Drinking & Dragons

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[[Category:Vat]][[Category:Vat:PC]][[Category:Wizardoest:Character Build]]
__NOTOC__
[[File:Joseph Padalecki.jpg|right|200px]]
[[File:Joseph Padalecki.jpg|right|200px]]
{{Joseph}}
{{Joseph}}
{{Template:AspectBlock|
{{Template:AspectBlock|
   concept=Spy with a Love for Yogurt|
   concept=Horseback Wizard Displaced Out of Time|
   trouble=Out of Touch|
   trouble=Book Bound & Out of Touch|
   background=Backhand Swing and a Miss!|
   background=Backhand Swing and a Miss!|
   background-blurb=Abusive from father, loving mother, escape from home life by getting into trouble and eventually joining the army.|
   background-blurb=Loving mother but abusive father who trained him in the Art. Ran away to find others to learn from.|
   conflict=Focused to a Purpose|
   conflict=Focused to a Purpose|
   conflict-blurb=Running off to the military at 17 gave Joseph discipline and harnessed his energies towards a purpose. He excelled.|
   conflict-blurb=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.|
   story=Doing the Right Thing is Costly|
   story=Doing the Right Thing is Costly|
   story-blurb=While serving as intelligence in Afghanistan he was forced to do some hard things, but he drew the line at bombing a cluster of innocent civilians in a marketplace just to get one man.|
   story-blurb=While seeking out the Lakota tribe to help them, they instead tortured him and bound his spirit into his journal|
   guest=Snap Judgement '''OR''' (from Joseph)|
   guest=Snap Judgement|
   guest-blurb=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.|
   guest-blurb=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 ==
== Notes ==
* post alternate identity below
* important possessions
* select languages
* fill out adversary


{|
* [[Vat:PC/Joseph/Powers]]
|-
* [[Vat:Outcome Table]]
| colspan="2" |
 
== Attributes ==
== Attributes ==
=== Primary ===
=== Primary ===
Strength 1 {{-}} Dexterity 2 {{-}} Constitution 2 {{-}} Intelligence 4 {{-}} Perception 4 {{-}} Willpower 5+1=6
{{#vardefine:str|1}}
{{#vardefine:dex|3}}
{{#vardefine:con|2}}
{{#vardefine:int|4}}
{{#vardefine:per|4}}
{{#vardefine:wil|5}}
Strength {{#var:str}} {{-}} Dexterity {{#var:dex}} {{-}} Constitution {{#var:con}} {{-}} Intelligence {{#var:int}} {{-}} Perception {{#var:per}} {{-}} Willpower {{#var:wil}}
 
=== Secondary ===
=== Secondary ===
Vital Essence 48 {{-}} Speed 8 {{-}} Energy Essence 29
<br/>Consciousness/Survival 6 {{-}} Initiative 4
|- style="vertical-align: top;"
|
== Skills ==
* Acting 1
* Bureaucracy 2
* Computer Hacking 2
* Dodge 2
* Guns (Handgun) 1
* Language (Which?) 1
* Language (Which?) 1
* Language (Which?) 1
* Lock Picking (Mechanical) 1
* Notice 3
* Occult Knowledge* 1
* Smooth Talking 4


|
* Life Points: {{#expr: (({{#var:str}}+{{#var:con}})*4)+10}}
== Drawbacks ==
* Endurance: {{#expr: (({{#var:str}}+{{#var:con}}+{{#var:wil}})*3)+5}}
;Adversary (WHO?) -- 1 point
* Essence: {{#expr: {{#var:str}}+{{#var:dex}}+{{#var:con}}+{{#var:int}}+{{#var:per}}+{{#var:wil}}+5}}
: DETAILS PLEASE. 1 Point is a not-powerful individual.
* [https://docs.google.com/spreadsheet/ccc?key=0Ao9OZuljiJQXdHR6VUdKY09zSDd3ZmZGMkJjZ3dMSVE Tracked here]
;Body Double
: You have an evil twin (or look-alike) out there, related to your career somehow.
;Disgraced (Burn Notice)
: You have a poor reputation with the relevant group, suffering a -1 penalty to influence tasks and possibly other tasks involving them. Any who know of this may react unfavorably with the same penalty.
;Honorable -- Mild
: Do not lie, betray friends or loved ones or anyone you respect. Others, particularly those disliked, are fair game.
;Anchor, Greater (Joe) with a zero-point very, very large distance (1000 feet from Joseph).
: When the Spirit is away from the Anchor, she loses 1 Essence Point per minute and this loss cannot be regained until the Ghost returns to the Anchor point. After the Ghost's Energy Essence is depleted, the loss starts affecting her Vital Essence, which may result in Unraveling. (MystCodex71)


|- style="vertical-align: top;"
* Speed: {{#expr: (({{#var:dex}}+{{#var:con}})*2)}} mph, {{#expr: (({{#var:dex}}+{{#var:con}})*2)/2}} yards per second
|
* Consciousness/Survival
* Initiative +3


== Powers ==
== Skills ==
As a spirit, you can channel up to your willpower in essence per turn.


=== Invocations ===
* Bureaucracy 1
;Farsight -- 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


=== Spirit Powers ===
== Drawbacks ==
;Spiritus -- 3
: This is your skillfulness with activating spirit powers and interacting with the spirit world (MystCodex64).
;Animate
: Spend essence while in spirit form to move objects. Uses Spiritus. More essence for more strength. (MystCodex72)
;Life Drain -- 1
: Forcibly steal essence from a living being. Dexterity + Spiritus vs dodge to hit. Willpower + Spiritus vs (difficult for non-gifted) willpower, stealing 1 essence per life drain level per success level exceeding defense. Feeding on an entity with no essence permanently drains essence at 1 per level. (MystCodex77)
;E Pluribus Unum -- 1
: One alternate past life which gets 18 skill points. Detailed above. Takes 10 minutes, 12 essence. (MystCodex91)


|
;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 ==
== Qualities ==
;Official Identity (No Records)
 
: There are no records of your existence -- birth, passport, credit, employment, anything. This can make living in the modern world difficult, but having no legal identity can have its benefits as well. Travel may be difficult. It is recommended you acquire a fake identity.
;Age 1
;Influence (Espionage) -- 1 level
: +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.
: Bonus to social skills with this group, including Pulling Strings.
;Influence (Paranormal) 1
;Hyperlingual -- 1 level
;Official Identity (False)  
: Add the value of this quality to any language skill (even if it is a zero). This may be restricted, such as only applying to standard uses of the language.
;Photographic Memory
;Gifted
: Those with photographic memories have an uncanny ability to remember things. After reading a book, they can quote passages without missing a word, and they almost never forget anything. The Chronicler provides information that the character remembers whenever it is necessary. Also, characters with this Quality receive a +1 bonus on any skill where memorizing facts is useful; most scholastic skills fall under this category. Furthermore, any Tasks where memory can play a role gain a +1 to +3 bonus, at the Chronicler’s discretion.
: Allows the of supernatural powers. Greatly increases the ability to perceive the supernatural.
;Pulling String—Library 1
;Phantasm
: A character has unlimited access to a library of a general nature or one specific to an academic subject. A Normal quality library requires no roll. A single Success Level on a Willpower and Bureaucracy Task grants access to a Good quality library, two Success Levels an Excellent one, and three or more levels a Superb one. The character has access to the place for one week. Each additional week requires a new Task. Private use requires an additional –2 penalty and may require the character to work late in the evening or early in the morning. The Chronicler may decide that certain facilities are not available in the area.
: You are a physical spirit. [Note: RAW has this at 15-point quality; reduced to 10 due to alterations.]
;Pulling String—Occult Library 1
: Provides +1 willpower. +10 essence to each. No Endurance points.
: A good occult library is invaluable to a ritualist. Access to a Normal quality library requires a Willpower and Bureaucracy Task. Success provides the character with books or personnel who can teach three to five different rituals (determined by the Chronicler). The higher the success, the better the facilities available. Two Success Levels grant access to a Good quality library (six to twelve rituals). An Excellent library requires three Success Levels and has between 13–18 rituals. Superb libraries require at least four Success Levels and have between 19–24 rituals. No one library has information on every known ritual.
: See details below.
;Hyperlingiual 1  
:The character has an uncanny aptitude for learning and speaking new languages, from the most mundane European tongues to the strangest dialects of jungle-dwelling tribesmen. He may add his level in the Hyperlingual Quality to any Language skill (even if it is zero) when determining level of fluency. For example, a character with Language (Swahili) 2 and three levels of Hyperlingual speaks Swahili with “complete mastery,” a level of fluency normally associated with a skill level five. The Chronicler may impose limits dependent upon the agent’s Intelligence if the player abuses this Quality, and should penalize heavily when interpreting alien languages.
;Essence Channelling 3
: Regain 3e per minute.
;Gift
: The Gift denotes a connection with the Otherworlds, a connection that allows the character to sense things that are hidden from Mundanes. All the Gifted have the ability to perceive the presence of supernatural energies or creatures. By succeeding at a Simple Perception Task, a Gifted character can sense if a supernatural being is near, and can detect strong flows of Essence in an area or object. This sensing is not accurate; it does not tell the character exactly what or who emanates an excess of magical energies, although the Success Levels of the Task provide the Gifted character with successively more information.
;Resources -- no levels
;Resources -- no levels
: Average. $9k in property. $1500/month pre-tax.
: Average. $9k in property. $1500/month pre-tax.


|}
== Special Possessions ==
 
; Holster
: Single action six shooter (Heavy Handgun, Range [3/10/20/60/120], DMG d8&times;4)
;Leather Satchel that contains:
: Joseph's original journal from 1800s
: Well worn playing cards. The joker has a bullet hole in it.
: Assortment of pens, pencils, and scraps of paper.
: Moleskine notepads
: Bolo tie for formal affairs
: Small King James Bible, with notes scribbled in it
: Lock picks, vials of acid and powder, feathers
: D&D Monstrous Compendium binder, well worn with many notes and post-its.
: Chalk, my god the chalk
: Dot matrix printout of 448 US 371 Supreme Court Ruling on United States vs Sioux Nation of Indians.
: Mix tape with John Denver, Johnny Cash, and Hank Williams
; Snakeskin cowboy boots, worn in
; Crystal that hangs on a necklace
;Pouches that contain
: Small golden cross on a chain (Blessing)
: Intact shed snakeskin (Communion)
: Fire-blackened Coal (Elemental Earth)
: Rifle scope (Farsight)
: Handmade dreamcatcher (Insight)
: Roughly hewn carving of an eagle made out of block of black walnut (Sending)
: Hempen bracelet with flat discs of metal from spent bullets and used knifes. (Shielding)
: Assorted chalks, liquids, and wires (Warding)
 
== Background ==
 
In the year 1899, Joseph Padalecki was in North Dakota on a year long spiritual retreat. He was the last classically trained magician in his family and was seeking out the Lakota tribe to hear of their plight and see if there was something that he could do to fix it.


== Special Possessions ==
When he found the tribe, the shaman was a young man full of rage and grief, having recently replaced the elderly shaman who had been shot by a group of "white devils". When they found Joseph, they took out their hate on him for nearly three full days.


Just as he was about to find peace in death, the young shaman cursed Joseph to be trapped in the world but not part of it. Joseph's soul fled his body and found its new home in his journal. "You will not know peace until the Lakota people are free of the white devils."


== Alternate Identity ==
Years later the journal and belongings of Joseph was recovered, and the journal was passed down the generations as a curiosity.


Fast forward almost a hundred years to 1980. The US Supreme Court agreed to award the Lakota over one hundred millions dollars, starting a process of recognizing the rights of the Lakota people. This watershed moment in concert with Joseph's strength of will was enough for him to purchase his freedom, though in moments of weakness his spirit will withdraw back into the book.


== Spirit Form Details ==
Once he had managed to escape his prison, he immediately fled. He knew the type of work that his great, great, great grandson did and wasn't sure how he would react. He managed to cobble together a false identity and secured himself employment as a professor of anthropology.  
* Energy Essence regeneration: willpower/hour (or channeling/minute)
* Vital Essence regeneration: willpower+channeling/day
* Spirit form and incarnate form properties are REVERSED. Cannot regain essence while in spirit form; only regain while physical.
** Unaging.
** Can achieve spirit form by "dying" again in a painful, traumatic, bloody, messy fashion to evaporate off body. Takes half an hour and costs 25 essence. Requires three simple willpower checks followed by a difficult if any fail or the transformation is aborted. Spiritus + Willpower to complete transformation. Remains in spirit form for one hour plus one per success level. 15 essence per hour to extend. (MystCodex86)
** p88 to continue calculating physical form stats.
** Destruction of the physical form will seriously harm Joseph as listed, and he will seek to re-create a physical form as soon as possible. Note that Joseph will only regain essence in physical form -- so he may need to absorb some from spirit form to have enough to create a new body; but it costs him some essence per hour to maintain a spiritual existence.
** While in spirit form:
*** Invisible and immaterial.
*** More likely to perceive essence and other spirits.
*** Aware of summoning attempts.
*** Gains Tap Essence ghost power.
*** Look up details for vulnerabilities/being attacked while in spirit form.
* Easier to tap ambient essence.
** Which may be stored for up to an hour.
* Evolution: when gained 20 essence from spirit powers taking it from others, lose it and permanently increase maximum of each essence pool.


Joseph was perplexed that the world didn't work the same as it had before he was imprisoned. Until recently his gift rarely, if ever, functioned. The strength is returning, and he was asked to join the VAT. Little did he know that his grandson was also being brought on board.


== Background ==
[[Category:Vat]][[Category:Vat:PC]][[Category:Wizardoest:Character Build]]

Revision as of 19:47, 1 June 2012

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

  • Speed: 10 mph, 5 yards per second
  • 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

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

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.
Influence (Paranormal) 1
Official Identity (False)
Photographic Memory
Those with photographic memories have an uncanny ability to remember things. After reading a book, they can quote passages without missing a word, and they almost never forget anything. The Chronicler provides information that the character remembers whenever it is necessary. Also, characters with this Quality receive a +1 bonus on any skill where memorizing facts is useful; most scholastic skills fall under this category. Furthermore, any Tasks where memory can play a role gain a +1 to +3 bonus, at the Chronicler’s discretion.
Pulling String—Library 1
A character has unlimited access to a library of a general nature or one specific to an academic subject. A Normal quality library requires no roll. A single Success Level on a Willpower and Bureaucracy Task grants access to a Good quality library, two Success Levels an Excellent one, and three or more levels a Superb one. The character has access to the place for one week. Each additional week requires a new Task. Private use requires an additional –2 penalty and may require the character to work late in the evening or early in the morning. The Chronicler may decide that certain facilities are not available in the area.
Pulling String—Occult Library 1
A good occult library is invaluable to a ritualist. Access to a Normal quality library requires a Willpower and Bureaucracy Task. Success provides the character with books or personnel who can teach three to five different rituals (determined by the Chronicler). The higher the success, the better the facilities available. Two Success Levels grant access to a Good quality library (six to twelve rituals). An Excellent library requires three Success Levels and has between 13–18 rituals. Superb libraries require at least four Success Levels and have between 19–24 rituals. No one library has information on every known ritual.
Hyperlingiual 1
The character has an uncanny aptitude for learning and speaking new languages, from the most mundane European tongues to the strangest dialects of jungle-dwelling tribesmen. He may add his level in the Hyperlingual Quality to any Language skill (even if it is zero) when determining level of fluency. For example, a character with Language (Swahili) 2 and three levels of Hyperlingual speaks Swahili with “complete mastery,” a level of fluency normally associated with a skill level five. The Chronicler may impose limits dependent upon the agent’s Intelligence if the player abuses this Quality, and should penalize heavily when interpreting alien languages.
Essence Channelling 3
Regain 3e per minute.
Gift
The Gift denotes a connection with the Otherworlds, a connection that allows the character to sense things that are hidden from Mundanes. All the Gifted have the ability to perceive the presence of supernatural energies or creatures. By succeeding at a Simple Perception Task, a Gifted character can sense if a supernatural being is near, and can detect strong flows of Essence in an area or object. This sensing is not accurate; it does not tell the character exactly what or who emanates an excess of magical energies, although the Success Levels of the Task provide the Gifted character with successively more information.
Resources -- no levels
Average. $9k in property. $1500/month pre-tax.

Special Possessions

Holster
Single action six shooter (Heavy Handgun, Range [3/10/20/60/120], DMG d8×4)
Leather Satchel that contains
Joseph's original journal from 1800s
Well worn playing cards. The joker has a bullet hole in it.
Assortment of pens, pencils, and scraps of paper.
Moleskine notepads
Bolo tie for formal affairs
Small King James Bible, with notes scribbled in it
Lock picks, vials of acid and powder, feathers
D&D Monstrous Compendium binder, well worn with many notes and post-its.
Chalk, my god the chalk
Dot matrix printout of 448 US 371 Supreme Court Ruling on United States vs Sioux Nation of Indians.
Mix tape with John Denver, Johnny Cash, and Hank Williams
Snakeskin cowboy boots, worn in
Crystal that hangs on a necklace
Pouches that contain
Small golden cross on a chain (Blessing)
Intact shed snakeskin (Communion)
Fire-blackened Coal (Elemental Earth)
Rifle scope (Farsight)
Handmade dreamcatcher (Insight)
Roughly hewn carving of an eagle made out of block of black walnut (Sending)
Hempen bracelet with flat discs of metal from spent bullets and used knifes. (Shielding)
Assorted chalks, liquids, and wires (Warding)

Background

In the year 1899, Joseph Padalecki was in North Dakota on a year long spiritual retreat. He was the last classically trained magician in his family and was seeking out the Lakota tribe to hear of their plight and see if there was something that he could do to fix it.

When he found the tribe, the shaman was a young man full of rage and grief, having recently replaced the elderly shaman who had been shot by a group of "white devils". When they found Joseph, they took out their hate on him for nearly three full days.

Just as he was about to find peace in death, the young shaman cursed Joseph to be trapped in the world but not part of it. Joseph's soul fled his body and found its new home in his journal. "You will not know peace until the Lakota people are free of the white devils."

Years later the journal and belongings of Joseph was recovered, and the journal was passed down the generations as a curiosity.

Fast forward almost a hundred years to 1980. The US Supreme Court agreed to award the Lakota over one hundred millions dollars, starting a process of recognizing the rights of the Lakota people. This watershed moment in concert with Joseph's strength of will was enough for him to purchase his freedom, though in moments of weakness his spirit will withdraw back into the book.

Once he had managed to escape his prison, he immediately fled. He knew the type of work that his great, great, great grandson did and wasn't sure how he would react. He managed to cobble together a false identity and secured himself employment as a professor of anthropology.

Joseph was perplexed that the world didn't work the same as it had before he was imprisoned. Until recently his gift rarely, if ever, functioned. The strength is returning, and he was asked to join the VAT. Little did he know that his grandson was also being brought on board.