Character Sheet


Authors
LanternlightFae
Published
5 years, 6 months ago
Stats
654

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Yadira

Foolish Warrior that Wields Two Weapons

Stats

Might

15


15

Speed

15

3

15

Intellect

8


8


Tier

3

Armor

0

Effort

3

Experience

0   

Advancements

0


Backstory

Yadira was a kidnapping victim at 12 years old, Cecil saved her from her kidnappers and raised her. The neglect she faced seems to have affected her cognitive abilities, but he taught her english, taught her to read and taught her to fight since she could not master the ‘skills’ a woman would have. So took to it frighteningly well.


Skills

Carefree: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.

Intellect Weakness: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.

Inability: The difficulty of any Intellect defense task is increased by one step.

Inability: The difficulty of any task that involves seeing through a deception, an illusion, or a trap is increased by one step.


Special Abilities

Practiced With All Weapons: You can use any weapon. Enabler.

Control the Field (1 Might point): This melee attack inflicts 1 less point of damage than normal, but regardless of whether you hit the target, you maneuver it into a position you desire within immediate range.

No Need for Weapons: When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler.

 Overwatch (1 Intellect point): You use a ranged weapon to target a limited area

(such as a doorway, a hallway, or the eastern side of the clearing) and make an attack against the next viable target to enter that area. This works like a wait action, but you also negate any benefit the target would have from cover, position, surprise, range, illumination, or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as you wish, within reason. Action.

Danger Sense (1 Speed point): The difficulty of your initiative roll is reduced by one step. Enabler.

Skill With Attacks: Skilled in light ranged attacks

Skill With Defense: Skilled in Speed Defense

Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage. Action to initiate.

Seize the Moment (4+ Speed points): If you succeed on a Speed defense roll to resist an attack, you gain an action. You can use the action immediately even if you have already taken a turn in the round. You don’t take an action during the next round, unless you apply a level of Effort when you use Seize the Moment. Enabler.

Trick Shot (2 Speed points): As part of the same action, you make a ranged attack against two targets that are within immediate range of each other. Make a separate attack roll against each target. The difficulty of each attack roll is increased by

one step. Action.

Dual Light Wield. You can use two light weapons at the same time, making two separate attacks on your turn as a single action. You remain limited by the amount of Effort you can apply on one action, but because you make separate attacks, your opponent’s Armor applies to both. Anything that modifies your attack or damage applies to both attacks, unless it’s specifically tied to one of the weapons. Enabler.

Double Strike (3 Might points). When you wield two weapons, you can choose to make one attack roll against a foe. If you hit, you inflict damage with both weapons plus 2 additional points of damage, and because you made a single attack, the target’s Armor is subtracted only once. Action.

Dual Medium Wield. You can use two light weapons or medium weapons at the same time (or one light weapon and one medium weapon), making two separate attacks on your turn as a single action. This ability otherwise works like the Dual Light Wield ability. Enabler.


Equipment

  • Two Revolvers (Light)
  • Heavy Pistol (Medium)
  • Hunting Kit
  • Rabbit Fur Coat
  • Rope
  • Lantern
  • Canned food
  • Potted Cactus