Grey
Dialectical Hermeticist
You have 60XP to spend on Attributes.
Attributes start at 1.
2 costs 3XP
3 costs 6XP
4 costs 9XP.
Having an Attribute at 5 requires augmentation, as 5 represents a superhuman level of ability.
You have 60XP to spend on Skills.
Skills start at 0.
1 costs 2XP
2 costs 1XP
3 costs 2XP
At rank 4, choose a Focus. This is a specific area of expertise within the Skill - for example, Unarmed 3, Boxing 4 where Boxing is the Focus.
Rank 4 costs 3XP
Rank 5 costs 6XP
Rank 6, mastery, costs 9XP.
You may buy multiple Focuses - to continue the above example, Unarmed 3, Boxing 5, Jiu-jitsu 4 might be a viable if expensive purchase.
You start with three Advantages.
Familiarities are social advantages, giving you bonus dice when interacting with certain groups or in certain ways. Familiarity: Infiltrator might grant a bonus to Subterfuge when lying about your identity and Mingling when trying to blend in with a crowd of guards.
Knowledges are intellectual advantages, giving you a bonus dice on things like Investigation or Craft. Knowledge: CSI would provide a bonus to Investigation when dealing with a crime scene, for example.
Trainings represent physical training and practice. Training: Police Academy would provide bonuses to Ranged when shooting to wound, to Athletics in chasing suspects, and Unarmed for arresting, as an example.
Feel free to come up with your own, subject to my approval.
Template:
Attributes start at 1.
2 costs 3XP
3 costs 6XP
4 costs 9XP.
Having an Attribute at 5 requires augmentation, as 5 represents a superhuman level of ability.
You have 60XP to spend on Skills.
Skills start at 0.
1 costs 2XP
2 costs 1XP
3 costs 2XP
At rank 4, choose a Focus. This is a specific area of expertise within the Skill - for example, Unarmed 3, Boxing 4 where Boxing is the Focus.
Rank 4 costs 3XP
Rank 5 costs 6XP
Rank 6, mastery, costs 9XP.
You may buy multiple Focuses - to continue the above example, Unarmed 3, Boxing 5, Jiu-jitsu 4 might be a viable if expensive purchase.
You start with three Advantages.
Familiarities are social advantages, giving you bonus dice when interacting with certain groups or in certain ways. Familiarity: Infiltrator might grant a bonus to Subterfuge when lying about your identity and Mingling when trying to blend in with a crowd of guards.
Knowledges are intellectual advantages, giving you a bonus dice on things like Investigation or Craft. Knowledge: CSI would provide a bonus to Investigation when dealing with a crime scene, for example.
Trainings represent physical training and practice. Training: Police Academy would provide bonuses to Ranged when shooting to wound, to Athletics in chasing suspects, and Unarmed for arresting, as an example.
Feel free to come up with your own, subject to my approval.
Template:
Name:
Appearance:
Background:
Physical Mental Social Strength: 1 Intellect: 1 Bearing: 1 Dexterity: 1 Intuition: 1 Guile: 1 Fitness: 1 Willpower: 1 Composure: 1
Physical Mental Social Awareness: Academics: - Animal Handling Athletics: 3 Administration: - Empathy: - Defence: Applied Magical Theory: - Language: - Melee: 3 Artisan: - Mingling: - Piloting: - Craft: Perform: - Ranged: 3 - Investigation: Persuasion: - Stealth: - Interface: - Subterfuge: - Unarmed: 3 Medicine: - - - - - Navigation: - - - - - Survival: - -
Skill Focus Skill x Skill x Skill x Skill x
Familiarity:
Knowledge:
Training:
Offence Defence Speed Offence: Melee: Defend Rating: Speed: Offence: Unarmed: Soak : Combat Pool : Offence: Ranged : Magic Resist : Ranged Pool :
Health:
Condition:
Code:
[tabs]
[tab= General Information]
Name:
Appearance
[/tab]
[tab= Attributes]
[table]
[tr][th=2]Physical[/th]
[th=2]Mental[/th]
[th=2]Social[/th][/tr]
[tr][td]Strength: 1[/td][td] [/td]
[td]Intellect: 1[/td][td] [/td]
[td]Bearing: 1[/td][td] [/td][/tr]
[tr][td]Dexterity: 1[/td][td] [/td]
[td]Intuition: 1[/td][td] [/td]
[td]Guile: 1[/td][td] [/td][/tr]
[tr][td]Fitness: 1[/td][td] [/td]
[td]Willpower: 1[/td][td] [/td]
[td]Composure: 1[/td][td] [/td][/tr]
[/table]
[/tab]
[tab= Skills]
[table]
[tr][th=2]Physical[/th]
[th=2]Mental[/th]
[th=2]Social[/th][/tr]
[tr][td]Awareness:[/td][td] [/td]
[td]Academics:[/td][td] - [/td]
[td]Animal Handling[/td][td] [/td][/tr]
[tr][td]Athletics: 3[/td][td] [/td]
[td]Administration:[/td][td] - [/td]
[td]Empathy:[/td][td] - [/td][/tr]
[tr][td]Defence:[/td][td] [/td]
[td]Applied Magical Theory:[/td][td] - [/td]
[td]Language:[/td][td] - [/td][/tr]
[tr][td]Melee: 3[/td][td] [/td]
[td]Artisan:[/td][td] - [/td]
[td]Mingling:[/td][td] - [/td][/tr]
[tr][td]Piloting:[/td][td] - [/td]
[td]Craft:[/td][td] [/td]
[td]Perform:[/td][td] - [/td][/tr]
[tr][td]Ranged: 3[/td][td] - [/td]
[td]Investigation:[/td][td] [/td]
[td]Persuasion:[/td][td] - [/td][/tr]
[tr][td]Stealth:[/td][td] - [/td]
[td]Interface:[/td][td] - [/td]
[td]Subterfuge:[/td][td] - [/td][/tr]
[tr][td]Unarmed: 3[/td][td] [/td]
[td]Medicine:[/td][td] - [/td]
[td]-[/td][td] - [/td][/tr]
[tr][td] - [/td][td] - [/td]
[td]Navigation:[/td][td] - [/td]
[td] - [/td][td] - [/td][/tr]
[tr][td] - [/td][td] - [/td]
[td]Survival:[/td][td] [/td]
[td] - [/td][td] - [/td][/tr]
[/table]
[table]
[tr][th=2]Skill Focus[/th][/tr]
[tr][td] Skill [/td][td] x [/td][/tr]
[tr][td] Skill [/td][td] x [/td][/tr]
[tr][td] Skill [/td][td] x [/td][/tr]
[tr][td] Skill [/td][td] x[/td][/tr]
[/table]
[/tab]
[tab= Advantages]
Familiarity:
Knowledge:
Training:
[/tab]
[tab= Derived Stats]
[table]
[tr][th=2]Offence[/th][th=2]Defence[/th][th=2]Speed[/th][/tr]
[tr][td]Offence: Melee: [/td][td] [/td]
[td]Defend Rating:[/td][td] [/td]
[td]Speed:[/td][td] [/td][/tr]
[tr][td]Offence: Unarmed: [/td][td] [/td]
[td]Soak :[/td][td] [/td]
[td]Combat Pool :[/td][td] [/td][/tr]
[tr][td]Offence: Ranged :[/td][td] [/td]
[td]Magic Resist :[/td][td] [/td]
[td]Ranged Pool :[/td][td] [/td][/tr]
[tr][/tr]
[/table]
Health:
Condition:
[/tab]
[tab=Augmentations]
[/tab]
[tab=Weaponry]
[list]
[*][/list]
[/tab]
[tab= Inventory]
[/tab]
[/tabs]
[code]
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