================================== ROLF “ROLFIE” HUGHES ================================== * Virtue: Cheers mate. - regain all Willpower when doing a mate a solid at personal risk. * Vice: Simple as. - regain one Willpower when forming summary judgements about a race, religion, ethnicity, nationality that conforms to existing prejudices. * Former Human Office (contractor) * Touchstone: The lads of the west ham ICF https://i.imgur.com/9d5keLu.png https://www.youtube.com/watch?v=eOpGCGtCVsE ========== ATTRIBUTES ========== MENTAL (tert) PHYSICAL (prim) SOCIAL (sec) ------ -------- ------ Intelligence: 1 Strength: 3 Presence: 3 Wits: 1 Dexterity: 3 Manipulation: 2 Resolve: 4 Stamina: 2 Composure: 2 ====== SKILLS ====== MENTAL (-3, term) PHYSICAL (-1, prim) SOCIAL (-1, sec) ------ -------- ------ Academics: 0 Athletics: 2 Animal Ken: 0 Crafts: 0 Brawl: 4 Empathy: 0 Investigation: 0 Larceny: 3 Expression: 0 Medicine: 0 Firearms: 3 Intimidation: 3 Occult: 2 Drive: 0 Persuasion: 0 Politics: 2 Stealth: 0 Socialize: 1 Science: 0 Survival: 0 Streetwise: 3 Computer: 0 Weaponry: 4 Subterfuge: 1 SPECIALTIES ----------- * Brawl: Street fighting * Intimidation: Shakedowns * Streetwise: Gangs From professional networking: * Streetwise: Territories * Firearms: Handguns ========== ADVANTAGES ========== MERITS ------ ** Status (Human Office -> Starlight gang) ** Contacts (Far right nationalists, criminal gangs) **** Professional Training (Private Military-Intelligence Contractor) - 1 free, 3 spent in chargen. Asset skills (firearms, streetwise, weaponry) *** Indomitable (spent 3 in chargen) **** Allies (spent 1 in chargen) - Football hooligans. * Defensive combat DERIVED TRAITS -------------- * Health: 7 * Willpower: 6 * Initiative: 5 * Size: 5 * Speed: 11 * Defense: wits (1) + weaponry(4) = 5 * Integrity: 7 ============== CURRENT STATUS ============== * Health: 7/7 * Willpower: 6/6 CONDITIONS ---------- ASPIRATIONS ----------- COMBAT VALUES ------------- * Initiative: 5 * Defense: 5 * Armor: * Speed: 11 * Size: 5 ATTACK STATISTICS ----------------- Dex 3 + firearms 3 = 6 RESISTANCE DICEPOOLS -------------------- * Stamina: 2 Dice * Resolve: 4 Dice * Composure: 2 Dice OTHER DICEPOOLS --------------- * Perception: 3 Dice ========= INVENTORY ========= Kevlar Handgun Bowie knife Rope ====================== EXPERIENCE EXPENDITURE (UNSPENT: 0) ====================== 3 chargen xp: 3 dots in Allies 20 post chargen xp: Athletics: 0 -> 2, 4xp Weaponry: 1 -> 4, 6xp Status: 1 ->2 , 1xp Defensive Combat: Weaponry 0 -> 1, 1xp Armed Defense: 0 -> 5, 5xp Iron Will: 0 -> 2, 2xp Police Tactics: 0 -> 1, 1xp ===== ENDOWMENTS ===== Etheric Capsule RoundsEtheric Capsule Rounds resemble normal bullets — save for the glossy tips that glow faintly in the dark. When fired, the propellant excites the etheric compound inside the projectile, causing it to expand violently upon encountering another etheric field or when striking a physical target. Nicknamed “Ghost Paint,” EC rounds directly injure ephemeral entities. When shot at an ephemeral entity who is Manifested, the soft-shelled bullet causes a painful burning sensation on the target’s exposed skin and mucous membranes. Against mortals, EC rounds aren’t as effective, though they will sting and cause welts when they contact the skin. Otherwise, EC rounds are nonlethal. Loadout: 1 session When used against an ephemeral entity that is Manifested, the bullets deal lethal damage instead of bashing. Additionally, if the entity is not Manifested, the bullets can affect entities in Twilight and deal bashing damage. EC rounds deal bashing damage to objects, mortals, and monsters. Etheric GogglesGhosts and spirits reside just beyond the veil, biding their time and building strength. These creatures gain influence, manipulating people’s souls and energies in places until they finally have enough power and influence to manifest and cause all sorts of havoc. With Etheric Goggles though, Task Force: VALKYRIE agents can pierce the veil and take sight of their targets before they come across. Etheric Goggles look like normal, night-vision goggles, but have a small button on the side to transfer vision into the Twilight. They work for every hunter, regardless of sight.Loadout: Three sessionsDice Pool: NoneAction: InstantDuration: One scene With a quick flick of a button, the agent can peer into Twilight. Any entity in Twilight appears to glow a phosphorescent blue. The goggles don’t let the agents touch or speak with the entities, but they can trace or track them. Additionally, if an agent is trying to locate something with the Anchor Condition, the goggles grant a +3 bonus to investigation rolls