Drinking & Dragons

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;Blessing 1
;Blessing 1
: All essence must come from the caster and is not regained until the blessing is spent.
: '''Blessing of Protection (2e per +1)'''—This effect protects the subject from metaphysical harm. Each Essence Point spent gives the subject a +1 bonus to resist one supernatural attack of one specific kind (Magic, the Sight, Primal Power, and so on). This protection activates whenever a hostile attack is made against the blessing’s recipient. The protection is only good against one such attack. A Blessing of Protection can also be oriented against all forms of supernatural attack at the cost of two Essence per +1 bonus.
: '''Good Luck (3e per +1)'''—This effect gi ves the recipient Luck. For every three Essence spent, the target gains a +1 bonus. The total bonuses may be applied to one Task/Test, or may be split as desired among many such attempts. Once the Luck bonuses are spent, the effects of the Blessing stop.
: '''Success Blessing (5e)'''—This  guarantees success in some small matter involving mundane affairs, such as a business deal, school examination or sporting event, provided the recipient had a chance to succeed anyway. This effect costs five Essence.
;Communion 1
;Communion 1
;Elemental Earth 2
;Elemental Earth 2

Revision as of 17:04, 24 May 2012


Joseph Padalecki.jpg

Joseph.gif Joseph

Aspects
High Concept: Horseback Wizard Displaced Out of Time
Trouble: Book Bound & Out of Touch


Backhand Swing and a Miss! Loving mother but abusive father who trained him in the Art. Ran away to find others to learn from.
Focused to a Purpose Running off made him realize what a sad state of affairs the world was in, and he dedicated himself to making it a better place.
Doing the Right Thing is Costly While seeking out the Lakota tribe to help them, they instead tortured him and bound his spirit into his journal
Snap Judgement While walking through the dairy section at your local super market you got a tingling on the back of you neck, you quickly hid inside the staff door and watched as that huge man you had an encounter with walked past you (Amiri). He doesn't look dangerous, but you never know.

Notes

Attributes

Primary

Strength 1 — Dexterity 3 — Constitution 2 — Intelligence 4 — Perception 4 — Willpower 5

Secondary

  • Life Points
  • Essence (+5 essence)
  • Speed
  • Consciousness/Survival
  • Initiative +3

Skills

  • Bureaucracy 1
  • Dodge 1
  • Engineering [Architecture] 1
  • Gambling 1
  • Humanities (Anthropology) 1
  • Humanities (Archeology) 1
  • Humanities (History) 2
  • Humanities (Theology) 1
  • Lang (Sioux, German, Chinese) 1 each
  • Lockpicking (Mechanical) 1
  • Myth and Legend (Cryptozoology) 2
  • Notice 3
  • Occult Knowledge 3
  • Research/Investigation 2
  • Rituals 2
  • Smooth Talking 1
  • Storytelling 1

Powers

Invocations

Blessing 1
All essence must come from the caster and is not regained until the blessing is spent.
Blessing of Protection (2e per +1)—This effect protects the subject from metaphysical harm. Each Essence Point spent gives the subject a +1 bonus to resist one supernatural attack of one specific kind (Magic, the Sight, Primal Power, and so on). This protection activates whenever a hostile attack is made against the blessing’s recipient. The protection is only good against one such attack. A Blessing of Protection can also be oriented against all forms of supernatural attack at the cost of two Essence per +1 bonus.
Good Luck (3e per +1)—This effect gi ves the recipient Luck. For every three Essence spent, the target gains a +1 bonus. The total bonuses may be applied to one Task/Test, or may be split as desired among many such attempts. Once the Luck bonuses are spent, the effects of the Blessing stop.
Success Blessing (5e)—This guarantees success in some small matter involving mundane affairs, such as a business deal, school examination or sporting event, provided the recipient had a chance to succeed anyway. This effect costs five Essence.
Communion 1
Elemental Earth 2
Farsight 2
Insight 2
Sending 1
Shield 1
Warding 2

Drawbacks

Amnesia
Impaired Senses (Sight, corrected)
Impaired Senses (Sound, uncorrected)
Honorable 1
Bookbound
Similar to two point emotional problem obsession, except that he can be forced by spirit powers back into the book. He may elect to willingly go into the book, but much spend effort and essence to get back out.
Accursed (Harpell Gifted)

Qualities

Influence (Paranormal) 1
Official Identity (False)
Photographic Memory
Pulling String—Library 1
Pulling String—Occult Library 1
Hyperlingiual 1
Essence Channelling 3
Gift
Age 1
+4 Skill points (+3 to languages, +1 Engineering [Architecture]), +5 points for metaphysical (+1(2) Farsight, +1(2) Insight, 1 point into purchasing extra essence), +5 Essence. These are NOT reflected in the rest of the sheet.
Resources -- no levels
Average. $9k in property. $1500/month pre-tax.

Special Possessions

Background