Uriah Clarence: Difference between revisions
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[[Category:Kerberos Club]] | |||
[[Category:NPC]] | |||
[[Category:Character]] | |||
First appearance: [[First appeared in::Kerberos_12/19/2011]] aka {{#show:Kerberos_12/19/2011|?Title}} | |||
Uriah Clarence: Villain | Uriah Clarence: Villain | ||
Latest revision as of 17:46, 20 April 2013
First appearance: Kerberos_12/19/2011 aka
Uriah Clarence: Villain
Aspects
- Archetype: Magus: Useful to Someone: Two of Pentacles
- Class: Upper Middle: Respected (and Ruthless) Businessman
- Conviction: I Am Destined for Greatness!
- Obsession: The Lure of Sorcerous Power
- The Helm of Minerva
- The Amulet of Marcus Fontius the Elder
Skills
- Great (+4): Sacred Works (S):
- Trappings: Craft, Repair, Dismantle, Information, Research, Examine
- Flaw: Sacred (-2): 1/2/4/6 fate point or refresh for any given Work
- Major Delay (-2): Half a minute or more -- however long it takes to craft the Work
- Minor Snag (-1): Requires a sufficient Workspace
- Cost, before Skill Level Added = 4 Total cost = 8
- Refresh = -2
- Great (+4): Business Acumen (E): Networking (free), Esteem, Guile, Influence, Information (free), Initiative: Social, Insight, Stress Capacity: Social (Reputation), Wealth
- Refresh = -1
- Good (+3): Grip of the Hundred-Handed Giant (13)
- Power Tier: Ascendant (-4 Refresh)
- Physical Force + Range x3 [5 zones] (+3), Strike + Range x3 [5 zones] (+3), Resist Damage
- Major Delay (-2): Requires Half a Minute to activate
- Major Focus (-2): The Amulet of Marcus Fontius the Elder
- Good (+3): Conquering Wisdom (8)
- Power Tier: Superhuman (-2 Refresh)
- Notice, Examine, Insight, Willpower, Initiative [Mental], Convince
- Major Focus (-2): Helm of Minerva
- This elaborate headgear confers all manner of supernatural abilities on the wearer, including uncanny powers of perception, mental fortitude, and persuasive speech.
- Fair (+2): Alertness: Notice, Initiative: Physical
- Fair (+2): Occult Conspirator: Networking, Information, Languages, Guile, Skulk, Hide [Obsession (-2): The Lure of Sorcerous Power]
NB: Gadgets are a problem when the PCs can pick pockets at top speed while being totally stealthy.
Initiatives
- Physical: Mundane +2
- Mental: Superhuman +3, with Helm of Minerva; Mundane +0 otherwise
- Social: Extraordinary +4
Stress
- Physical: 3 boxes
- Mental: 3 boxes
- Social: 6 boxes + 1 Armor