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Dedicated to the weekly college station 4th edition D&D game Adventure World


    Character Sheet

    ivy91189
    ivy91189
    Scion
    Scion


    Posts : 76
    Join date : 2010-03-06

    Character Sheet Empty Character Sheet

    Post by ivy91189 26/04/10, 06:04 pm

    Calling:Gay Frat Boy
    Nature: Cynic

    God: Freyr

    Attributes:
    Strength- 2
    Epic Strength-1
    Dex-3
    Epic Dex-2
    Stamina-2
    Charisma-3
    Manipulation-3
    Appearance-3
    Perception-4
    Epic Perception-3
    Intelligence- 4
    Wits-3

    Abilities:
    Academics-2
    Animal Ken-5
    Athletics-1
    Awareness-3
    Brawl-4
    Control-2
    Fortitude-2
    Investigation- 4
    Larceny-2
    Medicine-2
    Melee-2
    Presence-4
    Science-2
    Stealth-3

    Birthrights:
    Creature
    Shadow Fedora

    Knacks:
    Refined Palate- The Scion has exceptionally precise senses of taste and smell (as the latter enhances the former). With a faint sniff or a tentative taste, the Scion can figure out what ingredients compose a certain concoction, and in what proportions. She can also sniff out drugs or poisons that have been added to what she was about to wolf down, as well as detect airborne toxins by the way they make the air taste. This Knack doesn’t tell a Scion what an ingredient is if she isn’t already familiar with it. (She would realize that what’s making her iced tea sweet isn’t sugar, for instance, but she wouldn’t know if it was Equal or Splenda if she’d never had either artificial sweetener before.) Instead, the Knack registers each component separately and provides an indication whether such components would be dangerous to consume. The Scion also remembers the taste and smell of various ingredients she experiences so she can recognize and identify them if she’s exposed to them again.

    Predatory Focus-The Scion is a hunter par excellence. With a successful (Perception + Survival) roll, he can track his prey by scent alone or by almost-invisible physical signs. With this Knack, the hunter can follow his prey across any sort of terrain as long as the prey continues to flee and does not take significant pains to mask its scent or minimize the disturbance its passing causes. (The former entails such extremes as swimming a mile upstream in a rushing river or taking refuge inside a functioning hog-rendering plant. The latter includes little short of levitating or flying.) Picking up a lost trail with this Knack requires a new (Perception + Survival) roll. If the prey has Epic Wits or a Stealth Arete (see pp. 149-150), the hunter’s roll is contested against the prey’s (Wits + Stealth)

    Subliminal Warning- Whenever the Scion enters an area where an ambush is waiting, even if he has no reason to suspect he’s in danger, certain tiny clues set his subconscious on edge, preparing him for an attack. When the attacker finally springs the surprise assault, the Scion hears the tiniest rustle of fabric, sees the slightest flicker in his peripheral vision or feels the gentlest twitch of displaced air, and the clues he already noticed all add up. As a result, the Scion gains an extra number of dice equal to his Epic Perception on the standard (Wits + Awareness) roll to detect the ambush

    Untouchable Opponent- The Scion might as well be a ghost for all her enemies can lay a hand or a weapon on her. The Scion doubles the benefit that her Epic Dexterity dots add to her Dodge DV. She also ignores an amount of DV penalties due to unstable terrain equal to her Epic Dexterity dots. Only the normal Epic Dexterity bonus applies to the character’s Parry DV, though, and this Knack’s bonus to Dodge DV doesn’t apply if the character is merely hiding behind cover or tucked in behind a scutum like a lowly turtle. Only if the character is physically dodging the attacks that are coming her way does this Knack help her out. Activating this Knack costs one point of Legend. Its effects last for one scene.


    Cat's Grace- This Knack imbues a Scion with the uncanny ability to remain on his feet despite treacherous terrain or an enemy’s best attempts to knock him down. For instance, a character with this Knack never suffers knockdown (see p. 198) from an attack. The player need not even roll. The character still suffers the damage, but he remains on his feet. Furthermore, a character with this Knack ignores all difficulty penalties based on unstable footing and treacherous terrain. He still suffers speed penalties for moving through ankle- to knee- deep water or mud, but his dice pools for actions taken on such terrain suffer no penalties.

    Knockback Attack- The Scion is able to perform an attack that inflicts no damage whatsoever but sends his enemies flying back. On a successful attack, the Scion can choose for the attack to inflict damage and knockback normally (see Scion: Hero, p. 198), or he can choose for the attack to inflict no harm but to impose one yard of knockback per threshold success above the defender’s DV instead. (Doing so costs one Willpower point.) Hardness can still cancel out this effect if it is greater than the attack’s raw damage.

    Supernatural Hunter- Prerequisite Knack: Predatory Focus (Scion: Hero, p. 134) Where Predatory Focus makes a heroic Scion an exceptionally skilled hunter, this Knack makes the demigod Scion the unstoppable pursuer that prey animals have nightmares about. If he can find a location where he is absolutely certain his prey has been within the last 24 hours, he can follow that prey’s trail unerringly no matter where the prey goes. If the prey takes flight—either because it’s a bird or because it’s a man with a plane ticket—he can track it through the air. If it swims away in a raging river, he can follow it through the water. If it gets into a car and drives uptown through rush hour traffic, he can retrace its path. Usually, the hardest part of the hunt lies in knowing where to start; after that, it’s just a matter of catching up. The one hitch to using this Knack is that unless the Scion has the next Knack, Telescopic Senses, he must be able to travel within 100 yards of the prey’s path of escape. If the prey flies higher, swims deeper or burrows farther than 100 yards from the nearest path the Scion can take to follow, the Scion loses the trail.

    Boons:
    Health 3
    Shadow 3
    Cats 2

    Willpower 5

    Virtues:
    Loyalty 2
    Intellect 3
    Valor 2
    Vengeance 2

    Legend 9

    XP 38

      Current date/time is 19/05/24, 11:14 am