Ladon Green: Difference between revisions
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(Also on Drive) | ([https://docs.google.com/document/d/1rHauI3Qv-4bK57L98wI2ghkZHg525H47AcoKX3bS5Og/edit?usp=sharing Also on Drive]) | ||
Name: Ladon Green | Name: Ladon Green | ||
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*Plant Magic: Humility, kindness, and venom | *Plant Magic: Humility, kindness, and venom | ||
*Shopkeeper: Why yes, I believe I know just the thing you need | *Shopkeeper: Why yes, I believe I know just the thing you need | ||
*Omega Aspect: A simple English family man | *Omega Aspect: A simple English family man | ||
*Group Aspect: Toffs like Dorian are great for business, bad for my heart | *Group Aspect: Toffs like Dorian are great for business, bad for my heart | ||
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==Stunts and Mega-Stunts:== | ==Stunts and Mega-Stunts:== | ||
*Improvisational Alchemist: RECENT REVISION. Ladon is adept at making alchemy checks in unconventional situations, such as during a dinner party, a bar-fight, a card game. Also, once per issue, he may spend a fate point to declare that an accessible and otherwise innocuous item is just the thing to suit his alchemical needs. | |||
*Tell me all about it | |||
**+1 to Empathy to create an advantage while lending a friendly ear. | |||
**Any advantage you create in this way can be invoked for a +3 instead of a +2. | |||
*John Barleycorn: Mega-Stunt Connected to Plant Magic | |||
**Ladon has an uncanny ability to absorb and recover from abuse. This is a two benefit Mega-stunt with a voluntary cost. Net cost = 1 Benefit | |||
**Armor: 2 | |||
**Healing factor: Once per scene, spend a fate point to reduce one of Ladon's consequences by one degree of severity (severe to major, major to mild, mild to nothing), but at a cost. (REMINDER: Cost does not have to be the same each time. Costs are always at the discretion of the GM, but narratively could involve Ladon's plant-like nature, such as requiring access to sunlight, water, and soil.) | |||
*Lots of Clever Pockets: Mega-Stunt Connected to Apothecary, Hardware | |||
**Function: Walking apothecary shop: Alchemical concoctions of various sorts, alchemical ingredients, bits and pieces of plant matter, plus tools and instruments, all carried on Ladon’s person in a variety of ways. | |||
**Flaw: Rather sinister in appearance and potential | |||
**Benefits | |||
***Portable laboratory: +1 to overcome or create an advantage with Alchemy checks | |||
***Potion bandoleer: Can use Alchemy instead of Combat to attack when fighting at close range. Weapon: 2 | |||
***A few small friends (seeds, spores, tiny cuttings): Can use Plant Control to attack in mental combat. Weapon: 2 | |||
6 total benefits. 6 - 5 = 1 FP added to the GM’s pool | |||
==Stress and Consequences== | |||
Consequences: | Consequences: | ||
*Mild (-2): | |||
*Moderate (-4): | |||
*Severe (-6): | |||
Stress: | |||
*Physical Stress: <1> <2> | |||
*Mental Stress: <1> <2> <3> | |||
==Experience== | |||
Experience (write in a boost, crossout but don’t delete when used; 3 crossed out gives you a major advance): | |||
*3: | |||
3: | *2: | ||
2: | *1: | ||
1: |
Latest revision as of 17:18, 25 July 2016
Name: Ladon Green
Affiliation: The Kerberos Club
Refresh: 5
Current Fate Points: 5
Aspects
- Concept: Mother Nature’s devoted son
- Apothecary: The world is full of invisible wonders and beautiful horrors
- Plant Magic: Humility, kindness, and venom
- Shopkeeper: Why yes, I believe I know just the thing you need
- Omega Aspect: A simple English family man
- Group Aspect: Toffs like Dorian are great for business, bad for my heart
Modes/Skills
- Good Mode (+3): Apothecary (Notice, Philosophy (includes Alchemy, Botany, Wilderness Lore)): 2
- Alchemy: Focused (2)
- Notice: Specialized (3)
- Fair Mode (+2): Plant Magic (Athletics, Notice, Physique, Plant Control, Will): 6
- Athletics: Focused (2)
- Physique: Focused (2)
- Plant Control: Specialized (3)
- Will: Focused (2)
Average Mode (+1): Shopkeeper (Contacts, Deceive, Empathy, Notice, Provoke, Rapport): 9
- Contacts: Focused (2)
- Empathy: Specialized (3)
- Rapport: Focused (2)
Custom Skills
- Alchemy is field of study that combines science and magic. It includes bits of chemistry, potion/cauldron themed magic, and pharmacology
- Plant Control actions (total cost = 1 point):
- Overcome by Enhance plants in way consistent with their natures (thorns sharper, peppers hotter, anything bigger and healthier, etc)
- Create Advantage by Gather useful materials from plants
- Create Advantage by Use plants to alter my local environment
Stunts and Mega-Stunts:
- Improvisational Alchemist: RECENT REVISION. Ladon is adept at making alchemy checks in unconventional situations, such as during a dinner party, a bar-fight, a card game. Also, once per issue, he may spend a fate point to declare that an accessible and otherwise innocuous item is just the thing to suit his alchemical needs.
- Tell me all about it
- +1 to Empathy to create an advantage while lending a friendly ear.
- Any advantage you create in this way can be invoked for a +3 instead of a +2.
- John Barleycorn: Mega-Stunt Connected to Plant Magic
- Ladon has an uncanny ability to absorb and recover from abuse. This is a two benefit Mega-stunt with a voluntary cost. Net cost = 1 Benefit
- Armor: 2
- Healing factor: Once per scene, spend a fate point to reduce one of Ladon's consequences by one degree of severity (severe to major, major to mild, mild to nothing), but at a cost. (REMINDER: Cost does not have to be the same each time. Costs are always at the discretion of the GM, but narratively could involve Ladon's plant-like nature, such as requiring access to sunlight, water, and soil.)
- Lots of Clever Pockets: Mega-Stunt Connected to Apothecary, Hardware
- Function: Walking apothecary shop: Alchemical concoctions of various sorts, alchemical ingredients, bits and pieces of plant matter, plus tools and instruments, all carried on Ladon’s person in a variety of ways.
- Flaw: Rather sinister in appearance and potential
- Benefits
- Portable laboratory: +1 to overcome or create an advantage with Alchemy checks
- Potion bandoleer: Can use Alchemy instead of Combat to attack when fighting at close range. Weapon: 2
- A few small friends (seeds, spores, tiny cuttings): Can use Plant Control to attack in mental combat. Weapon: 2
6 total benefits. 6 - 5 = 1 FP added to the GM’s pool
Stress and Consequences
Consequences:
- Mild (-2):
- Moderate (-4):
- Severe (-6):
Stress:
- Physical Stress: <1> <2>
- Mental Stress: <1> <2> <3>
Experience
Experience (write in a boost, crossout but don’t delete when used; 3 crossed out gives you a major advance):
- 3:
- 2:
- 1: