James West
James West (a.k.a. Jim)
James West
Level
6
Level Details
Character Level and Experience.
Experience Bonus: 2
Max HP
58
HP Overview
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
Death's Door: 3
Respite HP Recovery: 29
Excess HP: 0
Max HP Modifier: 0
Max SP
3
Stamina Points Details
Stamina and Endurance.
Breather SP Recovery: 1
Excess SP: 0
Max SP Modifier: 0
Excess SP: 0
Max SP Modifier: 0
Max MP
2
Magic Points Details
Magic and Spellcasting.
Breather MP Recovery: 1
Excess MP: 0
Max MP Modifier: 0
Spellcasting Stat: 0
Spellcasting Stat Quotient: 0
Excess MP: 0
Max MP Modifier: 0
Spellcasting Stat: 0
Spellcasting Stat Quotient: 0
Speed
20
Speed Details
Movement and Agility;
affects your turn order in combat and other scenarios.
affects your turn order in combat and other scenarios.
Speed Modifier: 0
Dexterity
20
2
Dexterity Overview
Dexterity is your reflexiveness and precision.
Max: 40
Res XP: None
Res Bonus: 4
Modifier: 4
Res XP: None
Res Bonus: 4
Modifier: 4
Might
14
1
Might Overview
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
Res XP: None
Res Bonus: 3
Modifier: 2
Carry Limit: 140
Half Carry Limit: 70
Drag/Push/Lift 420
Vigor
14
1
Vigor Overview
Vigor is the strength of your body, especially your lungs and heart.
Max: 40
Res XP: None
Res Bonus: 2
Modifier: 2
Res XP: None
Res Bonus: 2
Modifier: 2
Acuity
20
2
Acuity Overview
Acuity is your perception, reason, and strength of will.
Max: 30
Res XP: None
Res Bonus: 4
Modifier: 2
Res XP: None
Res Bonus: 4
Modifier: 2
Cognition
13
1
Cognition Overview
Cognition is your intellect--your ability to retain and apply knowledge.
Max: 40
Res XP: None
Res Bonus: 1
Modifier: 4
Res XP: None
Res Bonus: 1
Modifier: 4
Wile
10
1
Wile Overview
Wile is the strength of your personality and sense of self.
Max: 30
Res XP: None
Res Bonus: 1
Modifier: 0
Res XP: None
Res Bonus: 1
Modifier: 0
4
Dexterity Resistance Notes
3
Might Resistance Notes
2
Vigor Resistance Notes
4
Acuity Resistance Notes
1
Cognition Resistance Notes
1
Wile Resistance Notes
Common Skills
1
Athletics Notes
3
Finesse Notes
2
Grace Notes
2
Intuition Notes
6
Notice Notes
1
Performance Notes
1
Power Notes
1
Search Notes
1
Speech Notes
Knowledges
Tools
3
Gunsmith
Walk
8
Notes for Walk
Pace Walk Modifier: 0
Fly
0
Notes for Fly
Pace Fly Modifier: 0
Burrow
0
Notes for Burrow
Pace Burrow Modifier: 0
Climb
1
Notes for Climb
Pace Climb Modifier: 0
Swim
1
Notes for Swim
Pace Swim Modifier: 0
Susceptibilities
Protections
Frost Damage (from Light Armor)
Vulnerabilities
Mundane
Trial 14
Trial 14
Notes for Mundane Trial
Your Mundane Trial applies in various circumstances where you must set a difficulty trial for an opposing entity without the aid of magic.
Highest Physical Stat Quotient: 2
Mundane Trial Modifier: 0
Mundane Trial Modifier: 0
Arcane
Trial 0
Trial 0
Notes for Arcane Trial
If you are able to cast spells, you have an Arcane Trial, which is the difficulty trial for entities opposed to your magic.
Highest Physical Stat Quotient: 2
Mundane Trial Modifier: 0
Mundane Trial Modifier: 0
Unarmored
Defense 12
Defense 12
Notes for Unarmored Defense
Your Unarmored Defense is, more specifically, your ability to dodge attacks while not wearing armor (or use a shield to parry such blows. More nimble characters will have a higher Unarmored Defense than others, as this relies on your Dexterity.
Dexterity Quotient: 2
Worn Shield Rating:
Size: 2
Defense Unarmored Modifier: 0
Worn Shield Rating:
Size: 2
Defense Unarmored Modifier: 0
Armored
Defense 15
Defense 15
Notes for Armored Defense
If you are wearing armor, you will rely on your Armored Defense, which is based on vigor rather than Dexterity like Unarmored Defense. Armored Defense assumes that you are being physically hit by an attack, but are not sustaining the damage because it can't break through your armor.
Vigor Quotient: 1
Worn Armor Rating: 12
Worn Armor Tier: Light
Worn Shield Rating:
Defense Armored Modifier: 0
Worn Armor Rating: 12
Worn Armor Tier: Light
Worn Shield Rating:
Defense Armored Modifier: 0
Weapons
ATK
6
DMG
5
Notes for Pistol
Flintlock
16 rubber bullets, 2x dmg in range
9 lead bullets
ATK
3
DMG
2
Notes for Rapier
Cup hilt rapier
ATK
3
DMG
2
Notes for Dagger
Dirk
ATK
2
DMG
1
Notes for Fight
Apply (apply a toxin or other effect to an item)
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).
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
Aim (gain +1 Enhancement on your next range attack, which must be made immediately after aiming).
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)
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
Draw firearm
Unsheathe Rapier
Withdraw bullets from pouch during a reload
Draw up to two daggers from the Baldric
Can apply pierce or pinpoint scrap shots once each per encounter
Advantage Attack (when a creature you can see within the reach of a weapon you're holding, or 1 Pace if unarmed, attempts to leave that reach, you may make one attack against the creature with the relevant weapon).
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
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
Ancestral Accuracy (b)
Edge Savant
(b)Gunslinger (b)
Gunslinger Improved (b)
Steadfast (b)
Specialist: Sidearm (b)
Pierce Maestro (b)
flit (b)
Blur (b)
Description:
Physical Description
General Physical Condition
Slender and wirey.
Comments