Name:Kelvin 2.0 Concept:Hunter/Illusionist Chronicle:Fairy Tail
Age:20 Virtue:Charity Faction:Children of Gaia
Player:ZaZ Vice:Pride GroupName:RxP

Attributes
Power Intelligence Strength Presence
Finesse Wits Dexterity Manipulation
Resistance Resolve Stamina Composure

Skills Other Traits
Mental
(-3 unskilled)
Academics
Computer
Crafts
Investigation
Medicine
Occult
Politics
Science

Physical
(-1 unskilled)
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry

Social
(-1 unskilled)
AnimalKen
Empathy
Expression
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge
Merits
Archery
Trained Observer
Atavistm
Quick Feet
Professional Training: Hunter
Area of Expertise: Illusion
Interdisciplinary Specialty: Illusion -> Bow, Stealth
Quick Draw

Flaws
Nightmares
Utopia
Pacifism

Size:5
Speed:11
InitiativeMod:12
Defense:4
Armor:1
Health

Willpower

Morality
10
9
8
7
6
5
4
3
2
1

Experience:0
Weapons Dice Mod.
Bow, Compound +1
Bow, Compound
Machete

Equipment Dice Mod.
Arrows x MAX
Leather Armor (Hardened) +1
Bow Crafting Tools
Additional Information
Full Attack: Dexterity (4) + Firearms (5) + Specialization (2) + Archery 1 (1) + Weapon (1) + Element (6) = 19
Full Defense: 2 * (Dexterity (4) + Element (6)) + Stealth (5) + Specialization (2) + Armor (1) = 28
Bow Range: Archery 3 (2) * 3 * (W. Size (3) + Str. (2) + Archery 1 (1) + Athletics (1)) = 42

Skill specialities: Firearms (Bow), Stealth (Camouflage), Expression (Illusion)

Mageline: Mind-tricker
Elements: 6
Illusion: 6

Archery
Draw and Loose
Effective +1S for bow use.
Rapid Nock
May reload a bow as a reflexive action.
Arcing Fire
2x range with bow.
Plunging Fire
Ignores target concealment.
Hunter Strike
Lose Defense to reduce Called Shot penalties by 2. You can make a maneuver to certain Called Shots:
- Leg (-2) -> Hamstring: Opponent suffers -2 dice penalty to attack rolls and -1 speed for every point of damage done.
- Arm (-2) -> Disarm: If attack roll is equal to or greater than stamina, opponent is disarmed.
- Torso (-1) -> Sealing the Chakra: Attack at -1 die penalty. Inflict a cumulative -1 die penalty to opponent's actions.
- Head (-3) -> Head Shot: For the next few rounds, opponent cannot make actions that require defense or WP to activate.

Professional Training
Asset Skills: Firearms, Stealth, Expression
Asset Skills Specialties: Firearms (Trick Shots), Stealth (Nondetection)
On the Job Training
Choose two Asset Skills.
Networking
Gain two dots of Contacts relating to that field.
Continuing Education
Roll specialities from Asset Skills with 9-again.
Breadth of Knowledge
Choose a third Asset Skill and take two Specialties in your Asset Skills.
The Routine
Once per scene, spend 1 WP to roll any Asset Skill with rote-action.

Quick Feet
Hidden Moves
Gain Stealth to Initiative on the first turn.
Prepare Ambush
Opponent receives -2 to avoid/sense an ambush/surprise attack.
Camouflage
Gain Stealth when using a dodge action.
Trust Yourself
May receive a 9-again in a dodge action.
Astonishing Blow
If the character dodges an attack, she can make the next attack as an ambush/surprise attack.

Other Merits
Rote Spell: Mislead
Rote Spell: Misdirection
Rote Spell: Chain Contingency
Rote Spell: Sensory Prison

Appearance: http://fc05.deviantart.net/fs71/f/2011/078/7/d/archer___half_elf__by_el_grimlock-d3bznr2.jpg