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app:output:esmer_georgeson_sheet [2024/Mar/05 18:04]
114.119.144.15 old revision restored (2023/Dec/23 02:45)
app:output:esmer_georgeson_sheet [2024/May/09 13:30] (current)
47.128.54.10 old revision restored (2024/Feb/08 11:43)
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 ^ **Physical** ^ ^ **Social** ^ ^ **Mental** ^ ^ ^ **Physical** ^ ^ **Social** ^ ^ **Mental** ^ ^
-|Strength | 2  |Charisma (Eloquent) | 4 |Perception | 3 | +|Strength | 2  |Charisma | 4 |Perception | 3 | 
-|Dexterity | 2 |Manipulation (Well-Reasoned) | 4 |Intelligence | 3 |+|Dexterity | 2 |Manipulation | 4 |Intelligence | 3 |
 |Stamina | 2 |Appearance | 2 |Wits | 2 | |Stamina | 2 |Appearance | 2 |Wits | 2 |
  
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 ^ **Talents** ^ ^ **Skills** ^ ^ **Knowledges** ^ ^ ^ **Talents** ^ ^ **Skills** ^ ^ **Knowledges** ^ ^
-|Alertness | 1 |Animal Ken | 0 |Academics (English) |+|Alertness | 1 |Animal Ken | 0 |Academics | |
 |Athletics | 1 |Crafts (Writing) | 4 |Computers | 0 | |Athletics | 1 |Crafts (Writing) | 4 |Computers | 0 |
 |Awareness | 2 |Drive | 0 |Cosmology  | 0 | |Awareness | 2 |Drive | 0 |Cosmology  | 0 |
 |Brawl | 0 |Etiquette | 1 |Finance | 0 | |Brawl | 0 |Etiquette | 1 |Finance | 0 |
-|Empathy | 2 |Firearms | |Investigation | 0 |+|Empathy | 2 |Firearms | |Investigation | 0 |
 |Expression | 2 |Melee | 0 |Law | 0 | |Expression | 2 |Melee | 0 |Law | 0 |
-|Intimidation | |Performance | 0 |Medicine | 0 | +|Intimidation | |Performance | 0 |Medicine | 0 | 
-|Leadership | |Stealth | 0 |Occult | 3 | +|Leadership | |Stealth | 0 |Occult | 3 | 
-|Streetwise | |Survival | 1 |Politics | |+|Streetwise | |Survival | 1 |Politics | |
 |Subterfuge | 1 |Technology | 0 |Science | 0 | |Subterfuge | 1 |Technology | 0 |Science | 0 |
 ^Uncommon Talents ^ ^Uncommon Skills ^ ^Uncommon Knowledges ^ ^ ^Uncommon Talents ^ ^Uncommon Skills ^ ^Uncommon Knowledges ^ ^
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 **Merits:**\\ **Merits:**\\
  
-Peacemaker - You have a reputation for having a good head on your shoulders and the honor to keep your word no matter what. As a result, your allies and sectmates ask you to mediate their disputes, even with other sects. This  Merit allows your character to use her reputation as leverage to keep the peace during tense situations. Reduce the difficulty of all social rolls to keep the peace or to mediate honestly between factions (even other sects) by 2(2)+Peacemaker: 2
  
-Eidetic Memory - You remember, with perfect detail, things you see and hear. Documents, photographs,  conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect(2)+Eidetic Memory: 2
  
-Prophetic Dreams - You have dreams during your daylight sleep. Dreams you remember. Sometimes, they even come true. Rather than regain a point of Willpower when you rest during the day, you may choose to have the Storyteller give your character a lucid dream featuring foreshadowing about upcoming events, characters, and situations(2)+Prophetic Dreams: 2
  
 ----- -----
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 **Flaws:**\\ **Flaws:**\\
  
-One Eye - You have only one eye — which eye is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by two, and the difficulties of all die rolls requiring depth perception are  increased by one (this includes ranged combat)(2)+One Eye: 2
  
-Distinguishing Characteristic - Various Injuries | You have a physical feature that makes you very easy to pick out in crowds, such as elaborate tattoos, a scar or an obvious birthmark. This flaw is worth one point if the characteristic is hidden easily under clothes, two points if it is not(1)+Distinguishing Characteristic (Injuries): 1
  
-Lame - Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and you have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible(3)+Lame: 3
  
 ===== Resources ===== ===== Resources =====
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 **Notes:**\\ **Notes:**\\
 Derangement: Supernaturally Potent Hallucinations Derangement: Supernaturally Potent Hallucinations
 +
 +Charisma (Eloquent): 4
 +
 +Manipulation (Well-Reasoned): 4
  
 Resources 2: Esmer gets his money by making books, sending them to his publisher, and having his portion deposited in his bank account. Resources 2: Esmer gets his money by making books, sending them to his publisher, and having his portion deposited in his bank account.
app/output/esmer_georgeson_sheet.1709661844.txt.gz · Last modified: 2024/Mar/05 18:04 by 114.119.144.15