HUMANS OF THE 20TH CENTURY

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HUMANS OF THE 20TH CENTURY

Post by Admin on Sun Aug 06, 2017 5:02 pm

DR. JOSEPH BELL

“I don't guess. I observe and once I've observed, I deduce.”

Virtue: Curious
Vice: Restless

Physical Description: He is a tall, austere figure with a thin eager face, dark hair and a hawk-like nose. He has steady eyes and strident voice. He has a cat-like love of personal cleanliness, wearing a tweed suit, frock coat with a traveling cloak over it and an ulster hat. He smokes a cherrywood pipe.

Personality:  He is a restless man, with a self-respect for himself that could be describes as hyper-selfish. His manners are didactic, but he can score flattery when needed. He is openly contemptuous to his mental inferiors and those he disapproves.
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HEALTH: 7
WILLPOWER: 7
Size: 5
Speed: 11
Defense: 5 {Boxing: +1 vs Brawl or Weaponry & when opponent misses they take 1 bashing from "jab"}
Initiative: +6
Armor: 1/0
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
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MENTAL
Intelligence: 5, Wits: 4, Resolve: 3 {Trained Observer 8-Again on Perception checks}

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

SOCIAL
Presence: 2, Manipulation: 2, Composure: 3 {Trained Observer 8-Again on Perception checks}
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Mental Skills
*Academics: 00000 (Research +1){Professional Training: 9-Again & can spend 1 Willpower to make it a Rote}
Computer: 0
Crafts: 0
Investigation: 00000 (Crime Scene +2 w/ Area of Expertise){Professional Training: 9-Again & can spend 1 Willpower to make it a Rote}
Medicine: 000 (Diagnosis +1)
Occult: 000 (Debunk a Fake +1)
Politics: 000 (Identify Authority +1)
Science: 0000 (Biology +1)

Physical Skills
Athletics: 00
Brawl: 00000 (Boxing +1)
Drive: 0
Firearms: 0
Larceny: 000 (Lock Picking +1)
Stealth: 000
Survival:
*Weaponry: 00

Social Skills
Animal Ken: 00 (Bee Keeping +1)
Empathy:
Expression: 00 (Violins +1)
Intimidation:
Persuasion: 000
Socialize:
*Streetwise: 000 (Get Word on the Street +1){Professional Training: 9-Again & can spend 1 Willpower to make it a Rote}
Subterfuge: 000 (Disguise +1)
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MERITS
Language, English: N/A
Language, French: 0
Language, German: 0
Language, Latin: 0

Resources: 0000

Area of Expertise, Crime Scenes (•)
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.

Investigative Prodigy (•••••)
Prerequisites: Wits •••, Investigation •••
Effect: Your character investigates instinctively, and can intuit details and connections in a scene without much time. He’s a veritable Sherlock Holmes. Instead of simply uncover- ing Clues or not uncovering Clues when investigating (see p. 79), your character discovers multiple Clues in a single action. Your character can uncover Clues equal to his successes or his Merit dots as an instant action, whichever is lower.
Only the first Clue benefits from additional elements; other Clues established with this Merit receive only a single element each.

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?

Eidetic Memory (••)
Effect: Your character recalls events and details with pinpoint accuracy. You do not have to make rolls for your character to remember past experiences. When making Intelligence + Composure (or relevant Skill) rolls to recall minute facts from swaths of information, take a +2 bonus.

Encyclopedic Knowledge (••), Biology
Effect: Choose a Skill. Due to an immersion in academia, pop culture, or a hobby obsession, your character has col- lected 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?”

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.

Investigative Aide (•), Science
Prerequisites: Chosen Skill at •••+
Effect: Your character has one particular knack that can contribute amazingly to an investigation. Choose a Skill when purchasing this Merit; when making rolls to Uncover Clues (see p. 79), she achieves exceptional success on three successes instead of five. As well, Clues that come from her use of that Skill start with one additional element.
You may purchase this Merit multiple times, to enhance different Skills.

Trained Observer ( •••)
Prerequisite: Wits ••• or Composure •••
Effect: Your character has spent years in the field, catch- ing tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again.

Professional Training: Detective, Investigation, Academics, Streetwise (•••••)
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: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.
Networking, Scotland Yard & Black Market: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relat- ing 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.
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.

Boxing (•••••)
Prerequisites: Strength ••, Dexterity ••, Stamina ••, Brawl ••, Athletics ••
Style Tags: Striking
Effect: Trading blows with the hands dates back to Classical times, and probably earlier — some biologists believe our hands have been optimized to deliver blows. There are hundreds of folk styles of boxing, from West Africa’s Dambe to the Filipino method known as Suntukan or Panantukan. This style concentrates on the modern combat sport, which combines European methods with innovations developed by trainers or borrowed from other cultures. Your character is trained in modern boxing, or a similar traditional style.
Head Protection (•): The head is the primary target for most boxers, so your character has learned to protect it by bobbing, weaving, and angling away from blows. Your character’s Defense increases by 1 against unarmed strikes or weapons that use the Brawl Skill, and attackers suffer an additional –1 penalty to target her head.
Defensive Jab (••): Your character interrupts attacks with well-timed punches from the lead hand. Any time an oppo- nent misses with a Brawl or Weaponry attack, your character inflicts one point of bashing damage which ignores armor. If your character Dodges, change this to one point of bashing damage per two successes that exceed the opponent’s attack successes (a minimum of one, but round fractions down).
Knockout Artist (•••): Your character knows how to knock someone out. She now treats the target’s Size as 1 lower at all times for the purposes of inflicting the Stunned Tilt, reflecting her ability to casually hit someone in the head. If you suffer a penalty to target the head as a true specified target, treat the target’s Size as 2 lower for the purpose of inflicting the Tilt.
Combination (••••): Your character learns to fire off several blows in rapid succession, so that if one hits, the others often follow. If your character’s Brawl strike succeeds, roll her Dexterity dots as dice and add successes to damage to reflect other blows striking home.
Out for the Count (•••••): When your character knocks someone out they don’t get back up any time soon. When she inflicts the Stunned Tilt it not only lasts for a number of turns equal to the damage she inflicted, but it produces true unconsciousness for that period unless the victim spends a point of Willpower.

Body as Weapon (••)
Prerequisites: Stamina •••, Brawl ••
Effect: Your character has honed her body to be a hardened weapon. She has trained long, punishing hours to inure herself to the pain of the cracked knuck- les, broken hands, and crushed toes that come with hitting others with her body. She can hit harder and more often without flinching. Your character’s unarmed strikes still cause bashing damage normally, but they add one point of bashing damage on a successful hit.
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LINGERING CONDITION:ADDICTION, Cocaine

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, therapy.
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Equipment

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

Disguise
Dice Bonus +1 to +3, Durability 1, Size 3, Structure 2, Availability • to •••
Effect: A good disguise goes a long way to help fit in with a strange group, or to go unnoticed in a crowd where one doesn’t belong. Properly costumed for a situation, no rolls are required to blend into the crowd. Any rolls to actively detect the outsider suffer a penalty equal to the dice bonus of the disguise; the disguised character also gains the bonus to remain hidden.
With a disguise, a character can emulate the first dot of a single Social Merit that would make sense within the scope of the scene. For example, it doesn’t make money appear from thin air, but it would allow a character to get their drinks on a nonexistent tab, reflecting Resources •. This requires a Composure + Subterfuge roll to maintain in the face of anyone in the know, contested by the witness’s Wits + Subterfuge. The dice bonus of the disguise applies to the liar, but does not affect the witness.
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Dicepools

Investigate: +12 Puzzles, +11 Investigation {Professional Training: 9-Again & can spend 1 Willpower to make it a Rote}{3 is an Exceptional Success}

Boxing: +9 to attack
Damage: +1B w/ Body as a Weapon {Boxing, Combination:Roll 3d10 after successful hit and add that as additional Bashing Damage}{When he inflicts the Stunned Tilt it not only lasts for a number of turns equal to the damage she inflicted, but it produces true unconsciousness for that period unless the victim spends a point of Willpower}

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