Difference between revisions of "Ramona Williams/Notable Stats"
(Created page with "<font color=darkblue>'''Flaw: Addiction'''</font> ''Ciggies.'' <font color=darkblue>'''Flaw: Criminal Record'''</font> ''Pre-18 petty theft and vandalism.'' <font color=dark...") |
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<font color=darkblue>'''Flaw: Criminal Record'''</font> ''Pre-18 petty theft and vandalism.'' | <font color=darkblue>'''Flaw: Criminal Record'''</font> ''Pre-18 petty theft and vandalism.'' | ||
− | <font color=darkblue>'''Flaw: Foul Mouth'''</font> '' | + | <font color=darkblue>'''Flaw: Foul Mouth'''</font> ''Increases the difficulty of Social rolls by two, when politeness is necessary.'' |
<font color=darkblue>'''Flaw: Allergy'''</font> ''Peanuts. It's not obvious information, but it's too deadly a problem with too common a source that it cant really be kept a secret. | <font color=darkblue>'''Flaw: Allergy'''</font> ''Peanuts. It's not obvious information, but it's too deadly a problem with too common a source that it cant really be kept a secret. | ||
− | <font color=darkblue>'''Merit: Bruiser'''</font> '' | + | <font color=darkblue>'''Merit: Bruiser'''</font> ''All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty.'' |
− | <font color=darkblue>'''Merit: | + | <font color=darkblue>'''Merit: Gall'''</font> ''+1 die to any social roll involving a display of backbone.'' |
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+ | <font color=darkblue>'''Merit: Smooth'''</font> ''Gives -2 difficulty to Manipulation rolls, but only for the purpose of negating difficulty increases.'' | ||
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+ | <font color=darkblue>'''Merit: Robust Health'''</font> ''Reduce the difficulty of any roll to resist illness or poisoning - including alcohol poisoning - by two.'' | ||
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+ | <font color=darkblue>'''Merit: Good Night Vision'''</font> ''The difficulty of Perception rolls decreases by two at night.'' | ||
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+ | <font color=darkblue>'''Merit: Silence'''</font> ''Reduce the difficulty on any Stealth roll involving moving quietly by two. You are even able to move quietly over dry leaves. Should the wind blow while you are moving, there is no way to hear you.'' | ||
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+ | <font color=darkblue>'''Merit: Good Right/Left Hook'''</font> ''Add two dice to your damage roll for any Brawl based attack. Limited to Bashing.'' | ||
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+ | <font color=darkblue>'''Merit: Insensible to Pain'''</font> ''You ignore all wound penalties until your character is finally killed.'' | ||
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+ | <font color=darkblue>'''Merit: Ambidextrous'''</font> ''No +1 difficulty, can split actions to use both weapons without the split-action penalty, provided you take no other actions during the same turn.'' | ||
+ | |||
+ | <font color=darkblue>'''Merit: Danger Sense'''</font> ''A secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger.'' |
Revision as of 19:27, 20 May 2024
Flaw: Addiction Ciggies.
Flaw: Criminal Record Pre-18 petty theft and vandalism.
Flaw: Foul Mouth Increases the difficulty of Social rolls by two, when politeness is necessary.
Flaw: Allergy Peanuts. It's not obvious information, but it's too deadly a problem with too common a source that it cant really be kept a secret.
Merit: Bruiser All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty.
Merit: Gall +1 die to any social roll involving a display of backbone.
Merit: Smooth Gives -2 difficulty to Manipulation rolls, but only for the purpose of negating difficulty increases.
Merit: Robust Health Reduce the difficulty of any roll to resist illness or poisoning - including alcohol poisoning - by two.
Merit: Good Night Vision The difficulty of Perception rolls decreases by two at night.
Merit: Silence Reduce the difficulty on any Stealth roll involving moving quietly by two. You are even able to move quietly over dry leaves. Should the wind blow while you are moving, there is no way to hear you.
Merit: Good Right/Left Hook Add two dice to your damage roll for any Brawl based attack. Limited to Bashing.
Merit: Insensible to Pain You ignore all wound penalties until your character is finally killed.
Merit: Ambidextrous No +1 difficulty, can split actions to use both weapons without the split-action penalty, provided you take no other actions during the same turn.
Merit: Danger Sense A secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger.