A ex-miner turned Templar on the road in the hopes of doing right.
born August 24, 2055
trained with Templar Harry Billings
Extra character info and stats
Chips continued: Green: 2 ; Legend: 2;
5pts for new +1 day to learn
2x # of level, equal # of hours meditation
Inner Strength : 5
adds to all strength related rolls
Greater Reward (ACTIVE) Permanently increase Strength by one step
Additional re-roll per lvl
Healing spell (see table below)
Greater reward (not earned) heal sicknesses/ailments/poisons etc
Dead Eye: 1
Minus 1 range inc. each level
Guardian Angel: 5
+1 per level to my hit TN when being directly attacked, or shot at.
Greater reward (Active) Can cancel DM fate chips with own fate chips.
Armor of Saints: 5
reduce 1 damage received for each level.
Greater Reward (Active) Magical/Spiritual armor of 1 permanently applied to Templar.
tn . wound level . time
3 . wind . . 1 min
5 . light . 1 . 5,min
7 . heavy . 2 . 10min
9 . serious . 3 . 15min
11 . critical . 4 . 20
13 . maimed . 5 . 25
- +2 to hit, -2 damage if hit lands, I make str check against TN of wound. if I beat it,
attack continues to next target
- My fightin vs defender’s
no raise= Knocked aside- defender must re-ready (-2 to their next attk)
1 raise- knocked out of hand, roll 1d8 for direction, 1d6 yards away.
2 raises- I choose direction, 1d6 yards.
- 1 Action to start I cannot attack during.
any enemy who steps into the fig8 I auto attack at -2, -2 to damage
if hit lands, make str check vs TN of wound, if make, figure 8 continues
White: +4 to any corporeal trait/apt (can be chipped after roll)
Red: additional chance at any risky stunt, even if busted
Blue: Discard Black Joker – no penalty.
Legend: Raise Nimbleness by 4 Steps for # rounds equal to faith.
Lose: if show intolerance towards an ethnic or racial group.
White: sense direction of any Anti-Templar within faith x 10 yards
Red: Gain 1 pt of Armor vs Anti-Templars and minions for 1 round.
Blue: Negate any and all Anti-Templar powers for 1 round.
Legend: Single wound to Anti-Templar kills, can be used after the wound is dealt.
Lose: if you aid an Anti-Templar
White: + 4 to lay on hands – can be added after roll
Red: +4 lay on hands + medicine rolls for faith # hours
Blue: Use lay on hands on someone an additional time
Legend: Ressurect the dead within faith hours if body is in relatively good shape, dead person rises 1 hour after cast.
Lose: If frequently turn back on those in need, or if reject anyone who asks for healing/ killing the helpless
White: +4 to all Vigor/Spirit rolls for # faith minutes
Red: Recovers all lost wind. period.
Blue: Reroll and failed trait/aptitude roll, even if busted
Legend: Use single greater reward of any templar power for # faith minutes.
Traits & Skills
- Size 6
- Grit 0
- White Chips
- Red Chips
- Blue Chips
- Bounty Points
Shootin' Irons & Such