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playercharacters:snowman

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playercharacters:snowman [2019/03/20 00:50]
snowman Updated to Tier 2 and added some of the Lexington 9 incident
playercharacters:snowman [2019/04/02 01:12] (current)
snowman Tier 3
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 ^ Tier ^ Effort^ XP  ^ ^ Tier ^ Effort^ XP  ^
-   | 2     | 0   |+   | 2     | 0   |
  
 |         ^ Might ^ Speed ^ Intellect ^ |         ^ Might ^ Speed ^ Intellect ^
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 | Four Hands Are Better Than Two: When you and your duplicate work together to complete a task, the difficulty of that task is decreased by one step (if cooperation would be helpful). | | Four Hands Are Better Than Two: When you and your duplicate work together to complete a task, the difficulty of that task is decreased by one step (if cooperation would be helpful). |
 | Duplicate (2 Might points). You cause a duplicate of yourself to appear at any point you can see within short range. The duplicate has no clothing or possessions when it appears. The duplicate is a level 2 NPC with 6 health. The duplicate obeys your commands and does as you direct it. The duplicate remains until you dismiss it using an action or until it is killed. When the duplicate disappears, it leaves behind anything it was wearing or carrying. If the duplicate disappears because it was killed, you take 4 points of damage that ignore Armor, and you lose your next action. Action to initiate. | | Duplicate (2 Might points). You cause a duplicate of yourself to appear at any point you can see within short range. The duplicate has no clothing or possessions when it appears. The duplicate is a level 2 NPC with 6 health. The duplicate obeys your commands and does as you direct it. The duplicate remains until you dismiss it using an action or until it is killed. When the duplicate disappears, it leaves behind anything it was wearing or carrying. If the duplicate disappears because it was killed, you take 4 points of damage that ignore Armor, and you lose your next action. Action to initiate. |
 +| Share Senses. While your duplicate is in existence and within 1 mile (2 km), you know everything it experiences and can communicate with it telepathically. Enabler. |
 +| Superior Duplicate (2 Might points). When you use your Duplicate ability, you can create a superior duplicate instead of a normal duplicate. A superior duplicate is a level 3 NPC with 15 health. Enabler. |
 | Escape (2 Speed points): You slip your restraints, squeeze through the bars, break the grip of a creature holding you, pull free from sucking quicksand, or otherwise get loose from whatever is holding you in place. Action. | | Escape (2 Speed points): You slip your restraints, squeeze through the bars, break the grip of a creature holding you, pull free from sucking quicksand, or otherwise get loose from whatever is holding you in place. Action. |
 | Eye for Detail (2 Intellect points): When you spend five minutes or so thoroughly exploring an area no larger than a typical room, you can ask the GM one question about the area, and she must answer you truthfully. You cannot use this ability more than one time per area per twenty-four hours. Enabler. | | Eye for Detail (2 Intellect points): When you spend five minutes or so thoroughly exploring an area no larger than a typical room, you can ask the GM one question about the area, and she must answer you truthfully. You cannot use this ability more than one time per area per twenty-four hours. Enabler. |
 | Hand to Eye (2 Speed points): This ability provides an asset to any tasks involving manual dexterity, such as pickpocketing,​ lockpicking,​ games involving agility, and so on. Each use lasts up to a minute; a new use (to switch tasks) replaces the previous use. Action to initiate. | | Hand to Eye (2 Speed points): This ability provides an asset to any tasks involving manual dexterity, such as pickpocketing,​ lockpicking,​ games involving agility, and so on. Each use lasts up to a minute; a new use (to switch tasks) replaces the previous use. Action to initiate. |
 | Quick Recovery: Your second recovery roll (usually requiring ten minutes) is only a single action, just like the first roll. Enabler. | | Quick Recovery: Your second recovery roll (usually requiring ten minutes) is only a single action, just like the first roll. Enabler. |
 +| Ignore the Pain: You do not feel the detrimental effects of being impaired on the damage track, and when you are debilitated,​ you ignore those effects and experience the effects normally associated with being impaired instead. (Dead is still dead.) Enabler. | 
 +| Run and Fight (4 Might points): You can move a short distance and make a melee attack that inflicts 2 additional points of damage. Action. |
  
 ^  Skills ​ ^^^ ^  Skills ​ ^^^
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 |       | Stealth (Specialised) | Social interaction (Inability) | |       | Stealth (Specialised) | Social interaction (Inability) |
 |       | Lockpicking (Trained) | Verbal communication/​Relaying information (Inability) | |       | Lockpicking (Trained) | Verbal communication/​Relaying information (Inability) |
 +|       | Light Bladed Weapons (Trained) | |
 +|       | Light Ranged Weapons (Trained) | |
playercharacters/snowman.txt · Last modified: 2019/04/02 01:12 by snowman