Drinking & Dragons

Difference between revisions of "Brew:Cast/James Vincent"

From Drinking and Dragons
(Slight edits)
(Updating with most recent information)
Line 1: Line 1:
== James Vincent <small>Refresh -8</small> ==
== James Vincent <small>Refresh 3</small> ==


'''High Concept:''' Self-made Alchemist Wizard Apprentice<br>
'''High Concept:''' Self-made Alchemist Wizard Apprentice<br>
Line 10: Line 10:
=== Stress and Consequences ===
=== Stress and Consequences ===


'''Physical''' {{Round Font|num=123}}<br>
'''Stress Boxes''' {{Round Font|num=123}}<br>
'''Mental''' {{Round Font|num=1234}}


'''Mild''' {{Round Font|num=2}}<br>
'''Mild''' {{Round Font|num=2}} ''empty''<br>
'''Moderate''' {{Round Font|num=4}}<br>
'''Moderate''' {{Round Font|num=4}} ''empty''<br>
'''Severe''' {{Round Font|num=6}}<br>
'''Severe''' {{Round Font|num=6}} ''empty''<br>
'''Extreme''' {{Round Font|num=8}} ''may only be used once a season and REPLACES one of your current aspects.''
'''Extreme''' {{Round Font|num=8}} ''empty'', ''may only be used once a season and REPLACES one of your current aspects.''


=== Skills ===
=== Approaches ===


* Athletics +0
* Careful +1
* Burglary +0
* Clever +3
* Computers +1
* Flashy +2
* Contacts +1
* Forceful +2
* Crafts +0
* Quick +1
* Decieve +0
* Sneaky +0
* Drive +0
* Empathy +2
* Fight +0
* Focus +3 (+4 for Water w/hip flask)
* Investigate +2
* Lore +3
* Notice +2
* Physique +1
* Provoke +0
* Rapport +1
* Resources +0
* Shoot +0
* Stealth +0
* Will +4 (+5 for Earth w/bracelet or all Water)


=== Stunts and Extras ===
=== Stunts and Extras ===


;Shield of Reason. [-1 refresh]
Because I am '''skilled at Alchemy''', I get a +2 when I use '''Clever''' to '''Overcome obstacles''' when '''I have time to think (outside of combat).'''
: You can use Lore as a defense against Provoke attempts, provided you can justify your ability to overcome your fear through rational thought and reason.
;Hard Boiled. [-1 refresh]
: You can choose to ignore a mild or moderate consequence for the duration of the scene. It can’t be compelled against you or invoked by your enemies. At the end of the scene it comes back worse, though; if it was a mild consequence it becomes a moderate consequence, and if it was already moderate, it becomes severe.
;The Sight [-1 refresh]
;Evocation [-3 refresh]
: Water (specialized), Earth, and Spirit
: +1 power bonus (Will) when casting Water evocations
;Supernatural Toughness [-2 refresh]
: Only works against high-speed attacks


=== Items ===
Because I am '''a lovable drunk''', I get a +2 when I am '''Flashy''' to '''Create Advantage''' while '''talking to people when we are drinking alcohol.'''
;Hip flask of enchanted Southern Comfort
 
: +1 to offensive focus (Water)
Because I am '''belligerently loyal''', I get a +2 when I am '''Forcefully''' '''Attacking''' with a spell against '''someone who is physically threatening a friend'''.
;Silver/turquoise bracelet on right wrist
: +1 to defensive will (Earth)


__NOTOC__
__NOTOC__

Revision as of 13:02, 19 January 2014

James Vincent Refresh 3

High Concept: Self-made Alchemist Wizard Apprentice
Trouble: Lovesick Alcoholic

Aspect: Wizardly growing pains
Aspect: Alchemy at the improv!
Aspect: "Hang on motherfucker—I'm coming!"

Stress and Consequences

Stress Boxes 123

Mild 2 empty
Moderate 4 empty
Severe 6 empty
Extreme 8 empty, may only be used once a season and REPLACES one of your current aspects.

Approaches

  • Careful +1
  • Clever +3
  • Flashy +2
  • Forceful +2
  • Quick +1
  • Sneaky +0

Stunts and Extras

Because I am skilled at Alchemy, I get a +2 when I use Clever to Overcome obstacles when I have time to think (outside of combat).

Because I am a lovable drunk, I get a +2 when I am Flashy to Create Advantage while talking to people when we are drinking alcohol.

Because I am belligerently loyal, I get a +2 when I am Forcefully Attacking with a spell against someone who is physically threatening a friend.