Difference between revisions of "User:Castle"

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|-
 
|-
 
| Class Three (Kevlar vest)  
 
| Class Three (Kevlar vest)  
| 3  
+
| 3+
| 1
+
| 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
 
|-
 
|-
|Hi-Caliber Automatic (10mm, .45ACP, .357 & .44 Mag, .50AE)
+
|Smith & Wesson M&P .40
 
|8
 
|8
 
|15
 
|15
 
|3
 
|3
|8, 10, or 12
+
|15 + 1
 
|J
 
|J
 
|-
 
|-
|Shotgun (20ga or 12ga)
+
|Remington 870
 
|8
 
|8
 
|30
 
|30
 
|1 (Spray at long range, uses 1 shot)
 
|1 (Spray at long range, uses 1 shot)
|6 or 8
+
|4 + 1++
 
|T
 
|T
 
|}
 
|}

Revision as of 21:27, 18 June 2014

Vkick.jpg
"Boards don't hit back." - Bruce Lee, Enter the Dragon

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