Bloodstone Cast Skills

Dashmiel

Mr. Nobody
Administrator
Nexus GM
Pronouns
He/Him
Hello CoR Gang,

I would like to lightly quantify a couple of skillsets for the cast. Options are: novice, average, skilled, and expert.

Consider age, history, etc. when self-determining these.


The skills would be:

  • Close-quarter-combat (overall, hand-to-hand, the ability to size and conceptualize the physics of violence)
  • Bladed weapons (the ability to wield any edged melee weapon, and the knowledge of where to cut)
  • Blunt weapons (the ability to wield any blunt melee weapon, and the knowledge of where to smash)
  • Marksmanship (small arms) - (the knowledge on how to handle, maintain, and proficiently operate firearms around the pistol, standard rifle, or up to 12ga shotgun calibers at most)
  • 1-2 other "character specific" things you see them using to interact with their world.

No pressure or overthinking, these are mostly just to help power my ad-hoc dice system to keep things interesting; If you seem to have picked too low or too high we'll workshop it if/when needed if the math keeps breaking on me :p


EDIT: It would also be helpful for me to have in one place the regenerative quotient of your characters, as outlined in this thread please and thank you!

Note: For Reference, Ragenard is Tier 5, Liam/Broch are Tier 4, someone like Rhetta is an odd-duck T4; same tier of healing but with special activation of Ilirica's devising/choosing requiring a slow shift. If you have something like that on play, let me know too.



 
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Rhetta:

Close Quarters Combat: Expert. This is what she's been training on since she was a toddler.

Bladed Weapons:
-- Small (knives, machete, one handed axe, small sword, improvised - anything she can hold in one hand): Expert
--Large (two-handed sword, polearms, giant freakin' axe, large improvised - anything she needs two hands to wield): Average? Maybe low side of skilled? She'd be good at seeing where it needs to go but not as good with wielding two-handed.

Blunt weapons
--Small (knuckles, the back end of a knife or pistol, basic carpentry hammer, femur, improvised): Expert
--Large (sledgehammer, etc): Novice to average, she doesn't have the physical strength to wield it effectively.

Marksmanship: Average to skilled. Her dad was a marksman but didn't have time to teach her too much before he died. She knows what to do but prefers to be up close and personal.

Character Specific:

Anatomical Precision: Expert - spent a lot of time dissecting things with her mom. She knows how bodies work and can cold read a person's capabilities and likely attack types just based on their physique, plus she knows fun things about where the spleens are, in case one was needed for something.

Improvisation: Expert - she's very good at making use of whatever is there. Everything can be a weapon, including weapons, scenery, and bits of other people and/or bits of herself.
 
Anthony:

Close Quarters Combat: Novice. Might have once hit a guy in high school.

Bladed Weapons: None?
Blunt Weapons: Also no?

Marksmanship: Point it at the other guy? Novice.

Regeneration: T0 (human)





Islet:

Close Quarters Combat: Novice (gets dizzy at the sight of blood)

Bladed Weapons: Novice. Great with using sharp things as lockpicks, terrible at sticking them into other people.
Blunt Weapons: Novice

Marksmanship: Has never held a gun in her life.

Regeneration: Unknown, no serious injuries in her life. (For the record she's a high grade T1 or low grade T2)




Rian:

Close Quarters Combat: Average, but only unarmed. Doesn't know what to do with a close quarters weapon.

Bladed Weapons: Novice
Blunt Weapons: Novice

Marksmanship: Average to skilled, gramps used to take him shooting sometimes. Prefers shotguns to precision weapons.

Regeneration: T2.
 
Lark:
What he lacks in supernatural advantages, he makes up for with moxie and by knowing his way around a street fight well. Prefers nonlethal options when available. Took to driving both bikes and cars like a duck to water and is one of the names to beat in the local street racing scene.
  • Close Quarters Combat: Skilled
  • Bladed Weapons: Average
  • Blunt Weapons: Skilled
  • Marksmanship: Average
  • Driving: Expert
  • Vehicle Mechanics: Skilled
  • Regen: Tier 1 (minutes), Tier 2 (24+ hours), Tier 3 (days, will not regrow lost limbs)
AJ:
Strongly prefers to avoid fighting, but his involvement in pack life necessitates he at least somewhat knows how to handle himself when push comes to shove. Has developed the art of avoiding the consequences of his actions by necessity of how big a loudmouth he is.
  • Close Quarters Combat: Average
  • Bladed Weapons: Novice
  • Blunt Weapons: Novice
  • Marksmanship: Average
  • Scouting/Stealth (aka running away and hiding): Skilled
  • Deception (aka bullshitting): Skilled
  • Regen: Tier 1 (minutes), Tier 2 (24+ hours), Tier 3 (days, will not regrow lost limbs)
Snow:
Was drilled and trained by Nieve from the moment he was old enough, and constantly strives to improve to an almost unhealthy degree. Has innate natural advantages from heightened reflexes and strength. While his sense of smell isn't as phenomenal as some members of the pack, he has a great deal of talent when it comes to tracking via more mundane, traditional methods, and is incredibly light on his feet.
  • Close Quarters Combat: Expert
  • Bladed Weapons: Expert
  • Blunt Weapons: Skilled
  • Marksmanship: Skilled
  • Hunting/Tracking: Skilled (Urban), Expert (Wilderness)
  • Stealth: Expert
  • Regen: Tier 1 (near-instant), Tier 2 (under a minute), Tier 3 (minutes to tens of minutes; severed limbs take longer), Tier 4 (hours; will not regenerate from decapitation)
Anna:
Received some training from Nieve before she left the pack, and has kept up with self defense classes for pragmatic reasons despite absenting herself from that life. Has innate natural advantages from heightened reflexes and strength. Has an aptitude for learning and retaining knowledge, and tracking down information. Law school has equipped her with a sharp tongue and a level head in an argument.
  • Close Quarters Combat: Average
  • Bladed Weapons: Average
  • Blunt Weapons: Average
  • Marksmanship: Average
  • Academia/Research: Skilled
  • Debate: Skilled
  • Regen: Tier 1 (near-instant), Tier 2 (under a minute), Tier 3 (minutes to tens of minutes; severed limbs take longer), Tier 4 (hours; will not regenerate from decapitation)
 
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Aimée Chevrier - Pack Princess
Regeneration: Tier 1 - But it takes an extraordinarily long time for her to heal from extreme damage such as bullet wounds, broken bones, deep bruising, and deep cuts.

Close-quarter-combat: Novice
Bladed weapons: Average to skilled
Blunt weapons: Novice
Marksmanship (small arms): Skilled to expert
Stripping: Expert
Grenade launcher: Novice [She wants to learn though]


Jimmy Ó’Suaird - Not quite a prospect, but soooooooooo close.
Regeneration - When not drugged up - Tier 2 to Tier 3
Regeneration - When drugged - Tier 1 for bones and deep wounds and Tier 2 for other things. He has an pretty massive silver allergy and regen is Tier 1 with extreme slow healing.

Close-quarter-combat: Skilled [Street fighting ftw]
Bladed weapons: Novice
Blunt weapons: Average
Marksmanship (small arms): Novice
Arson: Expert
Lock picking/other shenanigan things [breaking and entering, vandalism, moving merchandise, and brute strength]: Expert


Saxton Jaxson - Long time gun runner and waffle consumer
Regeneration: Tier 2 or if enough time to heal, tier 3

Close-quarter-combat: Average [He’s a long-distance fighter usually]
Bladed weapons: Skilled
Blunt weapons: Skilled
Marksmanship (small arms): Expert
Marksmanship (large arms, long distance]: Expert
Gun running: Expert
Waffle tasting: EXPERT
 
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Nessa-tattoo inkthusiast, masochist, fashionably late prospect
  • Close-quarter-combat: skilled, well trained and fought plenty but it's more street than martial arts mastery
  • Bladed weapons: skilled, least with smaller blades from machete down. More full blown swords she hasn't really gotten hands on.
  • Blunt weapons: average, lot of skill is transferable but it's not her preference. Would say her skill with bats and improvised weapons is more where affinity is.
  • Marksmanship (small arms): skilled, good shot and well practiced.
  • Marksmanship (rifles): average, not much time getting hands on such some skill transfers but it's a downgrade
  • Tattooing: expert, she's spent most her life as just a human gangster into violence her fighting ability is good given this. Tattoo and artistic ability though is something she has a natural talent for. And is what she usually turns to as a job and means to pass time.
  • Pain tolerance: skilled, she's been human most this time so it's not like she's had a chance to be an expert pushing past being impaled or anything. That said the enjoyment she gets from pain helps her push past damage and limits
  • Regen: tier 2, bounces back from a good amount of injuries after a few days should probably still avoid amputations
 
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Xandre:
Close quarters: high end of skilled. He's not a trained martial arts master but he's been street fighting his whole life.
Bladed: average, probably. He'd rather a gun to a sword. Overall high combat effectiveness, but he feels least comfortable with a sword.
Blunt: If he's stuck without his guns, he's gonna prefer something like this. Highly skilled, if not expert.
Small arms: expert. He's a marksman. His extreme strength allows him to wield much larger arms as though they were small-arms.
Placeholder for something skill-related to tie to his strength.
Weapon NerdTM: No matter what the weapon, he's probably used it and can use it more efficiently than most. In the case of ones he hasn't seen, he is a bit of a savant with them and can, with a moment of analysis, figure out how to use them proficiently as well. This extends to weapons most others couldn't dream of using, such as his minigun, Minnie.

Regenerative quotient: Tier 3, but with bed rest he can stretch to tier 4.

Margot:
Close quarters: scrapped with her siblings as a kid, who were also werewolves, so she's probably about average. Hasn't put significant investment into it.
Bladed weapons: the Aedui have no need for them. Novice.
Blunt weapons: Normally the Aedui don't need them, but with margot's bipedal transformation (an anomaly amongst her clan) she practiced with using rocks and branches to help her out. Skilled.
Firearms: what's below novice? I don't think she's even seen one fired yet.
Specialty: magic, obviously. In werewolf form, she can magically augment herself, raising her physical stats significantly, and transmitting her environment and things in it into improvised weapons. As soon as she sees a firearm, one of her signatures will be sending rocks down range like bullets.

Regenerative quotient: T2, needs downtime but not bed rest.

Marie:
Close combat: Expert. While on the LCPD she trained extensively in order to land herself on the special task force she was on when she was bitten.
Bladed weapons: knives, skilled. Longer blades, average.
Blunt weapons: batons, skilled. average.
Small arms: expert marksman with sidearm and shotgun.
Specialty: as a reasonably freshly-bitten werewolf, her shift is unstable and tied to her emotional state, so the more emotional she gets the less control but more raw strength she has. She also has intuition and skills from her days as a cop, leading to a reasonable set of skills for a private dick.

Regenerative quotient: T1 (for now, with her shift instability who knows where it will ultimately land?)

Hit me up if any of this seems unjustified or anything.
 
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Xandre:
Close quarters: high end of skilled. He's not a trained martial arts master but he's been street fighting his whole life.
Bladed: average, probably. He'd rather a gun to a sword. Overall high combat effectiveness, but he feels least comfortable with a sword.
Blunt: If he's stuck without his guns, he's gonna prefer something like this. Highly skilled, if not expert.
Small arms: expert. He's a marksman. His extreme strength allows him to wield much larger arms as though they were small-arms.
Other: Preternaturally strong. Not Ragenard strong, but could probably flip a sedan on a whim, or throw it if he had adrenaline flooding his system.

Regenerative quotient: Tier 3, but with bed rest he can stretch to tier 4.

Margot:
Close quarters: scrapped with her siblings as a kid, who were also werewolves, so she's probably about average. Hasn't put significant investment into it.
Bladed weapons: the Aedui have no need for them. Novice.
Blunt weapons: Normally the Aedui don't need them, but with margot's bipedal transformation (an anomaly amongst her clan) she practiced with using rocks and branches to help her out. Skilled.
Firearms: what's below novice? I don't think she's even seen one fired yet.
Specialty: magic, obviously. In werewolf form, she can magically augment herself, raising her physical stats significantly, and transmitting her environment and things in it into improvised weapons. As soon as she sees a firearm, one of her signatures will be sending rocks down range like bullets.

Regenerative quotient: T2, needs downtime but not bed rest.

Marie:
Close combat: Expert. While on the LCPD she trained extensively in order to land herself on the special task force she was on when she was bitten.
Bladed weapons: knives, skilled. Longer blades, average.
Blunt weapons: batons, skilled. average.
Small arms: expert marksman with sidearm and shotgun.
Specialty: as a reasonably freshly-bitten werewolf, her shift is unstable and tied to her emotional state, so the more emotional she gets the less control but more raw strength she has. She also has intuition and skills from her days as a cop, leading to a reasonable set of skills for a private dick.

Regenerative quotient: T1 (for now, with her shift instability who knows where it will ultimately land?)

Hit me up if any of this seems unjustified or anything.

All looks aptly mapped to their characters. Couple of notes in case you want to consider so you're not leaving anything in the table (or better, that they inspire something I'm not considering).

Xandre


Xandre in particular I was considering would have something special with firearms hah. Not just the ease of handling but the practice at usage, maintenance and with his personality (e.g. naming) and you could absolutely get away with what you have and a bit more. Something like...Weapon Nerd?

Where as many of the rest of the pack are novice at best and most likely unskilled, if you hand them an MPATS (Man-portable anti-tank systems) platform of any kind, or a weird antique 12-barrel Blunderbuss, He rolls as one-level above his proficiency with that specific weapon so long as it is handled via Marksmanship.

The strength aspect you can opt for another skill if desired; that one is a freebie. The proficiencies I'm using for hit chance, and I realize now I didn't specify that.

Xandre, alongside others like Snow and Baron are under my "SWOLE" header on this side of the screen: Depending on the physical feat I see written and who/what they're beating up, I would apply a +1 to +2 modifier on the damage roll calculation, which is on a d10 with simple stuff like "9-10, perfect hit. Target likely dead or incapacitated" sort of deal.

P.S. a well oiled Minnie automatically gets a +5 on the d100 based hit die system, alongside a standard "Good serviced/Superior" weapon +10 most of them get when mentioned using either a personal or pack maintained arm.

Margot


Re: Firearms: Anything below novice counts as unskilled. Actually haven't decided how I'll handle the chance aspect of an unskilled attempt. If it's the kind of thing that I feel I gotta roll, I would probably just halve the 'Novice' hit chance and roll it as that, in addition to any negative modifiers.

Her specialty is obviously long settled haha. Probably will be one of the tricky ones to decide on modifiers for, but rest assured I'll ask for details into how to interpret the inner workings of specific magic feats as they come if they're not obvious. The shifted-magic blend is also cool! Easy enough to balance on my side as particularly draining or the like too, so I can unobtrusively manage the modifiers if Margot is being forced to magic wolf girl long term and on your side it's just cool attempt + cool perseverance in the face of fatigue. This doesn't discount growth either, certainly through the scope of the RP it can change and evolve (especially if Margot seeks magical teachers would become a part of her side plots).

Marie


I like it. Sorta berserker rage but not necessarily limited to the typical berserking range of emotions sort of thing is what I'm reading and I dig it. As for her other special, I'll keep in mind my police procedurals. What she a part of a specific department we could mine for some examples?

Like if she was in Narcotics she would get something like: [Narc Expert]: Expert on identifying drugs, their components, and precursors as well as forming a general idea of where in the Lutetian underworld aspects of the id'ed could be found.

Conclusion


You're a superior number cruncher, so I'm happy to share my jank dice system aha, but I gotta stress that it is ad-hoc as hell and not at all obligate; more a GM decision spicer than game system. I don't really foresee much problem with balance or anything though; at the end of the day not only can I fall back on good old GM-number fudging, but the system really is ad hoc- I've already tested it on a long ass resolution and found myself just ignoring using it altogether enough times; when you know, you know.
 
All looks aptly mapped to their characters. Couple of notes in case you want to consider so you're not leaving anything in the table (or better, that they inspire something I'm not considering).

Xandre


Xandre in particular I was considering would have something special with firearms hah. Not just the ease of handling but the practice at usage, maintenance and with his personality (e.g. naming) and you could absolutely get away with what you have and a bit more. Something like...Weapon Nerd?

Where as many of the rest of the pack are novice at best and most likely unskilled, if you hand them an MPATS (Man-portable anti-tank systems) platform of any kind, or a weird antique 12-barrel Blunderbuss, He rolls as one-level above his proficiency with that specific weapon so long as it is handled via Marksmanship.

The strength aspect you can opt for another skill if desired; that one is a freebie. The proficiencies I'm using for hit chance, and I realize now I didn't specify that.

Xandre, alongside others like Snow and Baron are under my "SWOLE" header on this side of the screen: Depending on the physical feat I see written and who/what they're beating up, I would apply a +1 to +2 modifier on the damage roll calculation, which is on a d10 with simple stuff like "9-10, perfect hit. Target likely dead or incapacitated" sort of deal.

P.S. a well oiled Minnie automatically gets a +5 on the d100 based hit die system, alongside a standard "Good serviced/Superior" weapon +10 most of them get when mentioned using either a personal or pack maintained arm.

Margot


Re: Firearms: Anything below novice counts as unskilled. Actually haven't decided how I'll handle the chance aspect of an unskilled attempt. If it's the kind of thing that I feel I gotta roll, I would probably just halve the 'Novice' hit chance and roll it as that, in addition to any negative modifiers.

Her specialty is obviously long settled haha. Probably will be one of the tricky ones to decide on modifiers for, but rest assured I'll ask for details into how to interpret the inner workings of specific magic feats as they come if they're not obvious. The shifted-magic blend is also cool! Easy enough to balance on my side as particularly draining or the like too, so I can unobtrusively manage the modifiers if Margot is being forced to magic wolf girl long term and on your side it's just cool attempt + cool perseverance in the face of fatigue. This doesn't discount growth either, certainly through the scope of the RP it can change and evolve (especially if Margot seeks magical teachers would become a part of her side plots).

Marie


I like it. Sorta berserker rage but not necessarily limited to the typical berserking range of emotions sort of thing is what I'm reading and I dig it. As for her other special, I'll keep in mind my police procedurals. What she a part of a specific department we could mine for some examples?

Like if she was in Narcotics she would get something like: [Narc Expert]: Expert on identifying drugs, their components, and precursors as well as forming a general idea of where in the Lutetian underworld aspects of the id'ed could be found.

Conclusion


You're a superior number cruncher, so I'm happy to share my jank dice system aha, but I gotta stress that it is ad-hoc as hell and not at all obligate; more a GM decision spicer than game system. I don't really foresee much problem with balance or anything though; at the end of the day not only can I fall back on good old GM-number fudging, but the system really is ad hoc- I've already tested it on a long ass resolution and found myself just ignoring using it altogether enough times; when you know, you know.
I totally just stole the Weapon Nerd thing, edited it in. I'll think of something else skill-based to tie to his strength, now that I see the goal here.

For Margot, in her character sheet I did try to balance the skills by drain, etc. in the Magic section, if you wanted to reference that while coming up with it. I didn't establish like a mana pool or whatever; effectively the way I have it written (plus headcanon which probably didn't make it into the page) is that she casts with her own physical stamina, so it's all tied to her metabolism in the end, and again my headcanon for why she can only transmute her wolfed-out form is the same--in wolf form, her metabolism works in overdrive so she can draw more power. As she trains, she'll probably eventually be able to do the same in human form, but that's up to RP development/teachers/etc. I honestly was trying to balance her magic powers against people who can't use magic. She's not that strong, but she can make herself stronger. She's not that fast, but she can make herself faster. She can't use most weapons, but she can use magic to fill the same roles. That was where my head was at when I was designing her anyway.

For Marie, she was essentially Supernatural S.W.A.T. I haven't really worked out where she was before she got into that, but I'll give that some thought.

Thanks for the feedback.
 
Broch Asvaldr:

Hand-to-hand: Expert
Bladed Weapons:
Small: Skilled(Will do in a pinch, but large hands are hard to hold small weapons)
Large: Expert(Mostly in Axes or Swords)
Blunt Weapons: Expert(Everything’s a blunt weapon if dull enough.)
Marksmanship:Average(Mostly in crossbows and compound bows, guns didn’t exist back then.)
Tracking: Skilled(A little more so if hunting Iverian vampires and kin)
Bitching: God Tier, cannot surpass
Regen: T4.5 (Poison resists, must sleep to full regen limbs/organs, cannot survive decapitation)

Skye:
Hand-to-Hand: Skilled
Bladed Weapons:
Small: Novice
Large: Novice
Blunt Weapons: Average
Marksmanship: Skilled
Protective Instincts: Skilled
Description:
Her protective nature, especially towards her cousins, has honed her ability to shield others from harm. She is hyper-aware of potential threats and can react quickly to defend those she cares about.
Social Networking: Skilled
Description:
Skye has an uncanny ability to connect with people, especially those within the music industry and the underground scene. She can navigate social circles with ease, making friends, earning favors, and creating alliances that others might find impossible. [Does not work on the particularly dim, stubborn, or Ragenard]
Regen: T3.5 (Must sleep to full regen. Takes ages to regrow digits. Cannot survive decapitation)

Chloe:
Hand-to-Hand: Expert
Bladed Weapons:
Small: Skilled
Large: Novice
Blunt Weapons: Skilled
Marksmanship: Expert
Investigation Skills: (finding information) Skilled
Her human job(before she was turned) as a cop had her both train and real experience in finding out things.
Reading/Judging Character: Skilled
Regen: T2 (Cannot regen body parts. Heals wounds rather quickly)
Has no control over her shift.

Re’Altarm:
Hand-to-Hand: Expert
Bladed Weapons:
Small(Daggers preferred) Expert
Large: Novice(She tiny)
Blunt Weapons: Skilled
Marksmanship: Expert
Field Medic: Skilled
Urban Tracking: Skilled
Regen: T1.5 (Heals faster in her wolf form than her human form)

Dev:
Hand-To-Hand: Novice
Bladed Weapons: (Any) Novice
Blunt Weapons: Novice
Marksmanship: Average
Hacking Skills: Expert
Engineering Skills: Expert
Regen: T1(Only because Dash said he couldn’t be a T0.5. He is slightly above human capabilities to heal.)

(Will edit more later but in general here it is)
 
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Ziessel​

Hasn't skipped leg day in 60 years, she keeps in tip top physical shape and regularly sparred with Rhetta and Nieve. But she doesn't get physically involved in work as much as many others in the pack. During her apprenticeship with Salem, even if never officially, she did play the part of a bodyguard of sorts. Reads encyclopedias for fun.
  • Close Quarters Combat: Skilled
  • Bladed Weapons: expert
  • Blunt Weapons: Skilled
  • Marksmanship: expert
  • Shifting: Expert
  • Memory Palace Method Adherent
  • Prodigious Speed¹: Expert
Regen: Tier 1 (Seconds), Tier 2 (minutes to an hour or two), Tier 3 (hours, less if + concentration), Tier 4 (3+hours to days/weeks + only shifted + concentration)*

*Light silver allergy effects on her regen: Ziessel heals at one tier beneath whatever silvered damage level she has incurred. She mitigates silver inflicted damage half as well.

¹As both an avid runner whose lycanthropic expression is preternaturally blessed with speed, Ziessel is
capable of great feats of both mental and physical speed. The long decades performing these have granted her
body with the requisite proprioception [das the ability to innately keep track of your body, touch your nose with the eyes close,
know head from ass when acrobatically tumbling, etc] to carry these out.


Grisham​

Jack of all trades, master of none. Knows people all over Issunar as co-workers, drinking buddies, clients, friends he knows that don't know him back. High functioning alcoholic. Grisham's breath doesn't have a scent, ever. Has a military background and training.
  • Close Quarters Combat: Skilled (Drunk) Expert (Sober)
  • Bladed Weapons: Average (Drunk) Skilled (Sober)
  • Blunt Weapons: Average (Drunk) Skilled (Sober)
  • Marksmanship: Expert (Drunk) Skilled (Sober).
  • Detail Oriented²: Skilled. (Drunk) Average (Sober)
  • Adapted to Damage³: Average (Sober), Skilled (Drunk)
Regen: Tier 1 (Seconds to minutes), Tier 2 (Hours), Tier 3 (days to weeks), Tier 4 just for his liver. It's immortal or he would be dead.

²Long hours spent doing menial chores that are typically scorned by others have trained Grisham to enter
a sort of 'flow-state' whenever he finds himself irrevocably tied to needing to do an unsavory task,
granting him the focus needed to see it through meticoulously.


³Grisham knows how to take hits to minimise the damage they inflict on him and he has, more often than he would like, gotten paid to take beatings.

Kóri [WIP]​

Resourceful and creative, with a penchant for getting away with as much as they can thanks to puppy eyes and a sunny attitude. They cannot feel pain. Very in tune with their inner fox. Been the best tracker under 40 in their village since they were 16.
  • Close Quarters Combat: skilled
  • Bladed Weapons: average
  • Blunt Weapons: novice
  • Marksmanship: expert
  • Hunting/Tracking: Skilled (Urban), expert (Wilderness)
 
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