RPM:PCs/Alt/Caisse
From Drinking and Dragons
Caisse le Seau (Refresh: 2)
Aspects
- High Concept: Commandant-ranked Expeditious Quartermaster
- + Pull rank. QM-related. Efficiency. Trusted.
- - When rank is a disadvantage. People will recognize him. Seen as a member of command by some. He hates dilly-dallying (but not rash!).
- Trouble: Glass Eye
- + Resistance to eye/sight attacks, including illusions. Shows willingness to go through with things to succeed.
- - I mean, he does have a glass eye...
- Always carry a spare.
- + Declaring not disarmed. Having another pistol at the ready for a 1-2 shot.
- - Very uncomfortable when needing to have limited items. Beware rickety bridges.
- That will buff out.
- + Can push equipment, environment, others beyond normal limits.
- - Will test things to limits, often returning them in bad condition.
- Hard-assed Drillmaster Alternate wording: Creature Comforts? Bah!
- + Can sleep on a bare floor with poor conditions with no ill effects. Doesn't tire over long marching distances or bumpy roads. Deals fine with being tortured.
- - That fancy dining set? Who needs all those forks and different glasses. I'll keep my boots on, thanks.
Skills
+5 Resources
+4 Physique
+3 Shoot +3 Athletics
+2 Contacts +2 Lore A&S +2 Weapons
+1 Burglary +1 Deceive +1 Provoke +1 Rapport +1 Will
+0 Empathy, Fight, Lore Myth, Stealth, Survival
Stunts (7 refresh worth)
- Liquid Courage
- (non-magical c.f. https://fate-srd.com/venture-city/healing; mega-stunt https://fate-srd.com/atomic-robo/mega-stunts)
- Basic Healing: You can make a RESOURCES roll against Fair (+2) opposition to clear another character’s PHYSICAL OR MENTAL stress. A character may only benefit from your ability once per scene. Additionally, you can use RESOURCES to start healing any kind of PHYSICAL OR MENTAL consequence on another character. AS A MEGA-STUNT, THE GM GETS AN ADDITIONAL FATE POINT PER REFRESH. [allcaps are changes from RAW].
- Gear up!
- Get +2 to create advantage with resources broadly. But these are only boosts (consumable things, usually).
- Broad Shoulders, sturdy back
- Can make mental attacks with Physique. Represents lots of gear, brass knuckles, etc. But also just generally having an imposing stature.
- Tight Grip
- Never misses a throw or a catch. Certainly never drops things unintentionally.
- Taxpayers' Dime
- Extra two additional wealth and favors track boxes. These can only be refilled after a TPS (Tactical Provisioning Status) report is submitted to command.
- Grenadier
- Can make physical attacks with resources. Always causes collateral damage (a scene aspect).
- Hand-crafted Magnum Pistol
- Stunt: Additional weapons rating of +2 (so +3 total storess) when stress is inflicted.
- Aspect: Packs a punch
- Flaw: Custom ammo
- Expense Account (Wealth and Favors)
- The organization/guild/company who employs you is willing to cover purchases and loan useful tools to help you with your assignments. Gain a +2 for each Wealth and Favor box marked to Attack or Defense rolls for a scene and describe how the equipment helped you.
Stress and Consequences
Physical | 1 ▢ 2 ▢ 3 ▢ 4 ▢ |
Mental | 1 ▢ 2 ▢ 3 ▢ |
Mild | 2 empty Scene |
Moderate | 4 empty Session |
Severe | 6 empty Scenario |
Extreme | 8 empty Major milestones; replaces existing aspect. |
Conditions
Wealth & Favors 1 ▢ 2 ▢ 3 ▢ 4 ▢ $ ▢ $ ▢
This condition represents your personal wealth and your influence within society. Mark a box to aid you by leveraging these assets with effects as outlined in the stunts. Recover one box each session as you trade favors and earn capital.