Ladon Green: Difference between revisions

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==Stunts and Mega-Stunts:==
==Stunts and Mega-Stunts:==
 
*Improvisational Alchemist: STILL BEING TWEAKED. Currently reads: +1 to create an advantage with or overcome with Alchemy under unfavorable conditions, such as during a dinner party, a bar-fight, a card game, or any other situation in which it would be difficult to explain one’s actions. (Effectively reduces penalties for doing Alchemy in unlikely circumstances, and gives narrative permission to try such shenanigans at all.)
 
*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: I’d like to make this work less like Colossus’s metal skin, and more like Wolverine’s ability to take a lot of punishment and keep going, but I’m not yet sure how.
**The difficulty of all overcome actions to allow Ladon to begin recovery are reduced by 2, provided he has access to sunlight, water, and soil. **Possible costs could involve slowing his recovery by denying him access to sunlight, water, and soil. REMINDER: Cost does not have to be the same each time.
 
*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
***+1 to one situational aspect of one skill. -> Overcome with Alchemy
***+1 to one situational aspect of one skill. -> Create advantage with Alchemy
***Compare to Portable Chemistry Set, page 85
**Potion bandolier: Can use Alchemy instead of Combat to attack when fighting at close range. weapon: 2
***Add a new action to a skill -> Alchemy to attack, close range
***+2 shifts (or Weapon: 2) on a success -> Weapon: 2
***Compare to Robo Fists, p 81
**A few small friends (seeds, spores, tiny cuttings): Can use Plant Control to attack in mental combat. Weapon: 2
***Add a new action to a skill -> Plant Control to Attack, mental combat]
***+2 shifts (or Weapon:2) on a success -> Weapon:2]
***Compare to Assault Craft,  p299
 
 
6 total benefits. 6 - 5 = 1 FP added to the GM’s pool
 
==Stress and Consequences==


Consequences:
Consequences:
*Mild Physical (-2):
*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:

Revision as of 15:35, 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 (this is for being uptight or narrow minded when necessary, and for “Punching Spider-man in the girlfriend” sorts of problems)
  • 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: STILL BEING TWEAKED. Currently reads: +1 to create an advantage with or overcome with Alchemy under unfavorable conditions, such as during a dinner party, a bar-fight, a card game, or any other situation in which it would be difficult to explain one’s actions. (Effectively reduces penalties for doing Alchemy in unlikely circumstances, and gives narrative permission to try such shenanigans at all.)
  • 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: I’d like to make this work less like Colossus’s metal skin, and more like Wolverine’s ability to take a lot of punishment and keep going, but I’m not yet sure how.
    • The difficulty of all overcome actions to allow Ladon to begin recovery are reduced by 2, provided he has access to sunlight, water, and soil. **Possible costs could involve slowing his recovery by denying him access to sunlight, water, and soil. REMINDER: Cost does not have to be the same each time.
  • 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
      • +1 to one situational aspect of one skill. -> Overcome with Alchemy
      • +1 to one situational aspect of one skill. -> Create advantage with Alchemy
      • Compare to Portable Chemistry Set, page 85
    • Potion bandolier: Can use Alchemy instead of Combat to attack when fighting at close range. weapon: 2
      • Add a new action to a skill -> Alchemy to attack, close range
      • +2 shifts (or Weapon: 2) on a success -> Weapon: 2
      • Compare to Robo Fists, p 81
    • A few small friends (seeds, spores, tiny cuttings): Can use Plant Control to attack in mental combat. Weapon: 2
      • Add a new action to a skill -> Plant Control to Attack, mental combat]
      • +2 shifts (or Weapon:2) on a success -> Weapon:2]
      • Compare to Assault Craft, p299


6 total benefits. 6 - 5 = 1 FP added to the GM’s pool

Stress and Consequences

Consequences:

  • Mild Physical (-2):
  • 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: