Justin Meijer

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Character Sheet

Justin Meijer (Mr. Horyd)
150 Points Age 20 Human Werewolf 98 Lbs 5'6"
ST: 9 [-10] IQ: 14 [80]
DX: 10 [0] HT: 10 [0]
Secondary Attributes
DMG:	thrt - 1D-2  swi - 1d-1
BL:	16 lb
HP:	9
WIL:	14
PER:	14
FP:	10
BS:	5
BM:	5
Cultural Familiarity
Average Appearance
Pitiable				(+5)
  - +3 to reaction rolls for help
Language: American (Native)
Language: Latin				(+6)
  - Useful for flavor in GMing, and to read old texts
Comfortable				(+10)
Independent Income			(+6)
  - Investments from parents' life insurance
Advantages
Allies: The Alphas			(+15)
  - 100% Point Total
  - 6-10 members
  - Quite Rarely Available
Contact: Mr. Gillis, Head Librarian	(+6)
  - Research: Effective Skill 15
  - Completely Reliable
Contact: Franklin, Local Wino & Gossip	(+6)
  - Streetwise: Effective Skill 18
  - Usually Reliable
Contact: Dr. Jones, Archaeologist	(+4)
  - Archaology: Effective Skill 21
  - Somewhat Reliable
Less Sleep +2				(+4)
Shapeshift: Alternate Form: Wolf	(+23)
  - Limited Use: 10 times per day           -10%
  - Takes Extra Time - 20 second            -10%
  - Takes Recharge - 1-3 Minutes            -20%
  - Temporary Disadvantage: Bad Temper      -10%
  - Temporary Disadvantage: Code of Honor   -10%
                            - Solidiers aka Pack
  - Temporary Disadvantage: Colorblindness -10%
  - Temporary Disadvantage: Gregarious      -10%
     - react to others at +4
     -IQ-skills -2 alone, -1 group less than 4
[15+(109x90%)]x20%=22.62
Disadvantages
Bad Grip				(-5)
  - -2 on tasks that require grip
Curious					(-5)
Easy to Read				(-10)
  - others get +4 to Empathy, Body Language, Psychology
  - others get +4 to skills to detect bluff
Guilt Complex				(-5)
  - Chronic depression if someone close to me dies
Klutz					(-5)
  - DX roll to get through day without mishap
Low Self-Image				(-10)
  - -3 on skills when the odds seem against me
Oblivious				(-5)
  - -1 to use or resist Diplomacy, Fast Talk,
    Intimidation, Savoir-Faire, Sex Appeal and
    Streetwise
Sense of Duty: Alphas			(-5)
Shyness: Mild				(-5)
  - -1 on Acting, Caruosing, Diplomacy, Fast-Talk,
    Intimidation, Leadership, Merchant, Panhandling,
    Performance, Politics, Public Speaking,
    Savoir-Faire, Sex Appeal, Streetwise and Teaching.
Alcohol Intolerance [-1]
Attentive [-1]
Broad-Minded [-1]
Humble [-1]
Responsive [-1]
Skills
Area Knowledge		IQ+1/E	15	(+2)
  - City of Chicago
Bicycling		DX/E	 9*(--)	(+1)
Computer Operation	IQ+1/E	15 (--)	(+2)
Cooking			IQ-1/A	13 (--)	(+1)
Diplomacy		IQ+1/H	13@&	(+8)
First Aid		IQ/E	14 (--)	(+1)
Games			IQ+2/E	16	(+4)
  - Tabletop RPGs
Games			IQ+1/E	15	(+2)
  - War Games
Hidden Lore		IQ-1/A	13	(+1)
  - Monster Lore: City Streets
Hiking			HT/A	10 (13)	(+2)
Literature		IQ/H	14	(+4)
Observation		PER+1/A	15	(+4)
Occultism		IQ/A	14	(+2)
Photography		IQ/A	14 (--)	(+2)
Research		IQ+1/A	15	(+4)
Speed-Reading		IQ+1/A	15	(+4)
Strategy		IQ+1/H	15	(+8)
Streetwise		IQ+1/A	14@&	(+4)
Tactics			IQ/H	14	(+4)

* - Bad Grip
@ - Oblivious
& - Shyness



Alternate Form

Alternate Form (Wolf) (Mr. Horyd)
259 Points 3' 85 lbs
ST: +4 [24] IQ: 10 [0]
DX: +5 [60] HT: +3 [-70]
Secondary Attributes
DMG:	thrt - 1D  swi - 2D-1
BL:	34 lb
HP:	17				(+8)
WIL:	14
PER:	14
FP:	12
BS:	7
BM:	7 (14)
Advantages
Absolute Direction			(+5)
  - always know north, retrace steps
  - +3 to navigation
Accute Hearing				(+4)
  - +2 to all hearing rolls
Accute Smell				(+8)
  - +4 to all smelling rolls
Claws:Blunt				(+3)
  - 1D+2 damage
Combat Reflexes				(+15)
  - +1 to all active defense rolls
  - +2 to fright checks
  - +6 to all IQ rolls to wake up, recover
  - our side recieves +1 on innitiative
    to avoid surprise attack
DR 1: Pelt				(+5)
Discriminatory Smell			(+23)
  - May memorize a scent with 1 min and IQ roll
  - +4 to all smelling checks, Tracking
  - Emotion Sense, within 2 yards
    - Roll IQ to get feeling about a person
    - +3 to Detect Lies, Fortune Telling, and Psychology
Enhanced Move				(+20)
Fit					(+5)
  - +1 to all HT rolls
  - recover FP at double normal rate
Hard to Kill +1				(+2)
  - +1 to HT rolls for survival
High Pain Threshold			(+10)
  - no shock penalty from pain
  - +3 on HT rolls to avoid knockdown and stunning
  - +3 resist torture, Will saves to endure pain
Negate Low Self-Image Disadvantage      (+10)
Night Vision +5				(+5)
  - Ignore up to -5 for darkness penalties
Perfect Balance				(+15)
  - +6 on rolls to maintain balance on poor surfaces
  - +4 on DX and DX-skill rolls in combat to avoid knockdown
  - +1 to Acrobatics, Climbing
Silence					(+5)
  - In the dark, +2 to Stealth when still, +1 when moving
Super Jump +2				(+20)
  - note: substitute (Jumping/2) for Basic Move
  - High Jump: 14'8" still, 32'8" running 
    - 7'4" without run or 2 concentration rounds
  - Long Jump: 60' still, 132' running
  - move while jumping is 9
  - falls less than 32'8", no damage,
    47'8" with Acrobatics roll
Teeth: Sharp				(+1)
  - 1D cutting
Temperature Tolerance +5		(+5)
  - -30 degrees to 90 degrees
Ultrahearing				(+5)
Fur                                     [1]
Penetrating Voice                       [1]
Disadvantages
Cannot Speak				(-15)
Enemies: Animal Control (12)		(-10)
Horizontal				(-10)
No Fine Manipulators: Paws		(-30)
Restricted Diet (Fresh Meat)		(-10)
Skills
Acrobatics		DX/H	16#	(+4)
Body Language		PER/A	14	(+2)
Brawling		DX+2/E	17	(+4)
Escape			DX/H	15	(+4)
Gesture			IQ+1/E	15	(+2)
Jumpimg			DX+3/E	18	(+8)
Running			HT+2/A	15	(+8)
Stealth			DX/A	17/16@	(+2)
Tracking		PER+2/A	20*	(+8)
Urban Survival		PER/A	14	(+2)

* - Discriminatory Smell
# - Perfect Balance
@ - Silence



Gear

Leather Jacket			    $50
Shoes				    $40

Well Stocked Apartment		$25,000
Gaming Supplies			 $5,000
Wristwatch			    $20
Cell Phone			   $250
Laptop				 $1,500
First Aid Kit			    $50
Digital Camera			   $500
Street Bicycle			   $500

$90 cash
$17,000 in the bank