Difference between revisions of "User:Castle"
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|- | |- | ||
| Class Three (Kevlar vest) | | Class Three (Kevlar vest) | ||
− | | 3 | + | | 3+ |
− | | | + | | 0 |
| B/L/A Protects against physical attacks. | | B/L/A Protects against physical attacks. | ||
|} | |} | ||
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! scope="col"|Conceal | ! scope="col"|Conceal | ||
|- | |- | ||
− | | | + | |Smith & Wesson M&P .40 |
|8 | |8 | ||
|15 | |15 | ||
|3 | |3 | ||
− | | | + | |15 + 1 |
|J | |J | ||
|- | |- | ||
− | | | + | |Remington 870 |
|8 | |8 | ||
|30 | |30 | ||
|1 (Spray at long range, uses 1 shot) | |1 (Spray at long range, uses 1 shot) | ||
− | | | + | |4 + 1++ |
|T | |T | ||
|} | |} |
Revision as of 21:27, 18 June 2014
"Boards don't hit back." - Bruce Lee, Enter the Dragon
Contents
Melee Weapons
Weapon | Damage | Conceal |
---|---|---|
Baseball bat | Strength +2 | T |
Knife | Strength +1 | J |
Body Armor
Class | Armor Rating | Penalty | Notes |
---|---|---|---|
Class Three (Kevlar vest) | 3+ | 0 | B/L/A Protects against physical attacks. |
Handguns/Shotgun
Type | Damage | Range | Rate | Capacity | Conceal |
---|---|---|---|---|---|
Smith & Wesson M&P .40 | 8 | 15 | 3 | 15 + 1 | J |
Remington 870 | 8 | 30 | 1 (Spray at long range, uses 1 shot) | 4 + 1++ | T |
1965 Pontiac GTO
Vehicle | Safe Speed (mph) | Max Speed (mph) | Maneuver |
---|---|---|---|
Sports Car | 75 | 150 | 8 |
Useful Codes
&Adesc me=think ** %ch%cy%N ([strtrunc(get(%#/sex),1)])%cn looked at you. **
Example: ** Castle (M) looked at you. **
&AFINGER me=@pemit me=%n +fingered you.
Example: Castle +fingered you.
Government Agent
Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 2, Manipulation 3, Appearance 2, Perception 3, Intelligence 3, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 3, Computer 1, Drive 3, Firearms 3, Investigation 4, Melee 2, Occult 1, Politics 2, Stealth 2
Pools: Humanity: 6 to 8, Willpower: 7
Equipment: Heavy pistol, black suit, sunglasses, badge and ID card, electronic surveillance devices
Arcanum Scholar
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 2, Appearance 2, Perception 4,
Intelligence 4, Wits 3
Abilities: Academics 4 (or higher), Athletics 1, Computer 3, Drive 1, Etiquette 2, Expression 2, Investigation 3, Melee 1, Occult 4, Science 3
Pools: Humanity: 8, Willpower: 7
Equipment: Laptop or tablet computer, extensive library, sedan, collected occult paraphernalia, sizable bank account
Criminal Enforcer/Boss
Attributes: Strength 4, Dexterity 3, Stamina 3, Charisma 3, Manipulation 4, Appearance 1, Perception 2, Intelligence 2, Wits 3
Abilities: Alertness 2, Athletics 3, Brawl 3, Drive 2, Finance 2, Firearms 3 (or higher), Larceny 3, Melee 2, Stealth 2, Streetwise 3 (or higher), Subterfuge 2
Pools: Humanity: 6 (often lower), Willpower: 6
Equipment: SMG, bulletproof vest, midsized car, knife, digital copy of detailed operations
Inquisitor
Attributes: Strength 2, Dexterity 3, Stamina 3, Charisma 4, Manipulation 3, Appearance 2, Perception 3, Intelligence 3, Wits 3
Abilities: Academics (Theology) 3, Alertness 2, Athletics 2, Brawl 2, Drive 1, Expression 2, Leadership 3, Melee (Sword-Cane) 3, Occult 3, Stealth 2
Pools: Humanity: 5 to 10 (Inquisitors can be holy or as depraved as the monsters they fight), Willpower: 9
Equipment: Sword-cane, rosaries, crucifix, stakes, Bible, propane torch
Note: A few Inquisitors have ratings of 1 or higher in the True Faith Trait. Such individuals usually, though not necessarily, have Humanity ratings of 9 or above.
Vampire Neonate
Sect: Sabbat, Clan: Brujah, Generation: 10th
Attributes: Strength 4, Dexterity 3, Stamina 3, Charisma 2, Manipulation 2, Appearance 2, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 2, Athletics 3, Brawl 3, Computer 1, Drive 2, Firearms 2, Investigation 1, Melee 3, Occult 3, Performance 1, Politics 1, Stealth 2
Disciplines: Celerity 2, Fortitude 2, Potence 3, Presence 1
Pools: Blood Pool 13/13, Morality: Path of Honorable Accord 5, Willpower: 6
Equipment: Heavy pistol