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Post by Kristi is prescribed skeletons on Oct 16, 2018 18:28:01 GMT -8
Gerald is an ex-con that was, in a naive attempt to help a struggling friend, charged with aiding and abetting a money launderer. ...was what I came up with initially. Does that not work?
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Post by ◊◊BLOODBEASTER◊◊ on Oct 16, 2018 19:00:00 GMT -8
Oh right! Hmm... I think we'd need some way to make sure the charges were reduced. Maybe he made a plea bargain if he testified against his friend.
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Post by Kristi is prescribed skeletons on Oct 16, 2018 19:59:09 GMT -8
Done and done.
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Post by ◊◊BLOODBEASTER◊◊ on Oct 16, 2018 20:07:14 GMT -8
Awriiight. Maybe we can start in on his stats. Rather than going straight to numbers, can you tell me what his strengths and weaknesses are? Does he have any disabilities or problems?
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Post by Kristi is prescribed skeletons on Oct 16, 2018 21:07:31 GMT -8
He has the slightest dyslexia (wrote some letters backwards as a kiddo) but nothing significant.
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Post by ◊◊BLOODBEASTER◊◊ on Oct 16, 2018 21:23:42 GMT -8
Without looking at what the stats are, how would you describe his strengths and weaknesses? Like is he strong but easily distracted, or brave but not great at fighting? Etc etc.
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Post by Kristi is prescribed skeletons on Oct 16, 2018 22:04:39 GMT -8
Gerald is super calm and cool headed when faced with situations that require rapid fire decision making, which he makes use of when a fight breaks out. He commands respect, though isn't terribly charismatic and wishes he inherited his father's swagger. He loved baseball as a child, though gave up on playing due to his difficulty with aiming. His physical intelligence shows itself in other areas, such as jumprope exercises.
Gerald is a Christian man and finds solace in his religion. He bakes from his grandmother's recipes and brings the results to bible study.
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Post by ◊◊BLOODBEASTER◊◊ on Oct 17, 2018 1:42:11 GMT -8
Fantastic! So being a spiritual man, how does he feel about the supernatural? Do you think he'd accept the supernatural as an explanation for the unexplained? When he sees the evil that people can do, does he ever think it could be some kind of supernatural influence?
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Post by Kristi is prescribed skeletons on Oct 17, 2018 8:08:50 GMT -8
It'd not be the first explanation he'd think of, but it would be a possibility.
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Post by ◊◊BLOODBEASTER◊◊ on Oct 17, 2018 12:11:37 GMT -8
Great, I think you might be about ready to fill out a character sheet! I'd like to offer you some options for advantages/disadvantages based on what you've told me, but I'll need a minute to review them. So maybe you can start by deciding about his stats. This rules page is not finalized, but this section on attributes should be good: horrorboys.proboards.com/post/88707/thread You can read a little about what the stats mean but they're pretty simple. Please let me know if you need any help with this part. For these passive stats, you'll assign o, +1, and +2. Reflex Willpower Fortitude And for these active stats, you'll assign -2, -1, +0, +1, +1, +2, and +3 Perception Intuition Reason Charisma Soul Violence Coolness
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Post by ◊◊BLOODBEASTER◊◊ on Oct 17, 2018 12:48:18 GMT -8
Got some for you to choose from. (Don't miss my post above this one.) If you have any ideas for a new advantage/disadvantage from what's here, let me know and we can make up a new one! So I'd like you to choose TWO advantages, and there is a potential option for a third. The disadvantages are optional, but if you'd like to take one, you can add a third advantage. ADVANTAGES
✞ BODY AWARENESS
Your body and mind are as one. When you perform acrobatic or agile feats roll +Perception.
◦ (15+) Choose 1 option. ◦ (10–14) Choose 1 option but you expose yourself to danger or a cost. ◦ (−9) Choose 1 option but something goes wrong. The GM makes a hard or soft move. Options: ††† Escape bondage ††† Get past an obstacle (creature or object) ††† Get into or through a space you normally wouldn’t be able to ✞ INSTINCT
When you Observe a Situation and act on the GM’s answers, take +2 instead of +1.
✞ SURVIVAL INSTINCT
When you suffer a serious or critical injury yet refuse to yield, roll +Violence. On a success you may ignore the effects of the injuries for a limited time, but as soon as that time is up you will need treatment to stabilize them.
◦ (15+) You ignore your injuries until conflict is over and may choose one: ††† Viciousness (+1 ongoing to Engage in Combat rolls for the remainder of the combat) ††† Adrenaline rush (+1 ongoing to Endure Injury rolls for the remainder of the combat) ◦ (10–14) You ignore your injuries until the conflict is over. ◦ (−9) You overexert yourself and after a few moments your injuries cause you to black out and collapse. After your next action the GM will decide when and how you black out.
✞ ENDURE TRAUMA
You are not as easily affected as others. When your Stability decreases you always lose 1 fewer level than normal.
✞ STUBBORN
When you push yourself to the limit to overcome a threat roll +Willpower. ◦ (15+) Choose 3 options. You may save up to 2 until later. ◦ (10–14) Choose 2 options. You may save 1 until later. ◦ (−9) Choose 1 option, but you push yourself past your breaking point. Decrease Stability two steps. Options: ††† Refuse to give up: postpone the effects of a critical injury until you have made it out of the threat’s reach ††† Will over skill: roll +Willpower instead of the normal attribute when you avoid or fight what is threatening you ††† Steel yourself: break free from a supernatural effect
✞ OFFICER When you are in combat with at least one ally by your side roll +Violence .
(15+) Choose up to 3 edges from the list below anytime during the fight. (10-14) Choose up to 2 edges from the list below anytime during the fight. (-9) You misjudge the situation. Choose whether you have put yourself or one of your allies in harm’s way. The GM makes a move for your opponent. Edges ††† Attack !: One ally gets +2 to their next roll to Engage in combat . ††† Coordinate fire !: All allies get +1 to their next roll to Engage in combat with firearms while in the fight. ††† Aim for the head !: You or one of your allies’ Engage in combat deals +1 harm . ††† Take cover !: You or an ally gets 2 armor against a ranged attack.
✞ FROSTY When you roll a 10-14 to Keep it together you may keep your feelings back and postpone the effects until next scene.
✞ CODE OF HONOR You abide by a strict code of honor. Decide its nature. When you take risks or make sacrifices for your code of honor , take +1 Stability .
✞ HARDENED You take +1 to all rolls to Endure injury .✞ GOOD SAMARITAN When you help another at your own expense take +1 Stability .
✞ AT ANY COST When you truly desire something you may take +2 to a roll by decreasing Stability by -2 .
✞ GOOD JUDGE OF CHARACTER You have an instinct for reading people. You can make an appraisal of what kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. You're rarely wrong. +1 on intuition rolls.DISADVANTAGES ✞ REPRESSED MEMORIESYou have repressed a particularly unpleasant event in the past, but the memory of it sometimes rises to the surface. It could be a crime or some horrible thing you have done, been subjected to, or witnessed. The GM will decide the nature of your repressed memory based on your dark secrets.
In situations associated with your repressed memories roll +0 to determine if the memories surface.
◦ (15+) You repress or suppress your memories. ◦ (10–14) The memories partly surface in the shape of flashbacks and/or hallucinations (Keep it Together). ◦ (−9) You completely lose yourself in your repressed memories. The GM makes a hard move and you reduce Stability (−2).
✞ PHOBIA You harbor an overpowering fear of something. Choose the stimulus that frightens you. Whenever you confront the object of your phobia you must Keep it together .
✞ INVOLUNTARY MEDIUM You are an empty vessel for any spirits or demonic entities who want a medium to speak through or a corporeal body to use for their purposes. When you encounter spiritual entities or haunted places roll +0 . ◦ (15+) You resist the possession. ◦ (10-14) The entity gains influence over you. The GM takes 1 hold. ◦ (-9) The entity gains control over you. The GM takes 3 hold. The GM can spend hold to make moves for the being possessing you. For example, the entity may give you a vision, make use of your body, communicate with or through you, try to harm someone else through you, follow you unseen, ask you for something, or drag you into another dimension.
✞ CURIOSITY You are a naturally curious person, and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation, make a willpower roll for simple things like “I wonder what is in that cabinet.” all the way to things like, “I wonder what those strange sounds coming from the foreboding cellar are. I'll just slip in and check it out – no one will ever know. What could possibly go wrong?”
✞ LIFESAVER You believe that human life is a sacred gift, and will not take a person's life except in the most extreme of circumstances. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. You will kill evil and inhuman creatures to protect others if necessary. (Be very careful, however, with your determination of 'evil'…) Senseless death in all forms repulses you, and you feel that those who commit murder should be punished. Roll willpower to attack anything less inhuman than a complete monster.
✞ TRUSTING You tend to follow your instincts when dealing with strangers. Sadly, your instincts often tell you that you can trust people. You want to believe the best about everyone you meet and tend to put yourself in situations that could be dangerous, such as accepting a ride home from a recent acquaintance, going home with a person you just met at a bar, or taking a stroll in a poorly patrolled city park after nightfall. -2 to intuition rolls.
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Post by Kristi is prescribed skeletons on Oct 17, 2018 17:45:54 GMT -8
Based on how I've described Gerald, I've come up with: Passive Stats Reflex +1 Willpower +2 Fortitude +2 Active Stats Perception +1 Intuition +1 Reason +2 Charisma +0 Soul +3 Violence +2 Coolness +3 ADVANTAGES ✞ INSTINCT ✞ HARDENED ✞ CODE OF HONORDISADVANTAGES ✞ INVOLUNTARY MEDIUM
Let me know if any changes need to be made!
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Post by Kristi is prescribed skeletons on Oct 17, 2018 17:47:55 GMT -8
His Code of Honor is to be neutral in his work. No playing favorites.
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Post by ◊◊BLOODBEASTER◊◊ on Oct 17, 2018 18:21:22 GMT -8
Sounds great! The involuntary medium one is especially exciting for me. Do you think you're ready to start filling out your sheet? Let me know if there's anything you'd like to explore about the character with me first. Otherwise, you can 'quote' the top post on this thread and start filling it in. I'd particularly like you to note the 'description' sections, where you explain what the different stats/advantages/disadvantages etc mean for him. Some of it will probably be the same content as this thread, so feel free to copy/paste as you like. horrorboys.proboards.com/thread/1016/character-profiles
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Post by Kristi is prescribed skeletons on Oct 17, 2018 20:48:03 GMT -8
Character sheet all set!
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