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  1. Name: Bartholomew "Brawlin' Bart" Higgins 2.0
  2. Role: Strong Guy
  3. Country of Origin: Never Never Land
  4. Size: Medium
  5. Species: Human
  6.  
  7. ---Attributes---
  8. Robustness: 14/14
  9. Agility: 10/14
  10. Intelligence: 6/14
  11. Sensibility: 7/14
  12. Charm: 6/14
  13. Will: 4/4
  14. Strikes: 5/5
  15.  
  16. ---Skills---
  17. Acrobatics: 3
  18. Athletics: 4
  19. Brawl: 7
  20. Prevent Harm: 7
  21. Endure: 6
  22. Intimidate: 4
  23. Driving: 3
  24.  
  25. ---Traits---
  26. The Rum is Never Gone: Being a pirate is a hard lifestyle, oftentimes needing a hard drink to make it a little more tolerable. A man or woman of the Sea is able at any moment to find or produce from their person a flask or bottle of alcohol upon need.
  27.  
  28. Sea Legs: Men and women of the sea are used to living and working aboard ships, and as such have adapted their mannerism accordingly. When aboard any sort of watercraft you gain +2 to Melee, Brawl and Athletics.
  29.  
  30. Bull Charge: +2 to Brawl when charging into combat.
  31.  
  32. Monster Slayer: Any fear-based attacks from monstrous creatures such as ogres, giants or dragons are reduced by one strike.
  33.  
  34. Hakuna Matata!: +2 to resist any sort of mental distress with Endure.
  35.  
  36. ---Powers---
  37.  
  38. Guts of Steel: Spend a Will point. You gain a +4 on your next five non-combat acts of physical strength.
  39.  
  40. What Shall We Do With a Drunken Sailor?: With the help of a Will point (and a copious amount of alcohol) you can perform a drinking song so obscene the next Music roll by another member of your party will receive a +3 bonus by simple virtue of comparison.
  41.  
  42. Charge of the Light Brigade: Character gets a +4 bonus to combat stats when doing something incredibly foolhardy and unlikely to succeed in combat. Note: trait only activates if it's still foolhardy and unlikely to succeed after figuring in the bonus.
  43.  
  44. Protector: If an ally has suffered a combat Strike in a battle, you can choose to defend and fight alongside that character. Both characters gain +4 to combat while fighting together.
  45.  
  46. Real Wallop: This power takes up one Will point and one action. If your next Melee or Brawl attack successfully hits, the enemy will lose three Strikes instead of one.
  47.  
  48. Force Of Will: You can spend a Will point to gain a + 10 to Endure for the next minute.
  49.  
  50. ---Equipment---
  51. High-quality Chains (+3 to Brawl)
  52. Bigger Britches (+1 Prevent Harm)
  53.  
  54. ---Ideals---
  55.  
  56. Nothing like a good ol' brawl to build up character and boost the spirit.
  57.  
  58. If physical strength doesn't work it's because you aren't applying enough.
  59.  
  60. Booze is love. Booze is life.
  61.  
  62. ---Goals---
  63. Zero: Get on a local newspaper thanks to your strength/fighting prowess.
  64.  
  65. On-a-Roll: Slug it out with a King.
  66.  
  67. Hero: Become famous as the greatest tavern brawler in the world.
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