Drinking & Dragons

User:Wizardoest/PCs/Paco Bellefonte: Difference between revisions

From Drinking and Dragons
No edit summary
No edit summary
Line 1: Line 1:
== Paco Bellefonte <small>(8 story points)</small> ==
== Paco Bellefonte <small>(2 story points)</small> ==
[[File:Paco.png|right|250px]]
[[File:Paco.png|right|250px]]
;Traits
;Traits
Line 10: Line 10:
: Botany (Very good)
: Botany (Very good)
: Lockpicking
: Lockpicking
: Sleight of Hand
: Running
;Detriment
;Detriment
: Distracted
: Distracted

Revision as of 00:41, 13 December 2024

Paco Bellefonte (2 story points)

Traits
Eloquent (Very good)
Tough
Skills
Deception (Free)
Storytelling
Unarmed combat (Very good)
Botany (Very good)
Lockpicking
Sleight of Hand
Running
Detriment
Distracted

THE SCION SCHEMER (Background):

You follow the unseen paths of consciousness to your target when you Lie to reality. There is no visible effect other than a slight distortion in the air around your head, barely noticeable. In so doing, however, you peer briefly into the target’s mind.

As a Scion Schemer, you learn the basic surface thoughts of your target when you Lie to reality (which may or may not grant you valuable insight). Spending ten minutes of silent meditation allows you to remove one Injury Die.

Advancements

REPTILE SKIN (3 story points) — You’re always treated as armored (when resisting Injury, Almost results count as success). Further, it gives you Harmony with all rolls to resist Injury other than those from the Stress of Lying.

ENHANCED REPTILE SKIN (COST: 4 STORY POINTS) — Scions who already have Reptile Skin can enhance it with this Advancement. In addition to the benefits of Reptile Skin, all die rolls to resist Injury are Boosted (except rolls to resist Stress from Lying).

AFFECT MULTIPLE PEOPLE (COST: 4 STORY POINTS) Normally, a Schemer can affect only one person at a time. However, you can affect two people at a time with the same Lie. You can select this Advancement multiple times, each time adding another person to the maximum number of people you can affect. Experienced Schemers can affect a whole crowd at once!

ANIMAL INFLUENCE (COST: 3 STORY POINTS) Animals that you can see and that can see you within about 100 feet (30 m) are calm or agitated, as you desire (they all must be one or the other). You don’t control their actions, and they act according to their nature. An agitated dog might growl and bite. An agitated rabbit will run away.

MIND TALKING (TELEPATHY) (COST: 3 STORY POINTS) With this Advancement, you can speak and hear only with your mind. The other person (or people) must be within about 100 feet (30 m), but you don’t need to be able to see them. You can’t hear someone’s “mental speech” unless they want you to.

LONGER RANGE (COST: 3 STORY POINTS) Normally, a Schemer can affect people up to about 100 feet (30 m) away, but you can affect them at a distance of 200 feet (60 m). You can select this Advancement multiple times, each time adding about 100 feet to your range.

CLINGING (COST: 4 STORY POINTS) You can create a molecular adhesion between you and any surface. This gives Harmony with any climbing actions you take. You can do things that are normally impossible with climbing skill, such as scale a perfectly smooth wall or even move across the ceiling. It also means you can stand atop a car racing at incredible speeds.

Special gear

  • A tiny multitool that serves as a lockpick and a vast array of other small tools
  • A weapon of their choosing
  • Body armor beneath their clothing
  • Whatever clothing they wish (including uniforms or whatever context-appropriate attire is needed)
  • A contemporary smartphone