Drinking & Dragons

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== James Vincent <small>Refresh 2</small> ==
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<!-- Upload an image (in sidebar) -->[[File:James_vincent.jpg|300px]]<!-- End image -->
'''High Concept:''' Fresh White Council Alchemist <s>Self-made Alchemist Wizard Apprentice</s><br>
'''Trouble:''' <s>Lovesick</s> Alcoholic


== Attributes ==
'''Aspect:''' Oathbreaker <s>Wizardly growing pains</s><br>
'''Aspect:''' Alchemy at the improv!<br>
'''Aspect:''' "Hang on motherfucker—I'm coming!"<br>
'''Aspect:''' Needy devil servant


{{Unisys:Attributes
=== Stress and Consequences ===
|str=2
|dex=2
|con=2
|int=3
|per=2
|wil=4
}}
== Skills ==


<!-- NOTE: wc1-5 denote WildCard skills. You need to provide a title for each skill -->
'''Stress Boxes''' 1 [ ]  2 [ ]  3 [ ]
{{Unisys:Cinematic Skills
|acrobatics=0
|art=0
|computers=2
|crime=1
|doctor=1
|driving=1
|getting-medieval=0
|gun-fu=1
|influence=4
|knowledge=1
|kung-fu=2
|languages=0
|mr-fixit=0
|notice=3
|occultism=4
|science=2
|sports=0
|wc1_title=
|wc1=0
|wc2_title=
|wc2=0
|wc3_title=
|wc3=0
|wc4_title=
|wc4=0
|wc5_title=
|wc5=0
}}
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== Stats ==


<!-- To add to your Life Points, change this variable the number you want to add: -->{{#vardefine:LifeMisc|3}}
'''Mild''' {{Round Font|num=2}} ''empty''<br>
'''Moderate''' {{Round Font|num=4}} ''empty''<br>
'''Severe''' {{Round Font|num=6}} ''empty''<br>
'''Extreme''' {{Round Font|num=8}} ''empty'', ''may only be used once a season and REPLACES one of your current aspects.''


'''Life Points''': {{#expr: (({{#var:str}}+{{#var:con}})*4)+10+{{#var:LifeMisc}}}}<br/>
=== Approaches ===
'''Endurance''': 27<br/>
'''Essence''': 19<br/>


== Maneuvers ==
* Careful +2
* Clever +3
* Flashy +2
* Forceful +2
* Quick +1
* Sneaky +0


{{Unisys:Maneuvers|name=Dodge|attribute=dex|skill=Kung Fu|misc=0}}
=== Stunts and Extras ===


=== Other ===
;Because I am skilled at Alchemy
<!-- Fear, Consciousness, and Survival tests should be left here -->
: +2 when I use Clever to Overcome obstacles when I have time to think (outside of combat).
'''Fear Test:''' +{{#expr:{{#var:wil}}*2}}<br/>
;Because I am a lovable drunk
'''Consciousness Test:''' +{{#expr:{{#var:wil}}+{{#var:con}}}} (-1 for every Life Point below zero)<br/>
:+2 when I am Flashy to Create Advantage while talking to people when we are drinking alcohol.
'''Survival Test:''' +{{#expr:{{#var:wil}}+{{#var:con}}+1}} (-1 for every ten Life Points below zero)
;Because I am belligerently loyal
:+2 when I am Forcefully Attacking with a spell against someone who is physically threatening a friend.
;Rectangles for Everybody
: Attack all targets in a Zone with magic without penalty.
;No Rectangles for You!
: Omit allies when using magic to Attack all targets in a zone.
;Because I Frequently Use Magic to Help my Friends
: I get one extra free invoke (to hand off to a friend only) when I Cleverly Create Advantage using magic in combat


== Qualities ==
;<s>Drunk [ ]</s>
: <s>According to Neuropsychopharmacology the state in which you learn a thing is when you best perform it. At least, that is what you’ve convinced yourself of. So when you mark off the condition ''Drunk'', you gain a +4 on any one magical action and gain an aspect of the same name, ''Drunk''. You keep that aspect until you get some time to sleep it off or have some coffee.</s>
; <s>Reservoir of Strength</s>
:<s>While ''Drunk'', You may check off stress boxes to gain bonuses to a roll to cast Magic. You gain a +1 bonus for each point of stress the box would’ve absorbed. These boxes remain checked until the aspect ''Drunk'' goes away.</s>


;Charisma
: jovial and endearing, life of the party
;Magic - 4
: after finding the alchemical formulae notes, started digging into it big time
;Magic Philosophy - Alchemy
: the source of all his spells
;Supernatural Quality - Reduced Damage
: the lasting effects of an experimental protection potion reduces the damage of incoming kinetic attacks (bullets, fists, etc) by 1/2
;Essence Channelling 5
: Pull down 5 essence per turn. Regain 5 essence per minute.
;Increased Essence Pool (3)
: +6 essence to pool
;Hard to Kill (1)
: +1 to Survival Tests & +3 life (already added)
;Paranet (Obligation [Minor])
;Summer Court (Status rank 1)
: You are formally recognized by the Summer Court
== Drawbacks ==
;Addiction - Alcoholism
: Southern Comfort especially
;Bad Luck
: often the first to be targetted by foes
;Unrequited Love
: has it BAD for that one hot barista chick in Brewed Awakening shop
;Emotional Problem - Fear of Rejection
: is afraid to make a move on the above target of obsession
;Talentless
: horrible guitarist
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== Spells +12 (Will + Occultism + Magic) ==
;Lesser Sensing +9 (Not technically a spell)
: Per + Notice + Magic to pick up on magic in the air.
;Energy Dart (1action, PL1)
: A small bolt of static energy strikes one target within 50 feet doing Willpower + Success Levels damage.
;Morpheus's Repose (1action, PL1)
: Target w/i 50' resists with Willx2 or fall into a deep, natural sleep for 1min per Success. Does not effect faeries, ghosts, vampires, or other undead.
;Spasms (1action, PL3)
: Two targets within 50 feet are afflicted with spasms in a limb of the caster’s choosing, unless they resist the spellcasting roll with Constitution (doubled) rolls. If an arm is affected, it cannot be used to attack or defend in any way, spellcasting rolls suffer a –2 modifier, and if holding an item, the bearer must make a Dexterity (not doubled) roll to maintain his grip. If a leg is affected, the target moves at half speed and his Dexterity is reduced by half (maximum reduction four). The spasms last one Turn per Success Level and the targets may make Constitution rolls each Turn to overcome the effects.
;Yellow Disk (1action, PL3) [evil]
: A two-foot diameter yellow disk appears underneath the feet of a target within 100 feet. Unless he resists the spellcasting roll with a Willpower (doubled) roll, he is unable to lift his feet from the ground, and cannot move for Success Level Turns.
;Rectangle of Force (1action, PL4) [evil]
: The caster conjures a cone-like shining, silvery-black rectangle six feet high and 12 feet across, which flies forward up to 50 feet. Anyone struck takes (Willpower x 2) + (Success Levels x 5) damage and is knocked back five feet per Success Level. Defensive magics used to resist this spell suffer a –1 modifier per cane-bearing caster.
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== Invocations (Will + Invocation) ==
=== Farsight 1 ===
Farsight is the power to see into other places and to search areas by projecting a fraction of one’s Essence beyond one’s body. Failure to Dismiss the Invocation after a Focus Task failure often causes inconvenient visions and flashbacks that bother the Magician for D4(2) hours.
;Farsee
: '''5e, 100 meters per Per (+5e to change range to 1.5km/1mi per Per, +1e per additional 1.5km/1mi)'''
: This ability allows the Magician to look into any area within range, but she must be aware of the general location of the area. The Magician decides the viewpoint of the vision, limited by the range (for example, the magician can select a bird’s eye view, to look in a specific direction, and so on), but the viewpoint cannot be changed unless the Invocation is re-cast. The base range is 100 yards (meters) for each point of the character’s Perception Attribute. This can be raised to one mile (1.5 kilometers) times Perception for another five Essence, and an additional one mile per Essence Point spent thereafter. The vision lasts up to one minute.
;Find Person
: '''Variable cost'''
: Using Perception instead of Willpower, this effect searches for a person in the area covered by the Invocation. The Magician must know the target, either personally or by contact with her Essence signature. The more powerful the person being searched for is, the easier it is, as her Essence acts like a beacon for those with the right senses. This effect costs 10 points to search for a Mundane, five points for a Gifted person with less than 30 Essence, and two points for a Gifted person with more than 30 Essence Points. If the person being sought has used Magic or other supernatural abilities in the past few hours, all Focus Tasks gain a +1 bonus for every five Essence Points used by the target. If the Gifted character is Shielded (see p. 220), her Essence is hidden and she must be sought out like a Mundane. The base area has a radius of one mile (1.5 kilometers) per level of Perception. Each additional one mile (1.5 kilometers) costs one extra Essence Point.
=== Lesser Illusion 1 ===
=== Hideaway 1 ===
=== Spirit Mastery 1 ===
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Latest revision as of 11:46, 7 March 2016

James Vincent Refresh 2

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

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

Stress and Consequences

Stress Boxes 1 [ ] 2 [ ] 3 [ ]

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

Stunts and Extras

Because I am skilled at Alchemy
+2 when I use Clever to Overcome obstacles when I have time to think (outside of combat).
Because I am a lovable drunk
+2 when I am Flashy to Create Advantage while talking to people when we are drinking alcohol.
Because I am belligerently loyal
+2 when I am Forcefully Attacking with a spell against someone who is physically threatening a friend.
Rectangles for Everybody
Attack all targets in a Zone with magic without penalty.
No Rectangles for You!
Omit allies when using magic to Attack all targets in a zone.
Because I Frequently Use Magic to Help my Friends
I get one extra free invoke (to hand off to a friend only) when I Cleverly Create Advantage using magic in combat
Drunk [ ]
According to Neuropsychopharmacology the state in which you learn a thing is when you best perform it. At least, that is what you’ve convinced yourself of. So when you mark off the condition Drunk, you gain a +4 on any one magical action and gain an aspect of the same name, Drunk. You keep that aspect until you get some time to sleep it off or have some coffee.
Reservoir of Strength
While Drunk, You may check off stress boxes to gain bonuses to a roll to cast Magic. You gain a +1 bonus for each point of stress the box would’ve absorbed. These boxes remain checked until the aspect Drunk goes away.