- Age
- 26
- Gender
- Male
- Eyes
- Grey
- Hair
- Black
- Skin Tone/Pigmentation
- Tanned/Brown
- Height
- 6
- Weight
- 190
James West
James West
Player Name: Mark
Class: Mundane Tradition: Hellion
Ancestry: Elf/Human (Human)
Darksight:
Level
6
Experience Bonus: 2
Max HP
58
Your HP refers to your Health Points, which are a mixture of both your physical and mental wellness.
Pain Limit: 20
Death's Door: 3
Respite HP Recovery: 29
Excess HP: 0
Max HP Modifier: 0
Max SP
3
Breather SP Recovery: 1
Excess SP: 0
Max SP Modifier: 0
Max MP
2
Breather MP Recovery: 1
Excess MP: 0
Max MP Modifier: 0
Spellcasting Stat: 0
Spellcasting Stat Quotient: 0
Speed
20
affects your turn order in combat and other scenarios.
Speed Modifier: 0
Dexterity
20
Dexterity is your reflexiveness and precision.
Max: 40
Res XP:
None
Res Bonus: 4
Modifier: 4
Might
14
Might is your musculature and raw power.
Max: 40
Res XP:
None
Res Bonus: 3
Modifier: 2
Carry Limit: 140
Half Carry Limit: 70
Drag/Push/Lift 420
Vigor
14
Vigor is the strength of your body, especially your lungs and heart.
Max: 40
Res XP:
None
Res Bonus: 2
Modifier: 2
Acuity
20
Acuity is your perception, reason, and strength of will.
Max: 30
Res XP:
None
Res Bonus: 4
Modifier: 2
Cognition
13
Cognition is your intellect--your ability to retain and apply knowledge.
Max: 40
Res XP:
None
Res Bonus: 1
Modifier: 4
Wile
10
Wile is the strength of your personality and sense of self.
Max: 30
Res XP:
None
Res Bonus: 1
Modifier: 0
Dexterity Resistance
Might Resistance
Vigor Resistance
Acuity Resistance
Cognition Resistance
Wile Resistance
Common Skills
Athletics
Finesse
Grace
Intuition
Notice
Performance
Power
Search
Speech
Knowledges
Tools
Gunsmith
Walk
8
Pace Walk Modifier: 0
Fly
0
Pace Fly Modifier: 0
Burrow
0
Pace Burrow Modifier: 0
Climb
1
Pace Climb Modifier: 0
Swim
1
Pace Swim Modifier: 0
Susceptibilities
Protections
Frost Damage (from Light Armor)
Vulnerabilities
Mundane
Trial
14
Highest Physical Stat Quotient: 2
Mundane Trial Modifier: 0
Arcane
Trial
0
Highest Physical Stat Quotient: 2
Mundane Trial Modifier: 0
Unarmored
Defense
12
Dexterity Quotient: 2
Worn Shield Rating:
Size: 2
Defense Unarmored Modifier: 0
Armored
Defense
15
Vigor Quotient: 1
Worn Armor Rating: 12
Worn Armor Tier: Light
Worn Shield Rating:
Defense Armored Modifier: 0
Weapons
Pistol
ATK
DMG
16 rubber bullets, 2x dmg in range
9 lead bullets
Rapier
ATK
DMG
Dagger
ATK
DMG
Fight
ATK
DMG
Attack (attack with a weapon you are holding, or make some other attack roll)
Called Shot (exchange a number of enhancements for flaws to gain an effect on one attack or similar roll)
Evade (attacks against you until the start of your next turn are +1 Flawed)
Exchange (item interaction involving another creature, like giving a potion)
Grapple (attempt to grapple a creature no more than 1 Size larger; Athletics, Grace, or Power check)
Hide (Grace check against Passive Notice. Must be at least Partially Covered)
Hold (Hold one action and define a trigger for it. Wasted if the trigger does not occur by the start of your next turn. Held spells are expended regardless. Holding an attack only triggers a single attack).
Jump (jump a height or distance equal to Might Quotient, or double the distance by running for at least 2 Paces in a straight line)
Sprint (you move an additional time this turn)
Stabilize (make a Trial 15 Knowledge check to attempt to end the Dying state on a creature. Trial increases by 10 for each Death Test the creature has failed thus far).
Tool Usage (use a tool, within reason)
Withdraw (you do not trigger Advantage Attacks for the rest of your turn).
Rapier attack - can replace an attack with a flourish for +1 enhanced, enhanced attacks get +1dmg for each enhancement
When I make an attack with a mastered weapon, I can make a second attack
Assist (give a creature +1 Enhancement on their next skill check using the skill you are using to assit them. You must at least be a Beginner with that skill to assist).
Interact (interact with an object like a door, chest, lever, etc. GM may rule in some cases that an interaction requires more than a Secondary Action).
Use (Use an item on yourself, like drinking a potion)
Expend 1SP to attack with the pistol when I draw it as a secondary action
If a primary action to attack, additional attack with the same as a secondary action
If you hit a creature within one pace with a firearm shot, the attack deals a critical hit
Unsheathe Rapier
Draw up to two daggers from the Baldric
Can apply pierce or pinpoint scrap shots once each per encounter
About Face (when you take damage originating from behind you, you may turn around to face the source of the damage)
Attack I can see with a melee weapon with Impale damage, 1sp to add 2 to defense
Edge Savant
(b)Gunslinger Improved (b)
Steadfast (b)
Specialist: Sidearm (b)
Pierce Maestro (b)
Blur (b)
Description: I don't actually know a lot about myself. I'm trying to figure it out. I'm not even 100% sure about my name.
Benefit: once I can increase experience twice with one resistance or one weapon of my choice. Once I do it I can't change it or use it again.
Appearance
Physical Description
Slender and wirey.
Mentality
Personality
Quotes & Catchphrases
There are some who call me.... Jim?
The major events and journals in James's history, from the beginning to today.
The list of amazing people following the adventures of James.
Social