Sigurd - Time Traveler

Post character sheets for combatants here.

Postby Kurkistan » Wed Jul 22, 2015 11:32 pm

Copy-over of Sigurd from CSS for an Arena fight:

Name: Sigurd
-Written for Fen's campaign

Concept: Precognizant Steelrunner

Race: Human
Sex: Male
Age: 21
Height: 5'10"
Weight: 140 lb

Attributes Standing Resilience
Physique: 5 Resources: 4 Health: 8/9
Charm: 3 Influence: 2 Reputation: 5/5
Wits: 3 Spirit: 3 Willpower: 6/6
(Changes tracked elsewhere)
-Lost 1 Health first time I was attacked.

Traits and Burdens:
Drive: Make a name for myself
Profession: Mercenary
Specialty: Close range combat
Feature: Twitchy
Personality: Brash

Other Traits:

Tragedy: My family grew up in poverty - I didn't even know I was an Oracle until just a few years ago because we couldn't afford the tests.

Destiny: Turn respectable and earn a position as a lawman.

Secrets known: None

aElectrum 4
-Instinctive Burning: You instinctively start burning Electrum in response to threats, gaining Defense Dice from Electrum whenever you’re attacked — even when you aren't aware of the impending attack (e.g. when you’re ambushed or attacked in your sleep). This grants no extra benefit if you’re attacked while already burning Electrum.

fSteel 4
[Charges tracked just below]
---Earring - 100/100
---Left-arm bracer - 25/100

Earring - 100/100
Left-arm bracer - 0/100
-Used 5 in first defense roll
-Used 20 in surprisingly effective wood-chuck attack

(Pa) Twinborn Kit, vial - 3 charges of Electrum
(Pb) Twinborn Kit, metalmind - Steel bracer around left upper-arm, holds 100 charges
(P) Doubled Metalmind (small) - Earring, 100-charge capacity
(P) Heispel Pump shotgun - +2 damage; 8 shots; Close/Medium
--7/8 Coinshot rounds loaded

(P) Obsidian hatchet - +1 damage; Touch/Striking; Contains no metal
9/10 Coinshot rounds - Can't be deflected with aSteel or its stunts
1 Stick of dynamite (5 striking/2 close damage, throw range is Close/Medium)

@Fen Hero

Do we have to have a talk about the degree to which fSteel can add to gunplay rolls? I mean, you know me, I'll always say that more speed never hurts, but...

My thoughts on aElectrum and it's broader utility, for reference.
Last edited by Kurkistan on Fri Dec 11, 2015 8:36 pm, edited 9 times in total.
Posts: 2631
Joined: Thu Jul 18, 2013 2:07 pm

Postby Kurkistan » Wed Jul 22, 2015 11:38 pm

Rolling for some Hazekiller amunition, specifically Coinshot rounds:

4 Resources + 1 for Mercenary:
Kurkistan rolled 4d6:
2, 1, 1, 2

First times a charm. Difficulty was 2, so that's 10 Coinshot rounds.

EDIT: Oops, forgot it was 5 dice that first roll. I'll roll another just to see if it's a Nudge to get 10 more.
Kurkistan rolled 1d6:

#2: Stick of dynamite. Difficulty 1.
Kurkistan rolled 4d6:
1, 1, 5, 3

Sucess. 1 Stick of dynamite, 2 Res left.

#3 Lets go for another stick, then we'll leave it at that.
Kurkistan rolled 3d6:
2, 3, 5

Final Count: 1 set of 10 Coinshot rounds in the shotgun and 1 stick of dynamite. Explosives have weird rules outlined on page 123.
Posts: 2631
Joined: Thu Jul 18, 2013 2:07 pm

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