Winn-Dixie


⚠ <pre>NAME CONCEPT Winn-Dixie Sage of the Wastes VIRTUE VICE Prudence Pride LINEAGE REFINEMENT Galatea (Muses) Mercurius

MENTAL PHYSICAL SOCIAL Intelligence 3 Strength 2 Presence 2 Wits 3 Dexterity 3 Manipulation 2 Resolve 2 Stamina 3 Composure 2

MENTAL (-3) PHYSICAL (-1) SOCIAL (-1) Academics * Athletics * Animal Ken * Computer Brawl Empathy * Crafts * Drive * Expression Investigation * Firearms *** Intimidation Medicine Larceny *** Persuasion ** Occult * Stealth * Socialize Politics Survival ** Streetwise * Science Weaponry Subterfuge **

	--------------------	SPECIALTIES	--------------------

Occult: Pyros Creatures Firearms: Rifles

				Survival: Navigation

COMBAT STATS OTHER ADVANTAGES Health 8 Humanity 6 | | | | | | |

				Azoth		****

Size: 5 radiance- Speed Factor: 5 "City Neighborhood"

Defense: 3 Initiative: 5 Willpower 3/4 Speed: 10 Pyros 7/13 (2 per turn)

disquiet- ?????

Derangement - Narcassism


TRANSMUTATIONS notes - Alchemicus, pg. 110 Forging the Master's Tools * 1 Pyros, Gives a +1 bonus to any roll using the enhanced tool.

- Corporeum, pg. 122 Swift Feet * 1 Pyros, doubles the character's speed for one turn.

- Electrification, pg. 131 Feel the Spark * Wits + Science, Detects closest source of electricity, or can scan an object for it.

- Vulcanus, pg. 155 Firebrand * 1 Pyros, must touch target within one turn of activation, can brand something or someone with a physical or mystical symbol, which may aid in using other Transmutations.

Sense Pyros * Wits + Azoth, Can actively search for Azoth or may reflexively detect any uses of Azoth or Pyros.

Electroshock Recharge ** Azoth+Stamina to defend, Can choose to gain 1 Pyros for every 2 electrical bashing damage absorbed.

Bestowment: Heart of Stone Revivification (p. 116)


MERITS value notes Good Brain *** Doesn't take the unskilled penalty to Mental Skills. FS: Sniping * Shooting things, animals, and people with rifles.

  • On Scope: Max aiming bonus is Composure +1 for semi-(automatic) rifles, +2 for others, and +2 perception bonus through scopes.

Residual Memories * Gains 2 dice that can be used once per session in Science, may gain Vocualization derangement. Habitual Crime *** Gains 4 dice on morality rolls to do with criminal escapades. EQUIPMENT and OTHER STUFF Remington Model 700, camping and survival equipment, binoculars⚠ </pre>


Experience Points

Winn-Dixie's Experience Table

  • 15 xp for Wits 3
  • 5 xp for Sense Pyros
  • 5 xp for Firebrand
  • 7 xp for Swift Feet
  • 2 xp Residual Memory 1
  • 12 xp for Habitual Crime 3
  • 14 xp for Revivification Bestowment
  • 56 xp for Azoth 3 and 4.
 134  experience total
 -116   experience spent
 -0 vitriol spent
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 18 xp unspent
 0 vitriol unspent