Brothers in Arms Character Sheets
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Character Builderv.05Native LanguageGeneral AbilitiesTotalCherriesAcademicTotalTechnicalTotal
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NameZygfryd "Fred" BorokowskiEnglishHealth8Accounting1Astronomy
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DrivePatriotismLanguagesStability10ArchaeologyChemistry
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MoSSense TroublePolishAthletics6ArchitectureCryptography
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SymbolRussianConcealArt HistoryData Recovery1
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SolaceFather's Old War Medal4Cover10Criminology1Electronic Surveillance
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Safety5Digital Intrusion3Diagnosis1Forensic Pathology
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BackgroundsAnalyst6DisguiseHistory1Forgery
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Bagman7DrivingHuman Terrain2Notice2
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Watcher8Explosive Devices4Languages2Outdoor Survival
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9FiltchLawPharmacy2
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10GamblingMilitary Science1Photography
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11Hand to HandOccult StudiesTraffic Analysis2
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12InfiltrationResearch1Urban Survival1
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Character Build PointsTotalRemaining13MechanicsVampirology
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Total Experience Earned8814Medic6InterpersonalTotal
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Build Point Remaining142815Network18BS Detector
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General Points103016PilotingBureaucracy
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Units Traded017Preparedness101Cop Talk
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Investigative Points26018Sense Trouble121Flattery
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Units Traded0019Shooting6Flirting
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Team Trust0520Shrink6High Society
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Tag-Team Tactical Benefits0021Surveilance4Interrogation2
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Special Weapons Training0022WeaponsIntimidation
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Martial Arts Style0023Negotiation2
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Cherries to Select2024Reassurance
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Cherry Investigative Points025Streetwise1
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< Unhide starting columns after character creation26Tradecraft3
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NotesLanguagesAcademicTotalSpent012345Zygfryd "Fred" Borokowski
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6Accounting1100000DrivePatriotism
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EnglishArchaeology000000MoSSense TroubleGame Charts
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Architecture000000SymbolAttack DamageNBA 61Called ShotsNBA 72
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PolishArt History000000SolaceFather's Old War MedalCrashesNBA 78ExplosivesNBA 67
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RussianCriminology1100000SafetyFallingNBA 79HeatNBA 88
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4Diagnosis1100000BackgroundsAnalystInvestigativeNBA 9LanguagesNBA 22
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5History1100000BagmanNetwork PointsNBA 32Stability LossNBA 83
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6Human Terrain2110000WatcherSuppressive FireNBA 77VehiclesNBA 101
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Languages2110000Hit Threshold3Cover StatusPartialAbout half of your body is exposed to fire.
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Law000000Health StatusFitDepite any bumps or brusies, you are fit to act as normal.
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Team TrustTotalSpentMilitary Science1100000
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Occult Studies000000Mental StatusShakenYou can’t spend points from the pools of your Investigative abilities. Difficulty Numbers for all General abilities increase by 1.
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Research1100000
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Vampirology000000Fund StatusSteadyCan buy gear normally, live in sutible places and move comfortable and freely. Aquiring Blackmarket gear would cover the entire team.
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InterpersonalTotalSpent
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BS Detector000000
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ContactsTotalSpentBureaucracy000000
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Cop Talk000000GeneralTotalSpentCurrent012345678910111213141516171819
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Flattery000000Health8811111111000000000000
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Flirting000000Stability101011111111110000000000
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High Society000000Athletics6611111100000000000000
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Interrogation2110000Conceal00000000000000000000
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Intimidation000000Cover101011111111110000000000
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Negotiation2110000Digital Intrusion3311100000000000000000
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CoversTotalSpentFamilar CitiesReassurance000000Disguise00000000000000000000
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Streetwise1100000Driving00000000000000000000
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Tradecraft3111000Explosive Devices4411110000000000000000
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TechnicalTotalSpentFiltch00000000000000000000
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Astronomy000000Gambling00000000000000000000
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Chemistry000000Hand to Hand00000000000000000000
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Cryptography000000Infiltration00000000000000000000
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Data Recovery1100000Mechanics00000000000000000000
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Electronic Surveillance000000Medic6611111100000000000000
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Martial Arts StyleTotalSpentTactical BenefitsForensic Pathology000000Network1871111111111111xxxxxxx00
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Forgery000000Piloting00000000000000000000
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Notice2110000Preparedness101011111111110000000000
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Untouchable ForgeryLicensesOutdoor Survival000000Sense Trouble121211111111111100000000
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Pharmacy2110000Shooting6611111100000000000000
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Photography000000Shrink6611111100000000000000
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Traffic Analysis2110000Surveilance4411110000000000000000
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Urban Survival1100000Weapons00000000000000000000
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v Filter out blank cherries with the filter arrow
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CherriesKnownPageDescriptionCategory
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Check Your Other Left PocketxDT 45May spend Preparedness on behalf of other playersPreparedness0
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Combat IntuitionxNBA 34May use Sense Trouble rating instead of other ability rating to determine order of action in contest or combatSense Trouble0
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Martial Arts StylesKnownDescription
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ManeuversKnownPageDescriptionCategory
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Calculated RiskxDT 50When a new element arises seemingly not accounted for in the plan, once per operation you can counter the new element with an ad hoc narration; receiving a 3-point Preparedness refresh representing your resourcefulness.Preparedness
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Danger ZonexDT 50Your sense of danger borders on the supernatural. Your every sense paints a picture of your surroundings whether you’re “in country” or in a country club. Once per session, you can try to explain to your blundering colleagues how you know what you know, and gain a 3-point refresh to Sense TroubleSense Trouble
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Perfect DropxDT 53Requires Combat Intuition cherry. Spend 3 Sense Trouble, Consider Sense Trouble rating 3 higher for purposes of Combat Intuition once per sessionSense Trouble
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Thiller ManeuversPageDescription
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AutofireNBA 71Spend 3 Shooting per 1 extra damage die rolled on the target. ƒ Spend 3 Shooting per 1 extra target within 3m of initial target
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Called ShotNBA 72Increase Hit Threshold of foe depending on specific target. ƒƒ Increase damage depending on target and on whether you used a weapon (gun or melee) or hand-to-hand attack.
ƒƒ May then spend 6 points from attack ability to move foe from Hurt to Seriously Wounded or from Seriously Wounded to dead.
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DisarmNBA 73Make a Called Shot to a weapon in hand (+3 to Hit Threshold). If successful:
ƒƒ Shooting disarms foe, may damage weapon.
ƒƒWeapons disarms foe with lighter weapon, or any foe on a 6.
ƒƒ Hand-to-Hand against alert foe prevents foe from attacking you with that weapon, sets up Hand-to-Hand contest for possession of weapon.
ƒƒ Hand-to-Hand against surprised foe disarms foe; you take the weapon. ƒƒ Hand-to-Hand disarms any foe on a 6; you take the weapon.
Make a Hand-to-Hand Called Shot to grab a short, holstered weapon (+3 to Hit Threshold). If successful, spend 3 points of Filch or Weapons; you take the weapon.
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Critical HitsNBA 73Your unmodified die roll on an attack is a 6, and your total after spends exceeds the Hit Threshold by 5 or more. Roll two instances of damage and adding them together.
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Evasive ManeuversNBA 73Declare you're taking evasive maneuvers at the start of your turn.
For every 2 Athletics points you spend, your Hit Threshold increases by 1, for a maximum increase of 3.
When you try to hit anyone else, their Hit Thresholds against you increase by 2 for every 1 point your Hit Threshold increased.
The effects last until the beginning of your next action.
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FeintNBA 74Give up your attack for a round. Spend 1 Hand-to-Hand or Weapons per -1 to foe’s Hit Threshold; max -3.
Applies to all attacks (including allies) until end of your next round.
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Jumping InNBA 75At the end of any other character’saction, if you have not yet acted. Spend 4 Athletics or 3 Shooting, Hand-to-Hand, or Weapons.
Immediately attack with the ability you spent from (or with any ability, if you spent Athletics)
Change in combat order is permanent unless someone else Jumps In.
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Reckless AttacksNBA 76ƒƒ Spend 1 Athletics to lower Hit Thresholds of both you (against all attacks) and one target (against your attacks); max -3.
ƒƒ Lasts until beginning of your next action
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SmashesNBA 76Spend 2 Hand-to-Hand and attack foe in Point-Blank range; if successful:
Smash: against breakable or hard object, -1 damage; against projecting and hard object, +0 damage
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ThrowsNBA 76Spend 2 Hand-to-Hand and attack foe in Point-Blank range; if successful:
Throw: foe lands at Close range, moves to end of combat order; thrown into breakable or hard object, -2 damage; thrown into hard and projecting object, -1 damage
Throw at Window: +2 to foe’s Hit Threshold; on roll of 6 (lower for mooks) they go through window; -1 damage from broken glass plus fall; Athletics test (Difficulty 5) for name NPCs and agents to avoid fall
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