User talk:Pax
Please list modified and unmodified values. (Such as your full init and your init modified by weapon penalties. Your defense when you're unarmed vs. armed, if different, etc.
TEMPLATE - DO NOT CHANGE - USE WHAT APPLIES
- Init:
- Clarity:
- Defense:
- Speed:
- Armor:
- Contracts Active:
- Spells Active: Spell (Book, Page) (Potency, Duration)
- Equipment:
- Conditions:
- Spells Effecting:
Calamity
- Init: 7
- Integrity: 7
- Defense: 5
- Speed: 11
- Armor: 0
- Contracts Active: n/a
- Spells Active: n/a
- Equipment: portable lockpicking set, knife, first aid kit, smartphone, burner phone
- Conditions: Guilty: -2 to any Resolve or Composure rolls to defend against Subterfuge, Empathy, or Intimidation rolls.
- Spells Effecting: n/a
Finley
- Init: 4
- Clarity: N/A (Humanity 5)
- Defense: 2
- Speed: 9
- Armor: 0/0
- Contracts Active: N/A
- Spells Active: N/A
- Equipment: +1 First Aid Kit
- Conditions: None.
- Spells Effecting: None.
- Vampire Stuff: Nightmare 1 (VtR 135): Her victims can act against her but their hearts aren’t in it — they can’t spend Willpower to bolster their actions, though they can still use it defensively. As a reflexive action, the vampire can conjure brief illusions. These illusions can only affect two senses each, and must be small — no larger than a small dog, and no louder than a shout. They only last for a turn or two at most, but they’re always unsettling. The vampire chooses who can see each illusion, and she can only project one at a time. Though equal parts frightening and disgusting, the illusions cannot themselves cause any harm or significant pain.