Difference between revisions of "Bethany Daytower"
Line 28: | Line 28: | ||
* (''Logic:'' '''1B''') | * (''Logic:'' '''1B''') | ||
* (''Decipher:'' '''1B''') <br> | * (''Decipher:'' '''1B''') <br> | ||
− | Deception: '''3''' <br> | + | Deception: '''3''' |
+ | * (''Bluff:'' '''1B''') <br> | ||
Endurance: '''3''' <br> | Endurance: '''3''' <br> | ||
* +1B Healing in Deltario Holdings | * +1B Healing in Deltario Holdings |
Revision as of 17:29, 22 March 2015
Contents
Rumors
Personality
Goals:
Motivation:
Virtue:
Vice:
Abilities
Agility: 4
Animal Handling: 2
Cunning: 6
Deception: 3
Endurance: 3
Fighting: 1
Languages
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Knowledge: 3 (Education: 1B)
Status: 3 |
Intrigue
Intrigue Defense: 13 {4(Awareness)+5(Cunning)+3(Status)+1(Lifestyle)}
Composure: 9
Combat
Combat Defense: Base: 10 {4(Awareness)+2(Athletics)+4(Agility)}
- While Acrobatic Dodging: 12
Attack:
Damage:
Health: 6
Armor: None
Weapons:
Destiny, Benefits and Flaws
- Destiny Points: 2
Benefits:
Miracle Worker: Add number to a Healing tests equal to your bonus dice in Education. Whenever you successfully use Healing to diagnose your patient, you gain +2B plus +1B for each degree of success on your next Healing test to treat the patient. You may swap two bonus dice gained from this benefit into one extra test die.
Attractive: Whenever you roll a Persuasion test, you may re-roll a number of 1s equal to half your Persuasion rank (minimum one re-roll).
Charismatic (Convince): Choose one Persuasion specialty. Add 2 to the test result of any Persuasion test involving that specialty. You may choose this benefit multiple times. Each time, choose a new specialty.
Magnetic: Whenever you defeat a foe using Charm, that foe’s disposition increases by a number of steps equal to the number of bonus dice you invested in Charm (minimum 2 steps).
Acrobatic Defense: Spend a Lesser Action to add a number equal to twice the number of bonus dice you possess for Acrobatics to your Combat Defenses until the beginning of your next turn. You cannot use this maneuver if you are wearing armor with Bulk 1 or greater.
Keen Senses: Each time you would test Awareness to notice something, you may reroll a number of 1s equal to the number of bonus dice you possess for the Notice specialty. Also, increase your passive Awareness result by a number equal to your Cunning ranks.
Treacherous Social: During an intrigue, you may add a number equal to your Cunning ranks to all of your Deception test results.
Compelling (Convince): When Bethany uses Convince during an intrigue, she increases the Influence Gained by 1.
Drawbacks and Flaws:
Ward to House Dayne: Bethany has been raised by House Dayne, House Blackmonts ancestral enemies. Because of this, she is at -1D to Persuasion Tests made with members of House Dayne and House Blackmont.
Debt: Bethany has accured a sizeable debt thought her life. Because of this,the cost for all Goods and Services is Doubled.
Flaw: Survival: Bethany has grown up in comfort and luxury of the Major Houses of Dorne. She has never spent much time in the wild and suffers -1D to all Survival Tests.
Poor Health: Bethany routinely is ill, and her body struggles to recover from even minor injuries. She is at -3 Health.
Fear: Contagious Diseases: Because she is so often ill, Bethany has developed quite the fear of becoming ill. Whenever she suspects that she might catch something, she suffers -1D to all tests. She is allowed a single die roll at the start of each round/exchange. On a roll of a 6 she has overcome her fear and can act normally.
Possessions
- Coin:
72GD and 70 SS
- Garb:
- Nobles Garb (1200SS) Impressive Rating: 4
- Fine Jewelry (300SS) Extravagant Rating: 2
- Sweet Perfumes (250SS) 10 Uses
Goals
Dispositions
Advancement
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Spent: 180xp; Unspent: 13xp
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