

PHYSICAL
Strength: 3, Dexterity: 3, Stamina: 2

SOCIAL
Presence: 3, Manipulation: 1, Composure: 3
________________________________________________________________________________________

Mental Skills
*Academics: 0000
Computer: 0
Crafts: 0
Investigation: 000
Medicine: 0
Occult:0
Politics: 000 (Bureaucracy +1)
Science: 0

Physical Skills
Athletics: 00
Brawl: 0
Drive:
*Firearms: 000 {9-Again}
Larceny
Stealth:
Survival: 000 (Tracking +1) {9-Again}
Weaponry: 00

Social Skills
Animal Ken: 0
Empathy:
Expression
Intimidation
Persuasion: 0 {Fashion +1}
Socialize: 00 (Fit In +1) {Fashion +1}
Streetwise
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 000

Multilingual, Spanish & Apache (•)
Effect: Your character has a strong affinity for language acquisition. Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, he may also read enough of the language to understand context. If you purchase the Language Merit for either of these languages, replace the Multilingual language. For example, if you have Multilingual (French, Italian), and purchase Language: Italian, you may choose to take Multilingual (French, Portuguese).

Status, Texas Ranger (•)
Effect: Your character has standing, membership, author- ity, control over, or respect from a group or organization. This can reflect official standing, or merely informal respect. No matter the source, your character enjoys certain privileges within that structure.
Each instance of this Merit reflects standing in a differ- ent group or organization. Your character may have Status (The Luck Gang) •••, Status (Drag Racing Circuit) ••, and Status (Police) •. Each affords its own unique benefits. As you increase dot ratings, your character rises in prominence in the relevant group.
Status only allows advantages within the confines of the group reflected in the Merit. Status (Organized Crime) won’t help if your character wants an official concealed carry firearms permit, for example. Status provides a number of advantages:
First, your character can apply her Status to any Social roll with those over which she has authority or sway.
Second, she has access to group facilities, resources, and funding. Depending on the group, this could be limited by red tape and requisitioning processes. It’s also dependent on the resources the particular group has available.
Third, she has pull. If she knows a character’s Mentor, Resources, Retainer, Contacts, or Allies, she can block their usage. Once per chapter, she can stop a single Merit from being used, if it’s of a lower dot rating than her Status, and if it makes sense for her organization to obstruct that type of person’s behavior. In our Organized Crime example, if your character knows that the chief of police has Contacts (Criminal Informant), you may opt to block usage by threat- ening the informant into silence.
Drawback: Status requires upkeep, and often regular du- ties. If these duties are not upheld, the Status may be lost. The dots will not be accessible until the character re-establishes her standing. In our Organized Crime example, your character may be expected to pay protection money, offer tribute to a higher authority, or undertake felonious activities.

Professional Training, Texas Ranger: Firearms, Survival (••)
Effect: Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. When choosing this Merit, choose or create a Profession for your character (see the sidebar). Mark the two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills.
Networking, Law Enforcement & : At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.
•• Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality.

Damn Lucky
(•••••, Supernatural Merit)
Prerequisites: Mortal
Effect: When taking damage from any source, spend a point of Willpower reflexively to activate Damn Lucky. This Merit “absorbs” up to one lethal damage or two bashing damage per dot, protecting your character from that harm. At any point in the same scene, you may choose another character to suffer that harm. The Storyteller decides just how this manifests. The victim may potentially avoid the harm with a successful Wits + Composure roll, requiring successes equal to your dots in this Merit. If successful, she may act normally (potentially requiring Initiative rolls) or apply her Defense. If the Storyteller needs to make a dice roll for the phenomenon, use twice your Merit dots, but do not apply the successes as additional damage. For example, if your character has Damn Lucky •••, and takes a bullet to the chest for four lethal damage, you may spend a point of Willpower to activate this Merit. The bullet would only cause one lethal damage; the bullet may have hit the book he’s keeping in his coat pocket. You may choose to have that damage apply to his shooter. The Storyteller decides that happens when a ricochet knocks down a chandelier. The shooter’s player rolls Wits + Composure, and gets the required three successes. So the Storyteller makes an attack roll for the chandelier, but applies the shooter’s Defense to the roll. If the total damage absorbed is less than your Merit dots, you may absorb damage from multiple sources, but only up to a limit of your total dots in a scene.

Nine Lives •••••, Supernatural Merit)
Prerequisites: Atariya, Damn Lucky
Effect: Any time your character might die (or should die) in a scene, you can cash in one dot of this Merit. Fate conspires to save you at the last minute. You’re moved up to some stable state and removed from immediate danger. You’ll pop up later okay — banged up, whatever, but alive. Characters with this Merit do not necessarily know how many lives they have left. Because of the nature of being lucky, it’s very hard to tell if what they had was a brush with death or just a brush with misfortune.
Notes: Dots of Nine Lives can only be purchased at character creation. When you cash in a dot of Nine Lives, you can change it out with the Sanctity of Merits rule (see the Chronicles of Darkness Rulebook, p. 43).

Count Down (•, Supernatural Merit)
Prerequisites: Atariya, Nine Lives
Effect: No one ever sees the bullet with his name on it, but an Atariya with this Merit at least knows how many other bullets are in the chamber. The character is acutely aware of how many times he’ll narrowly escape death. This may manifest as a number in his dreams, a mysterious tattoo he doesn’t remember getting that changes each time he dies, or Mr. Lucky showing up to hold up fingers whenever the character wonders about it.
Drawback: Knowing how many times you can run into a bad situation and live to tell about it has its own internal pressure. Characters with this Merit suffer a Condition related to how they cope with that stress. For example, a character actively paranoid about his own deaths may suffer a permanent Paranoid Condition.

________________________________________________________________________________________
PERSISTENT CONDITION: FATED 
Your character just can't seem to hang their wild ears up, but their time is coming. You've seen how many times your guardian angel will step in the way before your chances are up, but you won't stop adventuring until that day comes. When it does, you plan on settling down. As soon as the character loses all of their "Nine Lives" they immediately abandon what they are doing and move to London to request for their lady, Lucy's hand in marriage, in order to get away from all these bad things you involved yourself with.

At that point the character gains the Persistent Condition, "Guilty."
________________________________________________________________________________________
Equipment
Gunboat with revolver holster, 5 reloads of revolver ammo, 2 reloads of rifle ammo
Reinforced Clothing, Long Coat: 1/0
Fashion Rating 1 (+1 to Social Rolls where fashion would make sense)

Survival Gear
Dice Bonus +1 or +2, Durability 2, Size 2 or 3, Structure 3, Availability • or •••
Effect: Survival gear is the catch-all term for the various kits of equipment needed to survive in harsh environments. This could include tents, canned foodstuff, raingear, sleeping bags, sterile water, or any of the various things a person can use to survive the world outside their cushy homes. They come in two levels: a basic level and an advanced level. The basic level offers +1 and subtracts one from the effective level of environment, (see Extreme Environments, p. 97), while the advanced offers +2 and subtracts two from the ef- fective environment level. This does not help with a Level 4 environment. A resourceful character can rig or scavenge the necessary supplies for basic survival gear, but an advanced set of gear requires very specialized equipment. Basic survival gear can assist with almost any environment, but advanced survival gear must target one particular type of environment.

Belt Clipped Travel Lantern
Dice Bonus +2, Durability 1, Size 1, Structure 1, Availability •
Effect: Travel Lantern cannot be used to blind a target, since their soft glow is far less obtrusive than a flashlight’s beam. They’re also very conveniently worn, which can serve strategic purposes for a group operating in low-light conditions. A member will not go missing without being noticed so long as they have a dangling lantern on their belt.

Handcuffs
Dice Bonus +2, Durability 4, Size 1, Structure 4, Availability •
Effect: A solid pair of steel handcuffs is made to restrain even a remarkably strong person. Applying handcuffs to an unwilling combatant is an additional option in a grapple. Roll Strength + Brawl - the opponent’s Strength. Success means the handcuffs are where they need to be.
Breaking out of successfully-applied handcuffs requires a Strength + Stamina - 4 roll. Each success on the roll reduces the Structure of the cuffs by 1. Cuffs reduced to 0 Structure snap open. Each attempt to escape causes one point of bash- ing damage. A character may also try to finagle their hands out of the cuffs. This requires a Dexterity + Athletics - 4 roll. Success allows for an escape, and causes one point of bashing dam- age. Failure on this roll causes one point of lethal damage, as the thumb jerks out of socket. Attempting to do anything requiring manual dexterity while cuffed incurs a -4 penalty, or -2 if the hands are cuffed in front. Witnesses are unlikely to behave favorably around a cuffed character; Social rolls against strangers incur a -3 penalty. Many police forces and security companies now prefer heavy-duty plastic zip ties in place of handcuffs. While they’re slightly less durable (Durability 3), they incur a -5 penalty from behind or -3 from the front, because they can be far tighter on the wrists. They can also be cut free.

Double Action Heavy Revolver
Range: 30/60/120
Clip: 6
Initiative Penalty: -2 for Double Action
Damage: 2
Minimal Strength: 3
Size: 1
Availability: 3

Rifle
Range: 200/400/800
Clip: 7
Initiative Penalty: -5
Damage: 4
Minimal Strength: 2
Size: 3
Availability: 3

[/color]


Last edited by Admin on Fri Jul 28, 2017 11:36 pm; edited 8 times in total

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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:31 pm

Nikola Tesla
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_1a723ea551aa46429bd6bdcac59a017d~mv2

Nikola Tesla
"I don't care that they stole my idea. I care that they don't have any of their own."

Concept: Inventor and Field Equipment Tinkerer 

Physical Description: This dark haired man splits his hair down the middle, and keeps a short clean mustache under his narrow nose. He's 6'2 with a thin build, simple suit, top hat and long coat. He has a satchel he carries with gears, pins and tools. 

Ranger Notes: (Note, this is loosely based off of the real Niolai Tessla's history. Dates and supernatural tie-ins have been added/altered) Nicolai Tesla was born in an unstable part of Serbia. He was a prodigy at an early age, passing through four years of high school in two. He would later go to Prague for school, and later work in Paris for Thomas Edison's telegraph company. He was later transferred to the U.S., but was furious when his inventions were stolen, and Tesla was defrauded of money. Still a young man, Tesla looked for an exciting job that could help him save up for his electric light and manufacturing business. He fell in with a group of engineers that had contracted an agreement with the Texas government, and was assigned as a Texas Ranger technician for two-years. Tesla is incredibly smart, and tinkers with weaponry, field equipment and anything else to make it better. He's fascinated, if not addicted, to anything electrical.
________________________________________________________________________________________

HEALTH: 7
WILLPOWER : 7
Size: 5
Speed: 9
Defense: 2
Initiative: +6
Armor: 0/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 4, Wits: 1, Resolve: 3

PHYSICAL
Strength: 2, Dexterity: 2, Stamina:2

SOCIAL
Presence: 2, Manipulation: 1, Composure: 4
________________________________________________________________________________________

Mental Skills
*Academics: 0000 (Physics +1)
Computer: 00 (Telegraphs +1)
*Crafts: 0000 (Electrical Engineering +2 w/ Area of Expertise)
Investigation:
Medicine: 0
Occult: 0000 (Quantum Mechanics +1)
Politics
Science:0000

Physical Skills
Athletics: 0
Brawl: 0
Drive: 0
Firearms: 0
Larceny: 0
Stealth: 0
Survival: 0
Weaponry

Social Skills
Animal Ken:
Empathy: 00
Expression
Intimidation
Persuasion:
Socialize: 0
Streetwise: 0
Subterfuge
________________________________________________________________________________________
MERITS
Language, Serbian: N/A
Language, Morse Code: 0
Language, English: 0
Language, French: 0
Resources: 0

Area of Expertise, Electrical Engineering (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Encyclopedic Knowledge, Science (••)
Effect: Choose a Skill. Due to an immersion in academia, pop culture, or a hobby obsession, your character has collected limitless factoids about the topic, even if she has no dots in the Skill.
You can make an Intelligence + Wits roll at any time your character is dealing with her area of interest. On a successful roll, the Storyteller must give a relevant fact or detail about the issue at hand. Your character knows this fact, but you must explain within the scope of your character’s background why she knows it. For example, for Encyclopedic Knowledge: Medicine: “Do you remember that time on that show, when the doctor said it doesn’t manifest before puberty?”

Psychokinesis (•••••)
Effect: Your character has a psychic ability to manipulate the forces of the universe. Every type of Psychokinetic is dif- ferent. For example, your character might have Pyrokinesis, Cryokinesis, or Electrokinesis, the control of fire, cold, or electricity, respectively. This is not an exhaustive list. He can intensify, shape, and douse his particular area of ability. With the three-dot version, some of the given force must be present for him to manipulate. With the five-dot version, he can manifest it from nothingness.

Spend a point of Willpower to activate Psychokinesis, and roll Resolve + Occult. Each success allows a degree of manipulation; choose one of the following options below. If you intend to cause harm with the roll, subtract the victim’s Resolve from the Resolve + Occult roll. If characters should be harmed without a direct attack, for example, if they run through a patch of flame, the three-dot version of the Merit causes one lethal damage, and the five-dot version causes two. The Storyteller may rule that larger manifestations may cause more, if the situation calls for it.

• Increase or decrease the Size of the manifestation by 1. • Move the manifestation a number of yards equal to
your character’s Willpower dots times 2.

•Attack a victim with the force. Allocate any number of the rolled successes to cause harm. With the three-dot Merit, Psychokinesis is a weapon causing one lethal damage. Psychokinesis is considered a two lethal weapon with the five-dot version.

•Use the force creatively. This is up to the situation and the force in question. For example, an Electrokinetic may use his ability to power an electronic device briefly or to jumpstart a stalled automobile.

• Manifest his force. This only works with the five-dot version. It manifests a Size 1 patch of the force. It may spread or be enlarged with further successes.

Drawback: Whenever your character depletes his last Willpower point, the Storyteller can call on his abilities to manifest spontaneously. Resist this with a Resolve + Composure roll, with a -2 penalty if his chosen force is promi- nently featured nearby. For example, the penalty applies if a Pyrokinetic is locked in a factory with a hot forge. This tends to happen during wildly inconvenient moments, and in ways that usually cause more trouble than they solve. With these wild manifestations, use of Psychokinesis does not cost Willpower.

Psychokinetic Combat (•••••)
Prerequisites: Psychokinesis ••• or •••••
Effect: Your character has honed her psychic abilities into a dangerous weapon. All the conditions required to activate your character’s Psychokinesis must be present to use any of the following maneuvers. Any attacks subtract the victim’s Resolve from the pool, as normal. Each of these abilities requires that your character activate Psychokinesis, or have Psychokinesis already active, but does not incur further cost unless otherwise noted.
Corona (•): You surround yourself with a field of energy, affecting anyone who comes too close. Any close combat attacks made against you automatically inflict one point of lethal damage on the attacker; with the five-dot version of Psychokinesis this is increased to two points. If engaged in a grapple, this damage is inflicted every turn. The field lasts for a number of turns equal to successes rolled to activate Psychokinesis.
Mind Over Matter (••): When you focus your energy on weak points, even the most well-protected enemy is at risk. Your Psychokinesis attacks now gain armor piercing 2 and are not affected by cover.
Trapped Potential (•••): You can turn even the most innocuous items into time bombs of psychic energy. When you activate Psychokinesis, choose any Size 0-3 object within yards equal to your character’s Resolve. As a reflexive action, you can detonate the object causing three points of bashing damage to anyone close by it and creating a Size 3 patch of force. With the three-dot version this object must have the ability to produce your chosen force on its own, such as a lighter or welding torch for a pyrokinetic, but with the five- dot version any object can be trapped this way.
Imbue Weapon (••••): By channeling psychic energy through yourself you can make your weapons more effective. When rolling to manifest Psychokinesis, you may choose to accept lethal damage up to your character’s successes, up to your character’s final Health box. Each point of damage taken adds one weapon damage to the next attack your character makes. With the three-dot version of Psychokinesis, your character must have a nearby source of energy to draw from to use this maneuver.
Harvest Psyche (•••••): You’ve learned to collect the psychic feedback of others’ minds to fuel your own abilities. Each time your character causes damage with Psychokinesis, gain one Willpower.


Psychokinetic Resistance (•)
Prerequisites: Psychokinesis •••
Effect: Your character has become so attuned with to her source of psychokinetic energy that it no longer affects her. A pyrokinetic could dance in the middle of a bonfire, or an electrokinetic struck by lightning not so much as flinch. Use her dots in Psychokinesis as general armor against any damage taken from her source of energy.
________________________________________________________________________________________
PERSISTENT CONDITION: DARK SECRET 
Sometime during your electrical experiments, you attempted to mix electrical engineering with chemistry and biology. The experiment nearly killed you, but gave you strange supernatural powers. You now are afraid to get too close to anyone, as they may find out your bizarre abilities.

Anytime a character attempts to open a Door with you, you must make a Resolve + Composure -2 check at the end of the check to not stand up and run after the encounter.
________________________________________________________________________________________
Equipment
Worn suit, top hat and long coat with singe marks, engraved pocket watch, worn shoes, satchel for equipment

Electrical Engineering Tools
Basic (Kit): Die Bonus +1, Durability 2, Size 2, Structure 3, Availability •
Effect:Your tools are a necessity for all but the simplest Electrical repairs. Even then, a fully-stocked garage with heavy equipment is required for more involved tasks such as generator replacement. If time is not a factor, any trained character with a Crafts Electrical Engineering Specialty can repair mundane issues without rolls. Complex modifications and enhancements, or massive damages, always require a greater effort (an extended Intelligence + Crafts roll) to work out.

Electrical Torch (Future Flashlight)
Die Bonus +1, Durability 2, Size 1, Structure 3, Availability •
Effect: In a dark world, a flashlight can be a person’s best friend. It generally does what it’s supposed to; it helps cut a path through the unknown. Its die bonus subtracts from any penalties due to darkness, and adds to any rolls to search in the dark. A good flashlight can serve as a club in a pinch. Also, it can blind an unfortunate subject. A Dexterity + Athletics roll, subtracting an informed opponent’s Defense, will put the beam where it needs to be. The victim’s player may make a contested Stamina roll. If your character scores more successes than the subject, they’re blinded for one turn. Victims with especially acute senses are blinded for two turns.



Last edited by Admin on Sat Jul 29, 2017 8:46 am; edited 3 times in total

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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:31 pm

Charley 'the Twin' Weeks
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_9e03972e58be4704be64bb55a1dd75b2~mv2

Charley "The Twin" Weeks

Quote: "Oh, I agree entirely."

Concept:
Deputy Bootlicker

Physical Description: This short, sandy haired man always has a concerned expression. His clean mustache and fine clothing are always kept tidy. His revolver is always concealed under a dark wool long coat.

Ranger Notes: Charley is named the Twin, because he always agrees with whoever he's talking to as if he's their double. He is fully trained in law enforcement, but suffers from a weak ego. He allows everyone to step all over him, so long as they are law enforcement. Criminals however, are a different story. Charley has no love for them, and often is the first to fire shots off when confronting outlaws and bandits.

VIRTUE: Pleasing
VICE: Cowardly
________________________________________________________________________________________

HEALTH: 7
WILLPOWER: 5
Size: 5
Speed: 11
Defense:3
Initiative: +6
Armor: 0/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 2, Resolve: 2

PHYSICAL
Strength: 3, Dexterity: 3, Stamina: 2

SOCIAL
Presence: 2, Manipulation: 2, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer:
Crafts: 0
Investigation: 00
Medicine: 0
Occult:
Politics: 00
Science

Physical Skills
Athletics: 0
Brawl: 0
X Drive: 00000 (Carriages +1) {9-Again w/ Professional Training}{Can spend 1 Willpower to make it a Rote}
Firearms: 00
Larceny: 0
Stealth: 0
X*Survival: 0000 (Safe Paths +1) {9-Again w/ Professional Training}{Can spend 1 Willpower to make it a Rote}
Weaponry: 0

Social Skills
X*Animal Ken: 0000 (Horses +1) {9-Again w/ Professional Training}{Can spend 1 Willpower to make it a Rote}
Empathy:
Expression
Intimidation
Persuasion:
Socialize:
Streetwise: 0
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 00

Professional Training, Transporter :Animal Ken, Driving (•••••)
Effect: Your character has extensive training in a particu- lar profession, which offers distinct advantages in a handful of fields. When choosing this Merit, choose or create a Profession for your character (see the sidebar). Mark the two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills.
Networking: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field. (Inn Keepers, Carriage Housemen)
•• Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality
••• Breadth of Knowledge: Due to her advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills.
•••• On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.
••••• The Routine: With such extensive experience in her field, her Asset Skills have been honed to a fine edge, and she’s almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on the first roll.


________________________________________________________________________________________
PERSISTENT CONDITION: INNER RAGE 
The character's family was killed while joining him on a long haul. Since that time, he's held a hard grudge with outlaws and bandits. Anytime he confronts a renown outlaw, he must make a Resolve + Composure check. If he fails, he gains the "Inspired Condition" to try and put away this criminal.

________________________________________________________________________________________
Equipment
Comfortable brown suit, bowler, wool long coat, holster belt w/ 2 reloads of revolver and rifle

Light Single Action Revolver
Range: 30/60/120
Clip: 6
Initiative Penalty: -3
Damage: 1
Minimal Strength: 2
Availability: 2

*Rifle
Range: 200/400/800
Clip: 7
Initiative Penalty: -5
Damage: 4
Minimal Strength: 2
Size: 3
Availability: 3



Last edited by Admin on Sat Jul 29, 2017 11:26 am; edited 5 times in total

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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:31 pm

Kiana "Crow Eyes" Kamachee
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_927d63b07fa24fb780b2890f6fb51f9c~mv2

Kiana "Crow Eyes" Kamache

-Says nothing, but stares, unblinking with her black colored eyes. 

Concept: Bizarre Wilderness Tracker

Physical Description: This rail thin Native American has dark hair that match her pure obsidian eyes. She wears tanned leathers with bone jewelry, and always paints her face white with red stripes over her eyes. 

Ranger Notes: Kiana never speaks. Some say that she is cursed, while others claim she has sworn an oath in order to keep her secrets safe. Kiana was known throughout the Houston region as a myth until Texas Rangers ran into her along a desert chase. Kiana guided them to safe drinking water, and later helped them track down their target. She was given food and shelter as thanks, but gradually joined their ranks as a field consultant. In combat, she is violent and savage, biting and clawing or using her bladed weapons.

Virtue Loyal
Vice Vengeful
________________________________________________________________________________________

HEALTH: 8
WILLPOWER8:
Size: 5
Speed: 9
Defense:6
Initiative:+7
Armor: 0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 1, *Wits: 5, Resolve: 4

PHYSICAL
Strength: 1, Dexterity: 3, Stamina: 3

SOCIAL
Presence: 2, Manipulation: 2, Composure: 4
________________________________________________________________________________________

Mental Skills
Academics:
Computer
Crafts:
Investigation: 00
*Medicine: 0000 (Herbalism +1)
Occult:00
Politics
Science

Physical Skills
Athletics: 000
Brawl: 0
Drive:
Firearms:
Larceny: 0
Stealth: 0000 (Stalking +1)
*Survival: 0000 (Tracking +1)
Weaponry: 00

Social Skills
Animal Ken: 00
Empathy: 0
Expression: 0
Intimidation: 0
Persuasion:
Socialize:
Streetwise:0
Subterfuge: 0
________________________________________________________________________________________
MERITS
Navajoh, Native Language
Resources; 0

Multilingual Apache, English (•)
Effect: Your character has a strong affinity for language acquisition. Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, he may also read enough of the language to understand context.
If you purchase the Language Merit for either of these languages, replace the Multilingual language. For example, if you have Multilingual (French, Italian), and purchase Language: Italian, you may choose to take Multilingual (French, Portuguese).

Holistic Awareness (•)
Effect: Your character is skilled at non-traditional healing methods. While scientific minds might scoff, he can provide basic medical care with natural means. He knows what herbs can stem an infection, and what minerals will stave off a minor sick- ness. Unless your patient suffers wound penalties from lethal or aggravated wounds, you do not need traditional medical equip- ment to stabilize and treat injuries. With access to woodlands, a greenhouse, or other source of diverse flora, a Wits + Survival roll allows your character to gather all necessary supplies.

Hardy (•••)
Prerequisite: Stamina •••
Effect: Your character’s body goes further than it right- fully should. Add the dots in this Merit to any rolls to resist disease, poison, deprivation, unconsciousness, or suffocation.

Survivalist (•)
Prerequisites: Survival •••, Iron Stamina •••
Effect: Your character has been trained to fight even through the most dangerous environmental extremes. When inflicted with the Extreme Cold Tilt or Extreme Heat Tilt (Chronicles of Darkness Rulebook, p. 282) she doesn’t begin taking the normal –1 to her rolls until a number of hours equal to her Stamina.

________________________________________________________________________________________
PERSISTENT CONDITION: MUTE 
Your character can talk, but refuses to. Anytime that it would be easier for the character to talk in order to communicate, they must spend 1 Willpower point, and then make a Resolve + Composure check. If they succeed, they can talk. If not, they just can't belt out what they wish to say.
________________________________________________________________________________________
Equipment
Deerskin clothes, traveling boots, hide pack, white and red face paint

(2) Tribal Knives
Damage: +0
Initiative: 0
Strength: 1
Size: 1
Availability: 1
Special: Thrown (A)




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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:32 pm

Harrison 'Chuckles' McKay
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_8e021d07588e406c8c36ff67546d35d4~mv2
Harrison "Chuckles" McCay

"I ain't settling for something less than great. If it takes a lifetime, so be it."

Concept: Haggard Lawman  

Appearance: Harrison is tall and muscular, with broad shoulders and a wide chest. His face is littered with scars and stitching from numerous carriage wrecks and knife fights. He wears a beige, blanket sized duster and Stetson. Harrison prefers shotguns to pistols, and always carries one on him. 

Ranger Notes: Harrison is called chuckles because someone made him laugh so hard that it left him in stitches. He is one tough hombre that's been shot and stabbed several times since being deputized. Harrison enjoys being alone, and often makes a fireless camp a few miles from the rest of the deputies so he can scout any dangers. His preferred method of fighting is to close in on enemies with a sawed off shotgun that he unloads before breaking necks with his bare hands. No one knows what the man is truly chasing, but they're sure he's determined enough to find it. 

________________________________________________________________________________________

Ellis (thing most desperately wanted and mimicked by a Promethean): Inspiration
Torment: Alienated
Lineage: Frankenstein "The Wretched"
Refinement: Cuprum (Transmutations: Metamorphosis, Sensorium)
Role: Hermit
Health: 11
Willpower: 7
Azoth: 5 (Trait Max 5, Max Pryos 15, Pryos Per Turn 5, Radiance: City Quadrant)
Pyros: 15
Pilgrimage: Argentum (Observer): The Refinement of Silver studies the spaces around the edges of humanity; as such, its Roles focus on dealing with other supernatural creatures.
Size: 6
Speed: 13
Defense: 7
Armor: 0/0
Initiative Modifier: +7
___________________________________________________________________________________________________
ATTRIBUTES

Intelligence:3, Wits:3, Resolve:3

Strength:5, Dexterity:3, Stamina: 5

Presence: 2, Manipulation:2, Composure:4

___________________________________________________________________________________________________
SKILLS

Mental (-3 Unskilled)
Academics: 000 (Philosophy +1) [Good Brain: Can preroll a failure once per story]
Computer:
Crafts:0
Investigation:0000
Medicine:0
Occult:000
Politics:0
Science:00 [Good Brain: Can preroll a failure once per story]

Physical (-1 unskilled)
Athletics:00000
Brawl:0000 (Grapple +1) {8-Again w/ All-Out Attack due to Brute Force}
Drive:0
Firearms:000 {9-Again w/ Sawed Off Shotgun}
Larceny:0
Stealth:000
Survival:000
Weaponry: 0


Social (-1 unskilled)
Animal Ken:
Empathy:0
Expression: 000 (Oratory +1)
Intimidation:000
Persuasion:0
Socialize:0
Streetwise:0
Subterfuge:0
_____________________________________________________________________________________________________
MERITS

Language, English: Native
Language, German: 0

ACID STOMACH 0
Effect: Gives ability to digest any sort of inorganic matter they swallow, no matter what it is: if they can fit it down their throat, it becomes food.

Sleepless 00
Effect: All Prometheans tire only after extended periods without rest. Yours however never needs sleep. You may sleep in order to replenish Pyros around your Lineage's elements, but you never truly need sleep and never suffer fatigue penalties.

Weatherproof 0
Effect: due to specific components of your design, your character is immune to extreme weather environments. They suffer no penalties or damage from extreme environments (see p. 212). Heat or cole dos not cause her damage. They still take damage from fire or anything that can cause aggravated damage. This does not dampen the effects of Wasteland however.

Giant 000
Effect: Your character is massive. They are we'll over six feet tall and crowds part when they approach. They are Size 6 and therefore gain an additional dot of Health.

Good Brain 00 (Science, Academics)
Effect: your character lucked upon a particularly good brain when created. For each dot, choose a Skill. Your character does not need to posses that Skill. Once per story, you may preroll one failed roll made with any of those Skills. In essence,e the brain takes over and forces accomplishment.

Brute Force (•••••, Style)
Prerequisite: Strength •••, Brawl ••, Size 5+
Effect: Your character embraces the devastating monster within herself and knows how to let it loose on the world around her. A Promethean in Torment gains a bonus die on any roll using the Brute Force Style. Brute Force attacks may only be made with bare hands or with fist-based weapons, such as bladed gloves or fist packs.
Each level of Brute Force unlocks an additional option.
Falling Pillar (•): Your character clenches both hands high above her head, then brings them crushing down, throwing her weight into the strike. Make an all-out attack (see p. 207) to use Falling Pillar. In addition to the normal +2 dice bonus, your character benefits from the 8-again quality on her roll. If the attack causes damage equal to or greater than the opponent’s Stamina, he suffers the Knocked Down Tilt (see p. 314).
Crush and Bite (••): Your character clinches her opponent and bites off a chunk of flesh, which bleeds profusely. This maneuver becomes an option as part of a grapple (see p. 206), replacing the normal bite maneuver. Not only does your character cause lethal damage equal to the successes rolled on the grapple, but the wound bleeds out, causing an additional level of lethal damage in the next turn. This effect does not apply to things that don’t bleed.
Juggernaut (•••): With this ability, your character rushes her opponent, strikes, and knocks him away. If the character can charge an opponent (moving at least 10 feet to build up momentum), any successful unarmed attack causes the Knocked Down Tilt.
Bone Cracker (••••): With this attack, your character grabs a limb and snaps the bone. To use Bone Cracker, make an all-out
attack (see p. 207). However, targeting a limb negates the normal +2 bonus for an all-out attack. If the attack causes damage equal to or greater than the victim’s Stamina, it causes an additional point of lethal damage and imposes the Arm Wrack or Leg Wrack Tilts (see p. 313 and 317, respectively).
Bone Cracker cannot be combined with Falling Pillar.
Colossus (•••••): Your character moves with such immense force that nothing can stop her. When she makes an all-out attack, she gains 1/2 armor for the turn (cumulative with any other armor she wears) and cannot suffer Knockdown or similar Tilts. Additionally, any attempt to grapple her or otherwise move her from her place against her will suffers her Strength as a dice penalty.
____________________________________________________________________________________________________
REFINEMENT CONDITIONS (Metamorphosis & Sensorium)

Foresight
Cost: 1 Pyros
Dice Pool: None
Action: Instant: Fire Sight doesn't replace normal sight; it is visual information that the Promethean effortlessly processes. The Promethean can see temperatures in thermographic settings (colors relate to heat).

Aptare
Cost: None (Persistent)
Effect: The Pariah ignores the effects f one Environmental Tilt per scene. She chooses which Tilt to ignore, her body adapting to the circumstances. She may only ignore Tilts that have environmental consequences- extreme of heat or cold, heavy rains, flooding, earthquakes and so on.
_________________________________________________________________________________________________
BESTOWMENTS

TITAN'S STRENGTH: A Frankenstine with this Bestowment carries more strength in her muscles than should be possible. Every fiber is optimized for maximum muscular efficiency. When taking any action with a Strength Attribute, your character achieves exceptional success on three successes instead of five.

Spare Parts
The Frankenstein with this Bestowment has the ability and knowledge necessary to graft foreign tissue into her own and fire it to life with her Pyros. This allows her to replace damaged tissue lost to injury, as well as allowing her to reconfigure her body as she sees fit. She cannot add limbs. Her brain still is only able to handle what she was created with, but she can replace what already exists. Spare Parts requires relatively fresh body parts. For these purposes, “fresh” means not dead or separated from the source body for more than six hours per dot of the Frankenstein’s Azoth. She must complete the installation within that time. She also needs effective tools. She can make due with an automotive workshop or farmhouse shed, but medical tools are ideal. With makeshift tools, the player suffers a –2 penalty to the installation rolls.
Installation requires an extended Intelligence + Medicine roll. Each roll represents one half hour of work. The number of required successes depends on her intended reconfiguration. If a Promethean uses Spare Parts to heal damage, then any amount of bashing damage adds one success to the requirement; every two points of lethal damage adds one; and every point of aggravated damage adds two to the number of required successes. If she is successful, she heals all damage.
If she’s attempting to increase an Attribute with an optimized limb, the number of required successes is equal to twice the level of the desired Attribute. Cosmetic or other minor changes require five successes. At the culmination of the surgery, she must spend a point of Pyros to seal in the change and bring the new flesh to life.
Spare Parts does not allow a Promethean to exceed the number of Attribute dots she has; it merely lets her reallocate them. If she wishes to change an Attribute, for example, the dots to raise that score must come from her other Physical Attributes. If she wishes to increase her Strength by 2 dots, she may decrease her Dexterity by 2 dots, or her Stamina and Dexterity both by 1 dot. This Bestowment cannot increase an Attribute beyond the Promethean’s maximum Attribute level, as determined by her Azoth (see p. 169).
_______________________________________________________________________________________________
Equipment:
Travel Clothes, Pancho, Worn Stetson

*Sawed Off Shotgun
Range: 10/20/40
Clip: 2
Initiative Penalty: -3
Damage: 3
Minimal Strength: 3
Size: 2
Availability: 3
Provides 9-Again

_______________________________________________________________________________________________
Dice pools
Unarmed Attack: +9 (+10 Grapple)
Damage: +0, Grapple has option of Crush and Bite Grapple Maneuver which does Damage + Bleeding Out

All Out Unarmed Attack: +11 {Can negate +2 to attack, and if damage is more than target's Stamina, they gain Arm or Leg Wrack}{When All Out Attacking, keeps 1/2 Armor and can't suffer from Knocked Down or Similar Tilts}

Charge: If the character can charge, moving at least 10 feet, it also incurs the "Knocked Down" Condition.


Last edited by Admin on Sat Jul 29, 2017 10:48 pm; edited 4 times in total

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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 7:32 pm

Luther 'The Yankee' Nelson
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_7d3e8a98780649119bc3d0cd811a1d71~mv2


Luther "The Yankee" Nelson

"All you need is a little confidence and a revolver."

Concept: New Yorker gone Lawman

Appearance: This over-the-top New Yorker is of average height with groomed facial hair, fine clothes and an armored leather long coat. He has a belt filled with weaponry and equipment, reinforced explorer's boots and gold jewelry. 

Ranger Notes: This New Yorker always read about the romantic side of lawmen in the west. Luther spent his banker's salary training with the finest instructors before buying the best arsenal on the market and moving to fulfill his dream. Luther's home caused for a great many sheriffs to pass on him, but when he arrived in Dallas after the Tar-heel Massacre, there were very few choices for the Texas Rangers, who needed a new posse quick. Luther turned out to be quite the talented lawman, and even helped arrest two of the top twenty most wanted men in North America. He's since earned a reputation as a freelance lawman that can aid in the Ranger's more exciting affairs. 

VIRTUE: Optimistic
VICE: Naive

________________________________________________________________________________________

HEALTH: 7
WILLPOWER: 6
Size: 5
Speed: 13
Defense:6
Initiative: +8
Armor: 1/2
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 3, Wits: 2, Resolve: 3

PHYSICAL
Strength: 3, *Dexterity: 5, Stamina: 2

SOCIAL
Presence: 3, Manipulation: 2, Composure: 3
________________________________________________________________________________________

Mental Skills
Academics: 00
Computer: 00
Crafts:
Investigation:
Medicine
Occult:
Politics
Science

Physical Skills
Athletics: 0000
Brawl: 00
Drive: 0
*Firearms: 00000 (Revolvers +2 w/ Area of Expertise)
Larceny:
Stealth: 00
Survival: 0
Weaponry: 0

Social Skills
Animal Ken: 00 (Horses +1)
Empathy:
Expression
Intimidation
Persuasion: 000
Socialize: 0
Streetwise
Subterfuge
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 00000

Area of Expertise, Revolvers (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Quick Draw (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a re- flexive action, and can be done any time his Defense applies.

________________________________________________________________________________________
PERSISTENT CONDITION: CLUELESS 
Your character thinks that his romance about the Wild West is reality, and that he's the main player in the show. Anytime that reality would make him think otherwise, the character must spend 1 Willpower and make a Wits + Investigation check. If he fails, he rationalizes that he's being teased, mocked or told he's different because this is what life is like for a cowboy. If he succeeds, he considers that he's different, but gains the "Guilty" Condition.
________________________________________________________________________________________
Equipment
Fashion +2, Leather Long Coat, Stetson, Calf Skin Gun Belt with 4 Revolver Reloads & 2 Rifle Reloads

Steel Vest
Rating: 1/2
Deense: -3 for front and back plate
Speed: -3
Availability: 2
Minimal Strength: 3
Coverage: Front torso and back torso

(2) Double Action Heavy Revolver
Range: 30/60/120
Clip: 6
Initiative Penalty: -2 for Double Action
Damage: 2
Minimal Strength: 3
Size: 1
Availability: 3

Rifle
Range: 200/400/800
Clip: 7
Initiative Penalty: -5
Damage: 4
Minimal Strength: 2
Size: 3
Availability: 3

Stick of Dynamite (4)
Range: Strength + Athletics -2 = Short Range
Ground Zero: 1
Square: Aggravated Damage
Primary Blast Area: 2-3
Squares: Lethal Damage
Secondary Blast Area: 4-6
Squares: Bashing damage
Force: 3
Damage: 3
Minimal Strength: 1
Initiative Penalty: -1
Size: 2
Availability: 3
________________________________________________________________________________________
Dice pools

Revolver: +10 to attack
Damage: +2



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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Tue Jul 25, 2017 8:25 pm

Ollin "Pecker Head" Roots
TEXAS RANGER DEPUTIES: Ricun's Posse  243ef0e9ecd51235aa6ded879969f4a6--character-concept-character-ideas

Ollin “Pecker Head” Roots

“Ravens are the smartest bird in the animal kingdom . Why? Well, it’s funny that a flock of them is referred to as a murder.”

Appearance: Thin, with short hair and a clean chin beard and mustache. He has a long beak nose and narrow cheek bones. Ollin tends to wear earthy suits with a red long jacket and falconer’s glove. He often has black feathers clinging to his clothes.

Ranger Notes: Ollin promoted himself as a scout, using his intelligent ravens to survey the terrain. He was a boon for early Rangers, but flagged as being quite peculiar. While he’s very social, Ollin seems to act bizarre around young women, which often puts them off. He’s been in trouble at towns for hurting painted ladies, and caught watching a school master change at her home. Ollin enjoys violence, and is the first to volunteer for interrogations, using his birds to get answers.
________________________________________________________________________________________

HEALTH: 7
WILLPOWER: 6
Size: 5
Speed: 10
Defense: 3
Initiative: +7
Armor: 0/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________

MENTAL
Intelligence: 2, Wits: 2, Resolve: 2

PHYSICAL
Strength: 2, Dexterity: 3, Stamina: 2

SOCIAL
*Presence: 5, Manipulation: 3, Composure:4
________________________________________________________________________________________

Mental Skills
Academics: 0
Computer
Crafts:
Investigation: 0
Medicine: 0
Occult: 0
Politics
Science

Physical Skills
Athletics: 0
Brawl: 0
Drive:
Firearms: 00
Larceny
*Stealth: 0000 (Hide +1)
Survival: 0
Weaponry: 00

Social Skills
*Animal Ken: 0000 (Birds +1)
Empathy: 0
Expression
Intimidation
Persuasion: 0000 (Fast-Talk +1)
Socialize: 000
Streetwise: 0
Subterfuge: 00
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 000

Falconry (Style; ••••)
Prerequisites: This Merit works in conjunction with any predatory bird of at least Size 2. The character must possess Wits •••, Animal Ken •••, and share the Bonded Condition with the bird.
Style Tags: Creature (Claw)
Effect: Your bird performs incredible feats at your com- mand. You purchase this Merit for your character, who may apply it to any bird she shares the Bonded Condition with after a reasonable amount of time training together. Used for both hunting and sport, this practice has roots going back into antiquity and among numerous cultures. While not as widespread now as in the past, finding a trainer for this style is still relatively easy. Unless otherwise noted, these Merits constitute actions the bird takes independently, with only a simple, one-word or gesture command. Thus, your character does not have to dedicate an action to make them happen. Additionally, possession of this Merit allows your character to spend Willpower to benefit the bird’s actions in her presence.
Predator’s Vigil (•): The presence of your bird instinctively wards off prey animals. Even a flock of pigeons or swarm of rats won’t come too close when a natural predator circles the skies. Any creature of equal or smaller Size than your bird in his immediate vicinity has the Shaken Condition applied to them for any action other than hiding or fleeing the area.
Flyby (••): Your character commands her bird to dive past an enemy at high speed, creating a distraction. Roll Presence + Intimidation against an opponent’s Resolve + Composure as an attack action for the bird. If successful, the opponent takes a –3 penalty to his next action.
Retrieve Item (•••): Your bird knows how to grab small items and bring them back to you, even snatching them from someone’s hand. On your character’s turn she can designate any object of the bird’s Size or smaller within her and her bird’s field of vision that the bird will retrieve. An opponent actively holding onto an item treats this as a Disarm maneuver, but if successful the bird’s roll is automatically considered an exceptional success. This generally requires the bird make an all-out attack.
Rake the Eyes (••••): Your character commands her bird to claw at an opponent’s eyes. Take a –1 penalty to attack. A successful attack applies the Blinded Tilt.
________________________________________________________________________________________
PERSISTENT CONDITION: ADDICTION, VOYEUR 
You gain sexual pleasure from watching others when they are naked or engaged in sexual activity. Your addition forces you to try and watch those undressing, having intercourse or doing anything else that is sexually arousing. If you do not involve yourself, you gain the "Deprived Condition".
________________________________________________________________________________________
Equipment
Dress Suit, Falconry Glove, Long Coat, Pocket Watch, Worn Boots

Hold Out Derringer
Range: 5/10/20
Clip: 2
Initiative Penalty: 0
Damage: 1
Minimal Strength: 1
Size: 1
Availability: 3

The LeMat
Range: 20/40/80
Clip: 9 Bullets, 1 Buckshot
Initiative Penalty: -1
Damage: 2 for Bullets, 1 for Buckshot
Minimal Strength: 2
Size: 1
Availability: 3

BRUCE: Black Hawk
TEXAS RANGER DEPUTIES: Ricun's Posse  2daf969c61ed681f615263062018bdd3--native-indian-spirit-guides

Willpower: 6
Initiative: 6
Defense: 6
Speed: 14 (flight; species factor 10)
Size: 2
Health: 4

Intelligence 1, Wits 2, Resolve 3 {Special: +2 on sight and sound perception rolls}
Strength 1, Dexterity 3, Stamina 2
Presence 3, Manipulation 1, Composure 3 {Special: +2 on sight and sound perception rolls}

Skills:
Athletics 3, Brawl 2 (Ambush), Intimidation 2, Stealth 2, Survival 3

Weapons/Attacks:
Type     Damage Dice Pool
Beak      +0 3
Talons    +1 3


Last edited by Admin on Sat Jul 29, 2017 11:28 pm; edited 3 times in total

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TEXAS RANGER DEPUTIES: Ricun's Posse  Empty Re: TEXAS RANGER DEPUTIES: Ricun's Posse

Post by Admin Sat Jul 29, 2017 11:28 am

LEGEND: Doc Holliday
TEXAS RANGER DEPUTIES: Ricun's Posse  80fdae_a18f59bdce4f457688de316330a54207~mv2
VIRTUE: Courageous
VICE: Addiction Ridden
CLAN: Daeva
BLOOD POTENCY: 0 (Max Vitae= Stamina, 1 Vitae Per Turn)
VITAE: 000
HEALTH: 8
WILLPOWER: 9
Size: 5
Speed: 13
Defense: 12 (2 for Celerity)
Initiative: +18 {Fast Reflexes 3, Shoot First (Firefight) 5, Revolver penalties negated due to merits & weapon modifications}
Armor: 1/0
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult humans Defense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Integrity = 7
________________________________________________________________________________________
MENTAL
Intelligence: 4, Wits: 5, Resolve: 4 {+2 on Wits + Composure rolls to deter an Ambush}{Indomitable: +2 to resist powers}

PHYSICAL
Strength: 3, Dexterity: 5, Stamina: 3

SOCIAL
Presence: 3, Manipulation: 2, Composure: 5 {+2 on Wits + Composure rolls to deter an Ambush}
________________________________________________________________________________________
Mental Skills
Academics: 00
Computer: 0
Crafts: 0
Investigation: 000
Medicine: 0000 (Dentistry +1)
Occult: 00
Politics: 0
Science: 0

Physical Skills
Athletics: 00000
Brawl: 000
Drive: 0
X Firearms: 00000 (Single Action Revolvers +2 w/ Area of Expertise) {9-Again w/ Professional Training, Spend 1 Willpower to make it a Rote}
Larceny: 00
Stealth: 000
X Survival: 0000 (Track +1) {9-Again w/ Professional Training, Spend 1 Willpower to make it a Rote}
Weaponry: 000

Social Skills
Animal Ken: 00 (Horses +1)
Empathy: 00
Expression: 0
Intimidation: 000 (+1 with Revolvers)
Persuasion: 000
Socialize: 000
X Streetwise: 0000 (Rumors +1) {9-Again w/ Professional Training, Spend 1 Willpower to make it a Rote}
Subterfuge: 000
________________________________________________________________________________________
MERITS
English, Native Language
Resources: 000

Professional Training, Lawman: Firearms,  (•••••)
Effect: Your character has extensive training in a particu- lar profession, which offers distinct advantages in a handful of fields. When choosing this Merit, choose or create a Profession for your character (see the sidebar). Mark the two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills.
Networking: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field. (Local Sheriffs, Gambling Hall Owners)
•• Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality
••• Breadth of Knowledge: Due to her advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills.
•••• On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.
••••• The Routine: With such extensive experience in her field, her Asset Skills have been honed to a fine edge, and she’s almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on the first roll.

Area of Expertise, Revolvers (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Danger Sense (••)
Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush.
Your character’s reflexes are honed to the point where nothing’s shocking.

Fast Reflexes ( •••)
Prerequisite: Wits ••• or Dexterity •••
Effect: +1 Initiative per dot
Your character’s reflexes impress and astound; she’s always fast to react.

Quick Draw (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a re- flexive action, and can be done any time his Defense applies.

Indomitable (••)
Prerequisite: Resolve •••
Your character possesses an iron will. The powers of the supernatural have little bearing on her behavior. She can stand up to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of fright. Any time a supernatural creature uses a power to influence your character’s thoughts or emotions, add two dice to the dice pool to contest it. If the roll is resisted, instead subtract two dice from the monster’s dice pool. Note that this only affects mental influence and manipulation from a supernatural origin. A vampire with a remarkable Manipulation + Persuasion score is just as likely to convince your character to do something using mundane tricks.

Fame, Gunslinger (••)
Effect: Your character is recognized within a certain sphere, for a certain skill, or because of some past action or stroke of luck. This can mean favors and attention, it can also mean negative attention and scrutiny. When choosing the Merit, define what your character is known for. As a rule of thumb, one dot means local recognition, or reputation within a confined subculture. Two dots means regional recognition by a wide swath of people. Three dots means worldwide recognition to anyone that might have been exposed to the source of the fame. Each dot adds a die to any Social rolls among those who are impressed by your character’s celebrity.
Drawback: Any rolls to find or identify the character enjoy a +1 bonus per dot of the Merit. If the character has Alternate Identity, she can mitigate this drawback. A character with Fame cannot have the Anonymity Merit.

Firefight (•••; Style)
Prerequisites: Composure •••, Dexterity •••, Athletics ••, Firearms ••
Effect: Your character is comfortable with a gun. She’s been trained in stressful situations, and knows how to keep herself from being shot, while still shooting at her opponents. This Style is about moving, strafing, and taking shots when you get them. It’s not a series of precision techniques; it’s for using a gun practically in a real-world situation.
Shoot First (•): In a firefight, the person shot first is usually the loser. Your character has trained herself to fire first in an altercation. If her gun is drawn, add her Firearms score to her Initiative. If she has Quick Draw, she can use Shoot First to draw and fire with increased Initiative in the first turn of combat.
Suppressive Fire (••): Sometimes, the purpose of a shot is to distract, not necessarily to hit. Your character is trained to fire off a handful of rounds with the intent to startle oppo-nents and force impulse reactions. When using the Covering Fire maneuver (p. 90), her opponents cannot benefit from aiming against her. She can apply her Defense against incoming Firearms attacks, in addition to any cover bonuses. Additionally, her training allows her to use Suppressive Fire with a semi-automatic weapon.
Secondary Target (•••): Sometimes, shooting an opponent behind cover is all but impossible. However, a bullet can knock objects off balance, or cause ricochets. By using Secondary Target, your character opts not to hit her target, but instead strike them with any collateral objects that might be nearby. She causes bashing damage instead of lethal, but ignores all cover penalties to the roll. The weapon’s damage rating does not add to the damage in this case.

Marksmanship (• to •••; Style)
Prerequisites: Composure •••, Resolve •••, Firearms ••
Effect: When prepared and aimed, a gun is an ideal kill- ing machine. Your character has trained to take advantage of the greatest features of a gun, usually a rifle, but this Style can be used with any gun. Because of the discipline and patience required for Marksmanship, your character cannot use her Defense during any turn in which she uses one of these maneuvers. These maneuvers may only be used after aiming for at least one turn.
Through the Crosshairs (•): Your character is a competent sniper, able to sit in position and steel her wits. Usually, the maximum bonus from aiming is three dice. With Through the Crosshairs, it’s equal to her Composure + Firearms.
Precision Shot (••): With this level of training, your character knows how to effectively disable a victim instead of focusing on the kill. When attacking a specified target, you may reduce your weapon’s damage rating one-for-one to ignore penalties for shooting a specified target (see p. 92).
For example, if your character is using a sniper rifle (four damage weapon), and attacking an arm (-2 to hit), you could choose to use three damage for -1, or two damage to eliminate the penalty entirely.
A Shot Rings Out (•••): A master sniper, your charac- ter has no worries or lack of confidence. She can fire into a crowd and strike a specific target without penalty. If she misses, it’s because her shot goes wide. She will never hit an unintended target.

Old Fashion Gunfighter Style
Prerequisites: Composure 3, Dexterity 3, Firearms 2, Specialization in Single Action Revolvers
Effect: Your character has made the mechanics of the Single Action Revolver an extension of his body and making use of this killing tools requires no more conscious effort.
•Thumb the Hammer: When using a Single Action Revolver, use the Initiative penalty for a Double Action Revolver Instead.
••Fan the Hammer: You may fan the Hammer while wilding a Single Action Revolver, allowing you to use a Short Burst or a Medium Burst. The revolver must have at least three bullets within it for Short Burst to be available, and at least Six bullets within it for Medium Burst to be available.

Autofire
Automatic weapons can fire a short, medium, or long burst in place of a single shot.
• Short Burst: Three bullets fired at the same target. The shooter enjoys a +1 to her dice pool.
• Medium Burst: 10 bullets, which can hit one to three targets standing close together. The shooter receives a two-die bonus to her dice pool. If firing at more than one target, subtract the total number of targets from the shooter’s pool, then make one attack roll per target.


Speed Loader, Revolvers •
Prerequisites: Dexterity ••• and Specialization in chosen weapon
Effect: Your gingers are well practiced at fetching the ammo your weapon requires and putting in where it is essential to conitue the fight. No longer does loading individual bullets force you to sacrifice your defense for the round, though reloading does still require an Instant Action.
________________________________________________________________________________________
Disciplines

Celerity ••:
Cost: None or 1 Vitae per active effect
Dice Pool: None
Action: None ore Reflexive for Active Effect
Duration Permanent, or one turn for Active Effect
Persistent: Add vampire' dots in Celerity to Defense or Dodge roll. This works against firearms.
•Active: Spend 1 Vitae to move to the head of the Initiative queue. This boost in Initiative lasts only one turn, after which all combatants return to acting in their rolled order. Multiple vampire attempting this enter Clash of Wills (Vampire p. 125), the winner acts first.
•Interrupt the action of another character with a brief action of your own. Can be an attack, movement or any other instant action. However, you are still limited to one instant action.
•Multiple speed by dots in Celerity +1

GHOUL:
Age: Ghouls do not age
Physical Intensity: Can spend 1 Vitae to gain +2 to Dexterity, Strength or Stamina for a turn
Healing: Can heal like a vampire, 1 Viate heals two bashing or one lethal
Endurance: Like Kindred, ghouls do not fall risk of falling unconscious when their Health is filled with Bashing
Refined Palate: May attempt A taste of blood (p. 91).
Contests and Resistance: When a Discipline would be contested by one of the Kindred, ghoul may not add Discipline dots to his own roll.
Spilling Blood: If a discipline power requires the user to spill blood, the ghoul may not use it.

Weakened Bond 000
Effect: When determining the effect the blood bond has on your character, Willpower expenditures and social rolls, treat your bond as one step lower. For all other purposes, like blood sorcery, your character is considered bound at her full level. As a general guideline, this makes you immune to effects based on the way your character responds to the bond, but not n effects based on the way the bond affects your character.
________________________________________________________________________________________
PERSISTENT CONDITION:Addiction to Gambling & Alcohol 
Your character has an addiction. IF they don't feed it, they gain Deprived.

DEPRIVED
Your character suffers from an addiction. Because your character is without it, she’s unable to focus and contain herself. Remove one die from her Stamina, Resolve, and Composure dice pools. This does not influence derived traits; it simply influences dice pools that use these Attributes. A character suffering from addiction may take this Condition as a Persistent Condition.
Resolution: Indulge in the deprived Vice or get therapy.
________________________________________________________________________________________
Equipment
Fashion +1, Long Coat, Deck of cards, fine leather gun belts with 4 reloads of revolver ammunition

Quick Draw Holster (only on right side) +1 to Initiative when attempting to quick draw pistol
Special: Can lose revolvers in intense combat if holstered (must make Dexterity + Athletics check)

(2) Single Action Nickel Plated 1851 Navy Colts, Modified
Range: 30/60/120
Clip: 6
Initiative Penalty: -3 (-2 due to Smooth Sites, -1 because of  Old Fashion Gunfighter Merit, -0 w/ Quick Draw Holster)
Damage: +2
Minimum Strength: 3
Size: 1
Availability: Custom, 5
Special: +1 to Intimidation when unholstered or a hand is placed on them, Smoothed Sites +1 Initiative during Draw Portion
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Dice pools
Pistol: +12 w/ 9-Again and can spend 1 Willpower for Rote, Can Aim up to add up to +10 (1 per round)
+2 Damage

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