Name | Demetrius Esper |
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Race | Jasoomian |
Title | None |
Concept | Dashing Adventurer Archaeologist |
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Experience | 0 |
Luck | 0 |
Renown | Amount |
---|---|
Unspent | 0 |
Spent | 0 |
Total | 0 |
Attribute | Score | Use |
---|---|---|
Cunning | 7 | Used for all Attacks, Insults and Threats |
Daring | 6 | Used when at Risk and Movement is Important |
Empathy | 3 | Used to Understand or Heal Another |
Might | 8 | Used to apply Force to the Inanimate World |
Passion | 5 | Used for Attempts to Lead, Love or Entertain |
Reason | 8 | Used for Actions that use the Mind or the Senses |
Descriptor | Dashing |
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Archetype | Adventurer Archaologist: +2 Daring and Reason, Keen Eye Talent |
Talents | Grade | Info |
---|---|---|
Leaps and Bounds | Might, Grade 2 | core rules PDF p. 23 |
Thinks Fast on His Feet | Combined Talent, Grade 2 | Circumstance: A foe attacks him. Effect: May use his Reason as one of his abilities to defend against the attack. If he successfully defends, he gains an additional d20 to his next action against that foe. |
Wrestler | Might, Grade 2 | Circumstance: Attacks with no weapons in at least one hand. Effect: If the attack hits, automatically does 1D additional damage. |
Keen Eye | Reason, Grade 1 | Circumstance: Searching physical objects for something hidden or details. Effect: Gains additional d20 on the roll. |
Jasoomian Escape Artist | Combined Talent, Grade 2 | May always use Might+Reason as his attributes for an action to flee a fight, escape a trap or otherwise avoid a danger. May not use to enter a fight. |
Flaw | Description |
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Shiny Objects | Irrationally drawn to rare or unusual items—the older, the better |
Confusion | Impacts: Empathy & Reason |
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Affliction: Madness | 0 |
Fear | Impacts: Daring & Passion |
Affliction: Trauma | 0 |
Injury | Impacts: Cunning & Might |
Affliction: Wounds | 0 |
Ally | Details |
Core Equipment |
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None |
Weapon | Base Damage | Ammo | Notes |
---|---|---|---|
The Whats | |
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What You Know | A You speak at least one Earth language, possibly more. You are familiar with your native cul- ture and others you’ve interacted with. You know the skills and knowledge of your Earth profession and education. |
What You Don’t Know | A The Barsoomian language. Any details of Barsoomian culture, customs, and history. The beasts and other dangers of Barsoom. How to fly an airship. Anything much about Barsoom, especially if it causes you problems until you know better! |
What You Can Do | Defend yourself, even if only using your Earthborn strength. Perform tasks that have some clear Earth analog, such as riding or shoot- ing a firearm. Quickly learn the ways of this strange new world after being shown or taught. You can resist telepathy. |