Aramis
Home • Up
E-Mail Me

 

 

Name:
Aramis Merrow
Player:
 

Val

Char

Base

Cost

Max

Pts.

13

STR

10

x1

20

3

14

DEX

10

x3

20

12

14

CON

10

x2

20

8

10

BODY

10

x2

20

0

18

INT

10

x1

20

8

18

EGO

10

x2

20

16

15

PRE

10

x1

20

5

14

COM

10

x1/2

20

2

8

PD

3

x1

8

5

5

ED

3

x1

8

2

3

SPD

2.4

x10

4

6

6

REC

6

x2

10

0

28

END

28

x1/2

50

0

24

STUN

24

x1

50

0

 
Characteristics Cost:

67

STR Roll: 12-
DEX Roll: 12-
CON Roll: 12-
INT Roll: 13-
EGO Roll: 13-
PER Roll: 13-
Run: 6"
Swim: 2"
Jump: 3"
 
 
 
Disadvantages
+ Base: 100
DF: Hair goes wild when power is in use; Concealability: Easily, 5 
15 
Hunted: Viper; Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5 
10 
Hunted: Dread; Capabilities: As Powerful, 10 
20 
Normal Characteristic Maxima 
15 
Not familiar with modern Society & Technology 
15 
Haunted by memory of his past 
20 
Code of Chivalry 
10 
Public Identity 
10 
Unluck 
Watched: Spirit of those who killed his family; Capabilities: Less Powerful, 5; Only Watching: ×½ 
20 
Desire to belong to the team 
Enraged: Facing his Haunters.; Circumstances: Uncommon, +5 

Experience

0

Disad Total:
150
Exp Spent +
0
Cost =
250
 

SOUTHERN KNIGHTS

Pts Skill /
Talent / Perk / Power
END/
Roll
Spell casting  16-
120 
Variable Power Pool (60-pt Pool) ; Control Cost: 30; Change Powers as 0 Phase Action: +1  
Mental Defense (10 pts)  
23 
Fencing  
(5) 
Ballestra (OCV +2, DCV -2, 7d6) ; Phase: ½; Damage Type: Dice; Extra DC: 4; Effect: Half Move Required  
(4) 
Fleche (OCV +2, DCV -2, 3d6) ; Phase: ½; Damage Type: Dice  
(4) 
Martial Disarm: Froissement (OCV -1, DCV +1)  
(4) 
Martial Block: Parry (OCV +2, DCV +2)  
(4) 
Weapon Bind: Prise de Fer (OCV +1, DCV 0, STR 23)  
(5) 
Offensive Strike: Slash (OCV -2, DCV +1, 6½d6)  
(5) 
Defensive Strike: Thrust (OCV +1, DCV +3, 2½d6)  
(2) 
Weapon Familiarities  
(1) 
Swords  
(1) 
Off Hand  
(-10) 
Style Disadvantage  
+3 level w/Fencing  
KS: 1700's  14-
Animal Handler  11-
Bureaucratics  12-
High Society  12-
KS: Modern Society  8-
KS: Modern Technology  8-
183
: Skills and Powers Cost
67
+ Characteristics Cost
250
= Total Cost
Base OCV: 5 Base DCV: 5
Adjustment +   Adjustment +  
Final OCV =   Final DCV =  
Levels: +3 Fencing

Combat Maneuvers

Maneuver

Phase

OCV

DCV

Effect
Block

½

--

+0

stops attacks, abort
Brace

0

+2

½

+2 vs. RMod
Disarm

½

-2

0

disarm: STR vs. STR
Dodge

½

--

+3

vs. all attacks, abort
Grab

½

-1

-2

grab, do STR
Haymaker

½

0

-5

4d6 bef. Pushing
Move By

½

-2

-2

1½d6+v/5
Move Through

½

-v/5

-3

2½d6+v/3
Set

1

+1

0

 
Strike

½

+0

+0

STR or weapon type
Other Attacks

½

+0

+0

 
Covered

½

-2*

+0

target held at gunpoint
Dive for Cover

½

+0

+0

moves character, abort
Pull a Punch

½

-1/3d6

0

full STUN, ½ BODY
Roll w/Punch

½

-2

-2

½ STUN/BODY, abort
Snap Shot

1

1

-1

duck behind cover
Suppression

1

-2

+0

continuous autofire
Sweep

1

-2

×½

hit mult. targets HTH
Ballestra

½

+2

-2

7d6
Fleche

½

+2

-2

3d6
Martial Disarm: Froissement

½

-1

+1

 
Martial Block: Parry

½

+2

+2

 
Weapon Bind: Prise de Fer

½

+1

0

STR 23
Offensive Strike: Slash

½

-2

+1

6½d6
Defensive Strike: Thrust

½

+1

+3

2½d6
 
Range

0-4

5-8

9-16

17-32

33-64

65-128

RMod

0

-2

-4

-6

-8

-10

DEX: 14, SPD: 3, ECV: 6
Phases: 4, 8, 12
PD/rPD: 8/0   ED/rED: 5/0   MD: 10
END: ______   STUN: ______   BODY: ______
Lift: 151½kg