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Post by Seryna on Jan 29, 2012 13:25:17 GMT -5
Hello! I know that the Hunger Games premise is very inspiring; but making a character sheet can be dull and a bit confusing. If you need help making your character sheet; post what you have in here. AeonthePhoenix and I will help you make the character that you think will win the Hunger Games! I haven't asked yet, but perhaps Kazakin and Tehrat would like to help as well Posts on Attributes, Skills and merits in first post now thanks to CLM's assistance. For further clarification, post below!Part 1: Choosing your character's attribute dots - Mental Attributes suggest how insightful, clever and determined your character is. They are Intelligence, Wits and Resolve.
- Physical Attributes indicate how strong, graceful and enduring your character is. They are Strength, Dexterity and Stamina.
- Social Attributes determine how imposing, magnetic and dignified your character is. They are Presence, Manipulation and Composure.
- Your character automatically starts with one dot in each Attribute. These dots are already filled in on your character sheet.
What do I use attributes for?When your character performs an action, the Attribute most appropriate to the effort is referenced. If he tries to remember what he read during library research last week, you look to his Intelligence dots. If he tries to jump a chasm, you check his Strength. If he tries to make a good first impression on a group of people, you apply his Presence score. Your character's dots are usually rolled as part of a dice pool. Attributes are sometimes combined and rolled to see if an action can be accomplished, but they are more often combined with Skills. For example, in this Hunger Games rpg, the raft that the tributes are in is under attack by a shark. The tributes have been ejected from the raft into the ocean. I told the writers to roll Strength (how much strength reserves they have to propel themselves through the water) with Athletics (how fit they are) to reach the shore. When making a character, you want to decide what your character is *best* at. For example, Katniss was very good at hunting and locating food, so I would give her a Withs (used for foraging) of 3: and a Survival skill of 3. Attribute Dots Attributes are rated 1 to 5 for ordinary people, and each score suggests the degree of your character's raw capability in that area. Dots Talent 1: Poor. Unexercised, unpracticed or inept. 2: Average. The result of occasional effort or application. 3: Good. Regular practice or effort, or naturally talented. 4: Exceptional. Frequently applied, tested and honed, or naturally gifted.TEXT When creating your character, you must prioritize his capability with the Attribute categories. His Mental, Physical and Social traits must be given primary, second- ary and tertiary emphasis. If you want your character to be active and hardy, Physical traits might be primary. If his ability to react to and deal with people is nearly but not quite as important, Social Attributes could be sec- ondary. That leaves Mental traits as tertiary. He's not the sharpest tack in the box, or life just hasn't demanded that he exercise his cognitive potential. You get to allocate five dots among your character's primary Attributes. You assign four dots among his secondary Attributes. And you get three dots to divvy up among his tertiary traits. The dots available to each category can be distributed among its three Attributes as evenly or unevenly as you like. So, you might decide to apply three dots to your character's Strength, one to his Dexterity and one to his Stamina. That's all five of his primary class allocated. Two of your four Social dots might go to each of Manipulation and Composure. And, you might assign one of each of your three Mental dots to In- telligence, Wits and Resolve. If I were to stat Katniss, I would use these attributes: sheetgen.dalines.net/sheet/17002Intelligence: 3 Strength: 2 Presence: 2 Wits: 3 (remember we get 1 free) Dexterity: 3 Manipulation: 2 Resolve: 2 Stamina: 2 Composure: 2 SkillsYou start out with a 4/7/11 break down. Mentally Rory is pretty strong, but a lot of these mental skills (Computers, Occult, Science) can be ignored because they won't factor into the arena. - Academics can be used to recollect things Rory learned from books.
- Crafts could be handy for creating improvised weapons or repairing weaponry.
- Investigation could be useful if you come across an odd scene and need to decide what happened there.
- Medicine is always good to heal yourself & your allies.
- Politics could apply to dealing with your allies.
Physical Skills- Athletics is good for outrunning opponents, swimming, climbing and using the bow, chakram and throwing weapons
- Brawl is always good for when you have to punch someone in the face
- Drive...pretty useless in the arena
- Larceny is good for Foxface stealing berries unnoticed until her body fell beside them.
- Firearms is pretty useless as guns are not present
- Stealth is always good for being unnoticed
- Survival is a great skill to have - it will be used for fishing, hunting, snares, finding water and foraging
- Weaponry is also keen for driving pointy things into your opponents
- Animal Ken could be useful for domesticating animals or influencing mutations
- Empathy is good for detecting sincerity and lies - and for when you have to lie
- Expression is used for performances - playing musical instruments and such
- Intimidation: For scaring the shizznizz out of the fellow tributes
- Persuasion: Why your the best candidate to ally with
- Socialize: pretty self explanatory
- Streetwise: Doesn't apply to the arena
- Subterfuge: reading between the lines and implying insinuations
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Post by Seryna on Feb 23, 2012 14:23:42 GMT -5
Welcome lionheart to the character work shop! I don't want to talk about another HG RP on a site where I met lionheart; which has a great HG of itself. Welcome, lionheart. How about you tell me what you have of your character? What is his or her name? (Any one trying to use this thread for ooc knowledge will be eaten by a bearcat. Nom nom )
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Deleted
Deleted Member
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Post by Deleted on Feb 23, 2012 19:01:05 GMT -5
Name: Marcella Rivers Age: 15 Looks: Marcella is a short girl for her age, standing at about 5'3. She weighs less than the average career, weighing in at 110 pounds. This is due to her bio. She has pale skin and hairy forearms, with pimples on her forehead. Her face is heart-shaped, fitting with her widow's peak. Her eyes are jade-green, with thin lashes. She has an ugly scar underneath her right eye. Her lips are small, and usually chapped. Her chin is jutted slightly, and she has small, pointy ears. Marcella's hair is dark and long, and usually tangled. It is choppy and uneven from the "haircut" Adella gave her a few weeks ago. She has big feet and hands, and has freckles across her nose.
Personality: Marcella is in one word, protective. She is caring and compassionate towards her charges, always ready to protect them. She is overly protective, some might say, not liking to take risks, except when having to steal necessities. Marcella is smart and quick-thinking, yet can be overly-analytical. Boy or Girl: Girl District: 2 Bio: Marcella was born in a small cottage in the miners part of the Distict, training to become a mighty career, living with her father, for her mother had died when Marcella was born. She strived to train, so that she could win the games for her father, who was dying when Marcella was 12. Sadly, after the reaping, Marcella was too late. She had lost her nerve to volunteer, her father dying only a few days afterwards. The forces honing in, Marcella decided the only place to go was away. She found an abandoned house and decided to save children from the streets. Shortly afterwards, she met Tiago, a hunchback who's face was badly contorted, making him look frightening to almost everyone. The two started living together, stealing what they needed and looking hard to find abandoned children. Today, their "home" has 12 children in it, including Marcella and Tiago.
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Post by Seryna on Feb 23, 2012 19:06:11 GMT -5
Welcome to RPC and Hunger Games, Darkangel. I find Marcella's looks section to be very detailed and accurate, something that I always enjoy reading. The back story is interesting and unique. Do you have a general idea on the ages of some of the children in Marcella's home?
Lets talk about Marcella a little bit as I open up a sheet for her. What is she good at?
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Post by Seryna on Feb 27, 2012 20:00:28 GMT -5
Welcome to RPC and Hunger Games, Darkangel. I find Marcella's looks section to be very detailed and accurate, something that I always enjoy reading. The back story is interesting and unique. Do you have a general idea on the ages of some of the children in Marcella's home? Lets talk about Marcella a little bit as I open up a sheet for her. What is she good at? Reading her background, I am going to hazard that she is compassionate. Would you agree with that, Dark angel? sheetgen.dalines.net/sheet/16297The first thing to do when making a sheet is to decide what Marcella excels at - mental skills, physical skills or social skills. Mental skills include crafts, which can be making weapons and medicine, for healing. Physical skills include athletics - for out distancing an opponent- or weaponry, for using the weapons of the arena. Where do you think Marcella excells the best?
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Post by mrbrightside on Mar 12, 2012 16:06:35 GMT -5
Seryna, here is Lallek. I think I have him ironed out for the most part. At the moment I am torn between fighting finesse and danger sense, so that may change but other than that he is done. Let me know what you think. sheetgen.dalines.net/sheet/modify/16323
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Post by Seryna on Mar 14, 2012 11:54:49 GMT -5
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Post by Seryna on Mar 16, 2012 12:11:07 GMT -5
Darkangel, paging Darkangel... please come show us a peek of the sheet you are developing; or let me help you
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Post by Seryna on Mar 27, 2012 23:08:19 GMT -5
Part 1: Choosing your character's attribute dots - Mental Attributes suggest how insightful, clever and determined your character is. They are Intelligence, Wits and Resolve.
- Physical Attributes indicate how strong, graceful and enduring your character is. They are Strength, Dexterity and Stamina.
- Social Attributes determine how imposing, magnetic and dignified your character is. They are Presence, Manipulation and Composure.
- Your character automatically starts with one dot in each Attribute. These dots are already filled in on your character sheet.
What do I use attributes for?When your character performs an action, the Attribute most appropriate to the effort is referenced. If he tries to remember what he read during library research last week, you look to his Intelligence dots. If he tries to jump a chasm, you check his Strength. If he tries to make a good first impression on a group of people, you apply his Presence score. Your character's dots are usually rolled as part of a dice pool. Attributes are sometimes combined and rolled to see if an action can be accomplished, but they are more often combined with Skills. For example, in this Hunger Games rpg, the raft that the tributes are in is under attack by a shark. The tributes have been ejected from the raft into the ocean. I told the writers to roll Strength (how much strength reserves they have to propel themselves through the water) with Athletics (how fit they are) to reach the shore. When making a character, you want to decide what your character is *best* at. For example, Katniss was very good at hunting and locating food, so I would give her a Withs (used for foraging) of 3: and a Survival skill of 3. Attribute Dots Attributes are rated 1 to 5 for ordinary people, and each score suggests the degree of your character's raw capability in that area. Dots Talent 1: Poor. Unexercised, unpracticed or inept. 2: Average. The result of occasional effort or application. 3: Good. Regular practice or effort, or naturally talented. 4: Exceptional. Frequently applied, tested and honed, or naturally gifted.TEXT When creating your character, you must prioritize his capability with the Attribute categories. His Mental, Physical and Social traits must be given primary, second- ary and tertiary emphasis. If you want your character to be active and hardy, Physical traits might be primary. If his ability to react to and deal with people is nearly but not quite as important, Social Attributes could be sec- ondary. That leaves Mental traits as tertiary. He's not the sharpest tack in the box, or life just hasn't demanded that he exercise his cognitive potential. You get to allocate five dots among your character's primary Attributes. You assign four dots among his secondary Attributes. And you get three dots to divvy up among his tertiary traits. The dots available to each category can be distributed among its three Attributes as evenly or unevenly as you like. So, you might decide to apply three dots to your character's Strength, one to his Dexterity and one to his Stamina. That's all five of his primary class allocated. Two of your four Social dots might go to each of Manipulation and Composure. And, you might assign one of each of your three Mental dots to In- telligence, Wits and Resolve. If I were to stat Katniss, I would use these attributes: sheetgen.dalines.net/sheet/17002Intelligence: 3 Strength: 2 Presence: 2 Wits: 3 (remember we get 1 free) Dexterity: 3 Manipulation: 2 Resolve: 2 Stamina: 2 Composure: 2 If you have any questions, post here!
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CuteLikeMurder
Staff Member
Gamemaker (HG Mod)
As if killing the bard impresses us.
Posts: 2,268
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Post by CuteLikeMurder on Mar 27, 2012 23:51:03 GMT -5
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Post by Seryna on Mar 28, 2012 0:44:26 GMT -5
You learned the system pretty fast. This looks like a very intriguing character. I'm going to point out a few ideas about skills to let you decide which fit Rory best. You start out with a 4/7/11 break down. Mentally Rory is pretty strong, but a lot of these mental skills (Computers, Occult, Science) can be ignored because they won't factor into the arena. - Academics can be used to recollect things Rory learned from books.
- Crafts could be handy for creating improvised weapons or repairing weaponry.
- Investigation could be useful if you come across an odd scene and need to decide what happened there.
- Medicine is always good to heal yourself & your allies.
- Politics could apply to dealing with your allies.
Physical Skills- Athletics is good for outrunning opponents, swimming, climbing and using the bow, chakram and throwing weapons
- Brawl is always good for when you have to punch someone in the face
- Drive...pretty useless in the arena
- Larceny is good for Foxface stealing berries unnoticed until her body fell beside them.
- Firearms is pretty useless as guns are not present
- Stealth is always good for being unnoticed
- Survival is a great skill to have - it will be used for fishing, hunting, snares, finding water and foraging
- Weaponry is also keen for driving pointy things into your opponents
- Animal Ken could be useful for domesticating animals or influencing mutations
- Empathy is good for detecting sincerity and lies - and for when you have to lie
- Expression is used for performances - playing musical instruments and such
- Intimidation: For scaring the shizznizz out of the fellow tributes
- Persuasion: Why your the best candidate to ally with
- Socialize: pretty self explanatory
- Streetwise: Doesn't apply to the arena
- Subterfuge: reading between the lines and implying insinuations
If you have any questions, let me know
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CuteLikeMurder
Staff Member
Gamemaker (HG Mod)
As if killing the bard impresses us.
Posts: 2,268
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Post by CuteLikeMurder on Mar 28, 2012 8:35:57 GMT -5
Skills are done. Now on to merits, health and willpower. How do I figure out how much health and willpower I have?
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Post by Seryna on Mar 28, 2012 12:27:15 GMT -5
In WOD, Health is Stamina + Size. The average size is 5, so Rory's health is 8. In terms of hit points for Hunger Games, Rory has 40 hit points. Speed: Strength + Dexterity + 5 for Rory's size = 9 Willpower = Resolve + Composure Willpower represents the ability to succeed through sheer determination. It's useful for a number of things. Only one Willpower point can be spent per turn to achieve any one of the following effects. - You can spend a point of Willpower to gain a +3
modifier on a roll during a turn. Only one dice pool can be affected per turn, and the Storyteller may determine that some rolls cannot be modified in this way. You can- not spend a point of Willpower to gain a bonus on a de- generation or Morality roll.
- A Willpower point can be spent to add two to your character's Stamina, Resolve, Composure or Defense to resist mental or social/emotional pressures asserted on him, or to make a concerted effort to avoid being harmed.
Now Merits are a lot a of fun. Merits are special capabilities or knacks that add individuality to your character. They're purchased during character creation or with experience points over the course of your chronicle. Tiffany, in reading through Rory I recommend two Merit packages for her. Feel free to disregard! Package 1 Danger Sense •• Weaponry Dodge • Disarm: •• Quick Draw (Your weapon choice) Her weaponry skill is great, so weaponry dodge could help her much more than doubling her defense Package 2: Swap what you don't like from package 1 for Iron Stomach ••: Your character has low survival skills, which means eating randomly may affect her poorly without a skill boost. However, you can always take the survival classes at training center to get + 1 survival skill free. With Animal Identification, knot tying, edible plants & bugs you can earn up to 3 that way. OR you can just buy food with her sponsorship money ) Mentor (any amount of dots for the effect that you want) will help her gain more advice & more sponsorship money. Danger Sense •• Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. This kind of roll is typically made prior to the first turn of a surprise attack. Your character has a well-developed survival instinct that warns him of impending danger. Perhaps he's adept at reading subtle clues in his environment or he possesses an uncanny 'sixth sense' when it comes to avoiding trouble. Disarm: •• Effect: Your character has refined his Weaponry Skill to the extent that he can use a weapon to disarm opponents in close combat. When making a normal attack, compare your successes to the opponent's Dexterity. If you get a number of successes equal to or greater than the opponent's Dexterity, you can choose to have your character disarm him instead of doing damage. A weapon lands a number of yards away from the opponent equal to your successes rolled. Weaponry Dodge • Prerequisite: Strength •• and Weaponry • Effect: Whenever your character performs a dodge (see Dodge, p. 156), you can choose to add his Weaponry Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in parrying and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a fencing novice, it can give the advanced fighter an edge. Weaponry Dodge applies against incoming Brawl- and Weaponry-based attacks, against thrown-weapon attacks, and against Firearms attacks made within close-combat range. Your character can move up to his Speed and perform a Weaponry Dodge maneuver in a turn. Iron Stomach •• Prerequisites: Stamina •• Effect: Your character can eat almost anything, under almost any conditions. Greasy bacon and runny eggs on a raging hangover? No problem. The green meat in the fridge? No problem. Milk two weeks past its expiration date? No problem. He could be dropped in the middle of the forest and could live off bugs and roots as long as necessary in order to survive and with no ill effects. Add two dice to appropriate Survival rolls. Add three to Stamina to resist deprivation (see p. 175). Mentor:• to ••••Effect: This Merit gives your character a friend and teacher who provides her with advice and guidance. Your character's mentor acts on her behalf, although the Storyteller determines exactly how. This merit for Hunger Games equals tailored advice on skill training, survival and increased effort to net sponsors for your character. I'm going to list them by Mental, Physical & Social. If you don't understand something because it refers to a page number, ask and I'll show you the reference and a better explanation. There are a lot of merits, but you get 7 free Merit Points. Each Merit has an assigned point value and you can arrange them in any way until you get 7. Mental Merits- Common Sense ••••
Effect: Your character is exceptionally grounded and pragmatic, and can usually be depended upon to make sound, straightforward decisions after a few moments' thought. The Storyteller can make a reflexive Wits + Composure roll once per chapter for your character if he is about to embark on a disastrous course of action, or if you find yourself at a point in the story where you're completely stumped for ideas. If the roll succeeds, the Storyteller may point out the risks of a particular course, or suggest possible actions that your character can take that might get events back on track. Note: While you're free to ask the Storyteller for a Common Sense roll when youÕre out of ideas, he is under no obligation to comply. It's an aid, not a crutch. Available at character creation only. - Danger Sense •• Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. This kind of roll is typically made prior to the first turn of a surprise attack. Your character has a well-developed survival instinct that warns him of impending danger. Perhaps he's adept at reading subtle clues in his environment or he possesses an uncanny 'sixth sense' when it comes to avoiding trouble.
- Eidetic Memory •• Effect: Your character has a near-photographic memory, being able to
recall vast amounts of observed detail with astonishing accuracy. You do not normally need to make a roll for your character to remember an obscure fact or past experience, unless he is under stress (such as in combat). Under stress, there is a +2 modifier on any Intelligence + Composure or other Skill based roll (say, Academics, to remember a fact) for memory recall. Available at character creation only. - Encyclopedia knowledge •••• Effect: Your character is a veritable font of useful (and sometimes useless) information on a wide variety of topics. Chances are he can come up with an anecdote pertaining to any situation based on something he's read, witnessed or seen on TV.
You can make an Intelligence + Wits roll any time your character is confronted with a situation or phenomenon outside his normal realm of experience. If the roll is successful, he may recall a factoid that he's heard at some point that may shed light on matters. - Holistic Awareness ••• Effect: Your character is skilled in the arts of whole- body healing, promoting health and recovery by keeping
a person's entire physiology balanced and strong. The result is that he is able to treat sickness and some injuries (those not requiring surgery, and ones suffered to bashing or lethal damage but not aggravated) with a collection of natural remedies rather than resorting to a doctor or hospital. - Meditative Mind • Effect: Your character can effortlessly enter a meditative state when she chooses, and can remain in it for as long as she wishes. All environmental penalties imposed to Wits + Composure rolls to meditate are ignored. Not even wound penalties apply to your character's efforts to focus. See the Meditation Attribute task in Chapter 2,
p. 51.
Physical Merits- Ambidextrous: ••• Effect: Your character does not suffer the -2 penalty for using his off-hand in combat or to perform other actions. Available at character creation only.
- Brawling Dodge • Prerequisite: Strength 2 Brawl 1 Effect: Whenever your character performs a dodge (see Dodge p. 156), you can choose to add his Brawl Skill dots to his Defense instead of doubling his Defense.
He essentially draws on his training in blocking and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a brawling novice, it can give the advanced fighter an edge. Brawling Dodge applies against incoming Brawl- and Weaponry-based attacks, against thrown-weapon attacks,and against Firearms attacks made within close-combat range. Your character can move up to his Speed and perform a Brawling Dodge maneuver in a turn. - Direction Sense •
Effect: Your character has an innate sense of direction that instinctively allows him to remain oriented. He can enter unfamiliar territory and always retrace his steps back to his starting point, and can orient himself to any of the compass points (i.e., face north, face south) with out references. - Disarm: •• Effect: Your character has refined his Weaponry Skill to the extent that he can use a weapon to disarm opponents in close combat. When making a normal attack, compare your successes to the opponent's Dexterity. If you get a number of successes equal to or greater than the opponent's Dexterity, you can choose to have your character disarm him instead of doing damage. A weapon lands a number of yards away from the opponent equal to your successes rolled.
- Fast Reflexes • OR •• Prereq: Dexterity 3 Effect: Your character's mix of sharp reflexes and steady nerves helps him get the drop on adversaries.
- Fighting Finesse •• Prerequisite: Dexterity ••• and Weaponry ••
Effect: Your character prefers to fight with a chosen weapon in a manner that favors agility over power. With that one weapon (a rapier or katana, for example), you may substitute your character's Dexterity for Strength when making attack rolls. This Merit may be purchased multiple times to gain agility with more weapons, one for each purchase.
- Skipped Fighting Style: Boxing and Kung Fu. PM or post for more details on this
- Fighting Style: Two weapons Prerequisites: Dexterity ••• and Weaponry •••
Effect: Your character has trained to fight with a weapon in both hands, allowing him to attack and dodge or make two attacks in the same turn. Your character still suffers the -2 offhand penalty when attacking with a weapon in his secondary hand (unless you have also purchased the Ambidextrous Merit). This merit has different abilities based on how high you purchase it. Contact me for more details. - Fleet of foot Prerequisites: Strength ••
Effect: +1 Speed per dot Regardless of your character's physical build, he can run quickly when he chooses to. - Fresh Start • Prereq: Fast Reflexes •• Effect: Your character dedicates an action to altering his standing in the Initiative order in the following turn and for all subsequent turns, choosing to insert himself at a new point in the roster, even if it means going first when he went last before. For example, if your Initiative roll (see p. 151) resulted in a 9, but a rival whom your
character wanted to waylay got a 12, your character can forfeit an action in turn one to get a fresh start and then act before that rival at 13 in turn two and afterward. - Iron Stamina • to
••• Prerequisites: Stamina ••• or Resolve ••• Effect: Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina•• is able to ignore up to a -2 modifier brought on by fatigue. See Fatigue p. 179. The Merit also counteracts the effects of wound penalties. So, if all of your character's Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina •, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones. Your character can push his body well past the limits of physical endurance when he has to, pressing on in the face of mounting exhaustion or pain. Perhaps he trained himself to go without sleep for days at a time in order to get through college, or a lifetime of sports has taught your character how to play through the pain no matter how bad it gets. Drawback: When your character does finally rest, he sleeps like the dead. After staying awake for an extended period, your character is extremely difficult to wake until he's slept for a minimum of 12 hours, regardless of the situation. - Iron Stomach •• Prerequisites: Stamina ••
Effect: Your character can eat almost anything, under almost any conditions. Greasy bacon and runny eggs on a raging hangover? No problem. The green meat in the fridge? No problem. Milk two weeks past its expiration date? No problem. He could be dropped in the middle of the forest and could live off bugs and roots as long as necessary in order to survive and with no ill effects. Add two dice to appropriate Survival rolls. Add three to Stamina to resist deprivation (see p. 175). - Natural Immunity • Prerequisite: Stamina •• : Effect: Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease. His immune system is exceptionally effective at resisting infections, viruses and bacteria. Your character can probably count on one hand the number of times he's been seriously ill.
- Quick Draw • Prerequisites: Dexterity •••
Effect: Your character can draw a pistol and fire or pull a melee weapon and attack without penalty as a single action in a turn. If a weapon is hidden on your character' s person (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense. A separate Quick Draw Merit must be acquired for use with firearms and melee weapons.
- Quick Healer ••••
Prerequisite: Stamina •••• Effect: Your character's healing abilities are remarkable, allowing him to bounce back quickly from injuries that would leave most people bedridden for months. Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days.
- Strong Back • Prerequisites: Strength ••
Effect: Your character gains a +1 modifier to actions involving lifting or carrying heavy weights. She can lift and carry much more weight than her build and body type suggests.
- Strong lungs ••• Prerequisite: Athletics •••
Effect: Your character is practiced at holding his breath for long periods of time. He might be a pearl diver or escape artist, capable of staying underwater without aid for longer than most people believe is possible. When determining how long your character can hold his breath, add two to Stamina when referencing the Holding Breath chart on p. 49. For example, if your character's Stamina is 2, he can hold his breath for four minutes before you need to make a roll.
- Toxin Resistance •• Prerequisite: Stamina •••
Effect: Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs, poisons and toxins. His body is capable of withstanding high levels of chemicals without suffering any ill effects. He's probably never had a case of food poisoning, much less a hangover. Drawbacks: Your character's body can not tell the difference between recreational toxins and intentional ones. It's very difficult for him to become intoxicated, whether from alcohol, nicotine or other drugs. Also, painkillers and anesthetics are only half as effective as normal.
- Weaponry Dodge • Prerequisite: Strength •• and Weaponry •
Effect: Whenever your character performs a dodge (see Dodge, p. 156), you can choose to add his Weaponry Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in parrying and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a fencing novice, it can give the advanced fighter an edge. Weaponry Dodge applies against incoming Brawl- and Weaponry-based attacks, against thrown-weapon attacks, and against Firearms attacks made within close-combat range. Your character can move up to his Speed and perform a Weaponry Dodge maneuver in a turn.
Social Merits (I'm only including ones that are useful for Hunger Games) - Mentor:• to ••••Effect: This Merit gives your character a friend and teacher who provides her with advice and guidance. Your
character's mentor acts on her behalf, although the Storyteller determines exactly how. This merit for Hunger Games equals tailored advice on skill training, survival and increased effort to net sponsors for your character. - Striking Looks 2 or 4 Effect: Your character is exceptionally attractive by modern standards; heads turn and conversations stop when she enters a room.
For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character's looks are angelic; she gets a +2 modifier. Drawback: The more attractive your character is, the harder it is for her to avoid notice in public. Witnesses to any criminal acts are much more likely to remember your character's appearance, and easily recognize her in a lineup.
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Post by seanman1224 on Mar 29, 2012 13:45:46 GMT -5
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Post by Seryna on Mar 29, 2012 13:54:19 GMT -5
Welcome Seanman and thank you for joining Hunger Games. Do not worry about making mistakes, its all a learning process. Don't worry, I'm bookmarking district 8 for you). With a few tweaks, Femra will be joining Hunger games. I am making a sample sheet to show you how her attributes will look. I will edit it in a moment.
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Post by Seryna on Mar 29, 2012 14:02:02 GMT -5
Seanman, here is a sample sheet of how attributes should look. sheetgen.dalines.net/sheet/17049You can tweak these attributes a bit. I take it that you want Intelligence, Dexterity and Stamina to be higher? You have a 5/4/3 break down of attributes in the vertical list. Intelligence, wits resolve are in one list. Strength, dexterity stamina are in another. You can decide to make one list 5, 4 or 3. Is she more clever, more strong or more composed?
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Post by seanman1224 on Mar 29, 2012 17:59:38 GMT -5
Thank you! She is more clever than strong. (: And I will definitely do much tweaking right now. Thanks for the help! And feel free to call me Sean. ^^
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Post by Seryna on Mar 29, 2012 18:04:03 GMT -5
Excellent, Sean. You can see that in my sample sheet, she has 3 Intelligence, 3 dexterity and 3 stamina. If you wish for her to be more intelligent, you can make Intelligence, Wits & Resolve your 5 point main grouping. If you have any questions, please post back. Once you decide, we'll discuss skills
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Post by seanman1224 on Mar 29, 2012 18:11:07 GMT -5
Okay. I made Intelligence, Wits, and Resolve the 5 point main group. I then changed the other two groups. Does it look okay now? If it does, I'm ready for advice on skill. (:
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Post by Seryna on Mar 29, 2012 18:22:45 GMT -5
Hm, you seem to have clicked the wrong button, Sean. For attributes, its 5 dots total, not 5 dots in all of the attributes in the list. For example, Intelligence could be 3, wits could be 3 and resolve could be 2. They would not all be at 5. You can move the '3' to where you want to represent intelligence, wits and determination. You can see how your dots should look here: sheetgen.dalines.net/sheet/17049Automatically place one dot in all attributes. Then one list gets +3 dots, one + 4 and one +5. Now have you read my post on skills? You can find it in the first post. You can have 4, 7 or 11 skill dots in each section. For example, you can have 7 Mental, 11 Physical and 4 social. Now you need to decide how skilled she is in certain skills. Do you have any questions?
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Post by seanman1224 on Mar 29, 2012 18:28:15 GMT -5
I updated to a 4/7/11 skill set. (: Anything else?
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Post by Seryna on Mar 29, 2012 18:37:53 GMT -5
Sean, we should look at attributes a bit. I'm going to post what each attribute represents so you can decide how they apply to Femra Mental Attributes suggest how insightful, clever and determined your character is. They are Intelligence, Wits and Resolve. Physical Attributes indicate how strong, graceful and enduring your character is. They are Strength, Dexterity and Stamina. Social Attributes determine how imposing, magnetic and dignified your character is. They are Presence, Manipulation and Composure.
Intelligence - Insightful Wits - clever Resolve - determined Strength - strong Dexterity - graceful Stamina - enduring Presence - how imposing you are Manipulation - how magnetic you are Composure - how dignified you are
'Dots' are used to represent your character's status at something. 1 is Poor. 2 Average. The result of occasional effort or application. 3 is Good. Regular practice or effort, or naturally talented.
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Post by seanman1224 on Mar 29, 2012 18:50:48 GMT -5
Ok so I spent a little while on the attributes. Sorry, I'm just sort of confused. I put them the way I want now. Do they still need to be changed? I put the "good" dots under the mental attributes because that is the basis for Femra.
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Post by Seryna on Mar 29, 2012 18:59:31 GMT -5
To explain this better, I wrote on your sheet: i2.photobucket.com/albums/y14/fanaticofyou/0afemra.pngThere should be +5 dots total in your Intelligence, Wits resolve. That means that two needs to be at 3 and one needs to be at 2. For example, lets say we just start stating Femra. All of her attributes start at 1. I added '5' dots, which looks like this: sheetgen.dalines.net/sheet/17049Now you can rearrange this dots any way you like, as long as you only 'add' 5 dots to Intelligence, Wits and Resolve.
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Post by seanman1224 on Mar 29, 2012 19:02:06 GMT -5
Oh yeah....That makes much more sense. So sorry! And I got your message and I don't have yahoo, but I have MSN. Ill see the facebook one though.
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