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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 (this is for being uptight or narrow minded when necessary, and for “Punching Spider-man in the girlfriend” sorts of problems)
*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):


Mild Physical (-2):
Stress:
Mild (-2):
*Physical Stress: <1> <2>
Moderate (-4):
*Mental Stress: <1> <2> <3>
Severe (-6):


Physical Stress: <1> <2>
==Experience==
Mental Stress: <1> <2> <3>
Experience (write in a boost, crossout but don’t delete when used; 3 crossed out gives you a major advance):


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

(Also on Drive)

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: