Difference between revisions of "User:Castle"

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Example: Castle +fingered you.
 
Example: Castle +fingered you.
 +
 +
Doors:
 +
 +
@lock Exit Name=me (locks door)
 +
 +
 +
@unlock Exit Name (unlocks door)
 +
  
 
==Government Agent==
 
==Government Agent==

Revision as of 17:11, 3 July 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.

Doors:

@lock Exit Name=me (locks door)


@unlock Exit Name (unlocks door)


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