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