Reeve Ambrose

Character Profile
Player: Dawn
Income: LZPD Detective [6000z]
Expenses: Lighthalzen Penthouse Apartment [0z - Supplied]
Money: 315,000z
Racial Trait(s): Flexibility (N/A)
Cultural Trait: Vocational Training (+6 to Intimidation)
Locational Trait: Republican (+2 to Tech Lore)
Race: Human
Age: 40 (Middle-Aged)
Weapon Proficiency: Light Soldier 1), Mixed Close Combatant 2), Republican Peacekeeper 3), Shotguns 4)
Weapon Expertise: Boxing, Handgun, Tonfa, Shotguns
Favored Element(s):
Armor/Armor Type: LZPD Tactical Vest (Medium Armor)
Meta Bonus: Perception VI, Might V
Status and Equipment
HP: 42
STM: 40
Damage: 2(x5) (Lever-Action Sawn-Off), 6 (Elaine's Six Shooter), 5 (Nightstick)
To Hit Bonus: 7
Evasion: 7
Endurance: 6
Willpower: 0
Movement: 10
Search: 10
Sneak: 0
Fury Points: 10
Clarity Points: 6
STM Reductions:
Equipped Weapon(s): Elaine's Six Shooter, Lever-Action Sawn-Off, Nightstick
Equipment & Gears
Health Hypo IV
High-Grade Tazer
Panacea Hypo II
Perfectly Balanced Bullets
Stamina Hypo IV
Injury Type Description Heal Date
Scattered Lives Cognitive All of V03 lived many pieces of memory waste, and all together! That’s a terrifying first. The weight of those memories have left a mark. The members of V03 occasionally feel like someone else. They may miss a best friend they don’t know (Paula), they may feel like they’re still ‘below’ (wherever that is). This effect is rare, and happens more often when alone… But it’s disjointing and confusing, to say the least. Favorite colors might shift to more autumnal! They might miss a Home they don’t know. Scar
Injury Points 0/21

Skills

Perception
Passive: Cognition (+6 Evasion, +6 Search, +6 Clarity Points)
Tier 1 Aimed Strike (2) Loose Strike (2) Scan (2)
Tier 2 Strafing (3) Pinpoint (3) Distract (3)
Tier 3 Scatter (4) Concentrate (4) Pop Flare (4)
Tier 4 True Sight (5) Slay (5) Flurry (5)
Might
Passive: Fervor (+5 Endurance, +5 HP, +10 Fury Points)
Tier 1 Bash (2) Endure (2) Vigilance (2)
Tier 2 Rush (3) Guard (3) Quicken (3)
Tier 3 Brandish (4) Knockdown (4) Tenacity (4)
Tier 4 Fling (5) Shatter (5) Immortal (5)
Master Techniques
Passive:
Tier 1 Pin Down (12) Redirect (12)
Active Signature Skill – Collateral Damage
“I rather give it my all, than give up now..”
Reeve fires an explosive shell that deals 10 Ballistic Damage in a cone upon striking a Unit. The Cone's Area of Effect is equal to his Highest Meta, and friendly fire is on. Reeve's Shadow deals half of the damage afterwards. Collateral Damage can only be used on Units within 8 squares of Reeve, and it consumes both his Standard and Movement Action (but isn't Focused).
Passive Signature Skill – Relentless Pursuit
“I can see 'em from a mile away..”
Reeve and his Shadow gains +1 Bonus To Hit on any Turn that they don't move.
Non-Combat Skills
Name Bonus Description
Perception +8 “I'd like to think I have a good key sense around people.” Being a police officer for many years, Reeve knows a general idea or basis of how a person thinks or feels just by looking at them. It's not exactly perfect but it works to some degree.
Intimidation +6 “If I have to resort to being forceful, I'll do it.” Sometimes you have to use other tactics to get the answers you want, as Reeve resorts to using this method when forcing answers from someone.
Dancing (Waltz) +4 “I still know how to jive when I need to.” When the occasion arises, Reeve is an above-average dancer, preferring the slow and steady pace of the waltz style when dancing with any partner.
Gardening (Flowers) +6 “I'm bad at it, but my late wife showed me a thing or two..” Something he learned from his late wife, this is a practice he barely does anymore, but he still knows the basic essentials when it comes to gardening.
Adventuring Skills
Name Bonus Description
Strength +12 “Just because I'm old, doesn't mean I'm useless.” The character’s raw physical strength. It’s used in tasks like lifting or shoving heavy objects around, forcing doors open, or keeping something weighty held up.
Vitality +10 “Still sturdy as ever, it's going to take a bit to bring me down.” The character’s stamina as well as their resistance to being thrown around. It’s used in tasks like running for a length of time, enduring pain over time, or not flinching at sudden pain.
Acrobatics +8 “Have to be fit in my field of work, you know.” The character’s flexibility and balance. It’s used in tasks like fitting into tight spaces, keeping balance on poor footing, tumbling after falling, and bending into odd positions.
Dexterity +5 “It's important to be quick and on your toes at all times.” The character’s manual dexterity and ability to perform actions with their hands quickly. It’s used in tasks like tying knots, catching flying objects, and repeating patterns.
Speed +5 “Need this if I want to catch up to people. Usually criminals.” The character’s physical swiftness and running speed. It’s used in tasks like sprinting, swimming quickly across bodies of water, or for things like footraces.
Tech Lore +5 “I'm no expert but I'm familiar with the basic essentials.” The character’s knowledge of larger contraptions that are far more complex than Gadgetry covers. Airships, automobiles, trains, and even things like incredibly modern firearms and devices fall under this category.
Gadgetry +5 “I know enough of it to get by.” The character’s knowledge of small gadgets, typically purely mechanical, that aren’t too complex. Anything from bear traps to grenades! It’s used in disarming physical traps, usually.
Field Medicine +2 “I know first-aid but I sure as hell ain't no doctor.” The character’s ability to treat wounds and diseases by way of physical techniques, anything from routine check-ups to serious matters like surgery.

Equipment & Gears

Weapon & Armor
Elaine's Six Shooter LZPD Tactical Vest
Base Stats 6 Ballistic DMG / These weapons inflict True Damage to targets without Ballistic Resistance. For Pistols, Reloading is a Sub Action instead of a Standard Action. Pistols cannot fire at Units within 4 squares. +1 Evasion & +1 Endurance, +3 Ballistic DR.
Description A polished revolver that glows a gentle yellow, made from high-quality materials. A heavy-duty vest made of kevlar and some kind of metallic weave. It looks and feels very sturdy, and can be restrictive at times… But is highly defensive.
Ammo Capacity 6 Ammunition
Legendary Enchantment Destruction: Weapon gains +2 Damage, and its bullets explode in a 4 x 4 Area of Effect on impact. The initial target is struck by both the bullet and explosion (as separate rolls vs. Evasion), and friendly fire is on. This weapon will deal 4 True Damage to its wielder when fired if not held in both hands.
Enchantment
Improvement Tactical Kevlar: Removes Medium Armor's 1 Physical DR and replaces it with 3 Ballistic DR. Additionally, this Armor comes with a free Equipment Slot that can only hold a Mace (usually a Nightstick).
Lever-Action Sawn-Off
Base Stats 2 Ballistic (×5) / Shotguns add +1 Damage (3 Ballistic × 5) vs Unarmored Units. Shotguns are only accurate within their listed range. Past that, they have ½ To Hit.
Description An old-styled shotgun, with a few modern perks. It has 'For Laura and Tyzel' engraved in a small, fancy print on the bottom of the stock.
Maker’s Mark - Masterwork (Heavy Accuracy) +1 Pellet & +1 Hit
Ammo Capacity 3 Ammunition
Enchantment
Improvement Long Barrel: +2 Hit, increases Shotgun Range by 3.
Nightstick (Free Equipment Slot)
Base Stats 4 Blunt DMG / Tonfas are non-lethal and won’t cause Dire Injuries from Called Attacks. Tonfas add +2 To Hit to the Universal Skill ‘Disarm’ & Opportunity Skill ‘Cripple’.
Description A heavy stick that is carried by police officers and is used as a weapon.
Enchantment
Improvement Ergnomic Grip: Reduces Stamina costs for Skills when using this weapon by 1 (Does not stack.) +4 Defense against this weapon being disarmed.
Fists (Boxing Style)
Base Stats 3 Blunt DMG / Bonus Stance: Tenacious Stance. Boxing gives +1 Evasion until your next Turn on a successful hit (stacking). Boxing gives +1 Bonus-to-Hit until your next Turn on a successful hit (stacking).
Description Boxing is most commonly practiced in Morroc, the Republic, and El Quattor Grande. Matches are often billed as entertainment, there! Similar to Brawling but with more focus and technique, a boxer engages in a deadly dance of offense and defense with his or her enemies.
Consumables
Health Hypo IV A syringe full of bright red liquid. Heals 30 HP when injected.
Panacea Hypo II Removes up to 3 Ranks of any single Negative Condition when injected.
Stamina Hypo IV A syringe full of dull blue liquid. Heals 30 SP when injected.
Equipment & Gears
High-Grade Tazer A black device that requires physical contact to deliver a stunning shock! A Magi-Tech Device, usable once per encounter, that deals 5 Lightning Damage and applies 3 Ranks of Pained (vs END) in separate rolls. The target loses a Rank of Pained each turn afterward.
Perfectly Balanced Bullets 2 Charges left. Adds +3 Bonus-to-Hit when loaded.
Others
10% Off Coupon (Gabrielle's Enchantment Store) “A discount coupon, to be used at a certain enchantment store!”

Storage

Consumables
Health Hypo IV A syringe full of bright red liquid Heals 30 HP when injected.
Health Potion x2 Restores 10 HP.
Equipment & Gears
Concentration Bracers Engraved copper bracelets that adds balance to wearer's stance and strengthens wrist movement. Once per encounter as a Sub Action, you may gain a Rank of Focused.
Firebomb Deals 8 Fire DMG in a 6 x 6 AoE Grid.
Glock Handgun A small and light-weight firearms that's easy to carry around and conceal.
4 Ballistic Damage & 8 Ammunition.
Kevlar Vest A sturdy vest worn upon the torso that's able to provide some protection against both small arms projectiles and melee weaponry.
+1 Evasion & +1 Endurance, +1 Physical DR.
LZPD Bulletproof Vest A vest crafted of woven kevlar and covered in a more comfortable layer of twill. The LZPD's logo, complete with a soaring eagle, is embroidered across its chest and back.
+1 Evasion & +1 Endurance, +2 Ballistic DR.
Improvement - Kevlar Lining: This Armor provides no Physical Damage Resistance, but offers 2 Ballistic Damage Resistance instead.
Others
216 Visitor Pass A laminated ID-pass. It comes with a carrying case on the end of a lanyard (think a convention badge for all of this). This only provides access to the 216-outpost, and to special care at TAU. Reeve will probably is not going to use this often, but it's there when needed.

Special Powers & Boons

Boon Type Level Description
Polarity Major Boon “A feminine shadow hangs over Reeve when requested and more instinctively when the situation calls for violence or is otherwise tense. She dresses in what looks like a skirt of wolven fur, a binding over her chest, and a hood in the shape of a wolf's head that obscures her face.”
Reeve may summon a Shadow - and does so automatically when combat begins. The Shadow adds a follow-up Attack to all of his Attacks. It deals 3 True ??? Damage with each strike, preferring to strike unarmed in melee and with strange lances of unknown magic at range.
Slippery Major Boon “Rule 1: Don't get grappled. Rule 2: If you do, SQUIRM LIKE HELL!”
Reeve has +2 Evasion, Willpower or Endurance when rolling against Grappled. In addition, he adds a +2 bonus to the Struggle Universal Skill.
Path of the Detective III
Step # Description
Private Eye I “Eyes wide open - Whether you're tracking a shot or hot on the trail.”
Reeve has +1 To Hit in Combat, and +1 Search out of Combat.
Ghost Trick II “Every scuffle is a puzzle. Make the right moves, and they'll forget where you went entirely. That's the set up - Then comes the knockdown.”
While at 3+ Clarity, or in Stealth, Reeve may activate Distract or Divert as a Sub Action instead.
Lookout Stance III “If your crew trusts you, they'll leave the scouting part to you alone. Don't make them regret that trust.”
Reeve may enter the Lookout Stance, lowering his Search by 2 but making reactionary Search rolls for all friendly units. They cease making their own in favor of his, and each roll costs Reeve 1 SP.
Stance Art - Eagle Eye (3 SP - Standard Action)
Eagle Eye makes a To Hit roll (vs EVA) to apply Flanked to a Unit. Eagle Eye prevents the target from entering Stealth for one full Turn.

Training Time, Magical Research & Other

Studies
Source Description Research Time
Training
Source Description Training Time

Notes

1. +6 Points are placed into Intimidation (Non-Combat Skill) for free due to Vocational Training trait.
2. Sacrificing starting Favored Element, to gain +3 Adventuring Points and +3 Non-Combat Skill Points (placed into Tech Lore and Gardening [Flowers]).
3. +2 to Tech Lore due to Republican trait.
VLC 'Lurker' Compact A compact vehicle with four seats and a trunk that has four Equipment Slots. It's plated with a lightweight alloy, runs almost totally silent to avoid attracting attention in the wilderness, and sports a sick dark blue paint job. This is made for exploring the wilderness and moving city-to-city.

Stat Point Expenditures

Reeve's Stat Breakdown
HP: 34 (Base) + 3 (Combat Skill Points) + 5 (Might) = 42
STM: 34 (Base) + 6 (Combat Skill Points) = 40
DMG Bonus: 2(x5) (Lever-Action Sawn-Off) = 2(x5)
DMG Bonus: 5 (Nightstick) = 5
DMG Bonus: 6 (Elaine's Six Shooter) = 6
To Hit Bonus: 6 (Highest Meta) + 1 (Private Eye) = 7
Evasion: 1 (Equipped Armor) + 6 (Perception Meta) = 7
Endurance: 1 (Equipped Armor) + 5 (Might Meta) = 6
Willpower: 0 (Base) = 0
Movement: 10 (Base) = 10
Search: 6 (Perception Meta) + 3 (Combat Skill Points) + 1 (Private Eye) = 10
Sneak: 0 (Base) = 0
Fury Points: 5 (Might Meta) * 2 = 10
Clarity Points: 6 (Perception Meta) = 6
Skill Point Expenditure
Might 16 pts
Perception 18 pts
Health Points 2 pts
Stamina Points 4 pts
Search 2 pts
Combat Points Used 42/42
Adventuring Points Used 30/30
Non-Combat Points Used 15/15
1) Boxing, Handgun, Revolver, SMG
2) Claw, Gauntlet, Katar, Tonfa
3) Boxing, Handgun, Shotgun, Tonfa
4) Trained January 2017
world_setting/sheets/reeve_ambrose.txt · Last modified: 2020/08/08 05:20 by hellreevus