Drinking & Dragons

Difference between revisions of "Brew:Cast/Reba Duval"

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Voodoo Rootworker Environmental Engineering Student with a Cursed Metal Plate in her head who’s got a complicated relationship with worms and coffee.
== Reba Duval <small>Refresh 3</small> ==
{| class="not-tabular-data" width="100%"
| valign="top" width="35%"  |
== Attributes ==


{{Unisys:Attributes
'''High Concept:''' Accidental Voodoo Student<br>
|str=2
'''Trouble:''' Supernatural Magnet In My Head
|dex=2
|con=2
|int=4
|per=2
|wil=4
}}


== Skills ==
'''Aspect:''' Where is that accent from?<br>
'''Aspect:''' Low freak out threshold<br>
'''Aspect:''' Dogwalker


<!-- NOTE: wc1-5 denote WildCard skills. You need to provide a title for each skill -->
=== Stress and Consequences ===
{{Unisys:Cinematic Skills
|acrobatics=1
|art=0
|computers=2
|crime=0
|doctor=0
|driving=0
|getting-medieval=0
|gun-fu=0
|influence=2
|knowledge=2
|kung-fu=0
|languages=2 (English, French, Russian)
|mr-fixit=1
|notice=2
|occultism=5
|science=6
|sports=0
|wc1_title=
|wc1=0
|wc2_title=
|wc2=0
|wc3_title=
|wc3=0
|wc4_title=
|wc4=0
|wc5_title=
|wc5=0
}}


| valign="top" width="64%" |
'''Stress Boxes''' 1 [ ] 2 [ ]  3 [ ]
== Stats ==


<!-- To add to your Life Points, change this variable the number you want to add: -->{{#vardefine:LifeMisc|9}}
'''Tenacious Spirit''' (from magical sources only) 4 [ ]


'''Life Points''': {{#expr: (({{#var:str}}+{{#var:con}})*4)+10+{{#var:LifeMisc}}}}<br/>
'''Mild''' 2 ''empty''<br>
'''Endurance''': 42<br/>
'''Moderate''' 4 <br>
'''Essence''': 22<br/>
'''Severe''' 6 ''empty''<br>
'''Extreme''' 8 ''empty'', ''may only be used once a season and REPLACES one of your current aspects.''


== Maneuvers ==
=== Approaches ===


=== Combat ===
* Careful +3
;Dodge = Dexterity + (Acrobatics or Getting Medieval or Kung Fu)
* Clever +3
* Flashy +2
* Forceful +0
* Quick +1
* Sneaky +2


=== Spells (Will + Occultism + Magic) ===
=== Stunts and Extras ===


;Cure Disease (PL1, quickcast)
;Classic Crossroads
: Once per week the afflicted character resists the Str of the disease with Con doubled, plus the Success Levels of this spell.
: +2 to use Flashy to Create Advantages with voodoo at a Crossroads.
;Morpheus's Repose (PL1)
;Paranormally Paranoid
: 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.
: Because I'm highly superstitious, I get +2 to Cleverly Overcome when trying to identify magics.
;Object Divining (PL1)
;There's a Jinx for That
: Perception + Occultism roll to learn one fact per success about the item.
: +2 to Carefully Overcome existing magical enchantments
;Disperse Energy (PL2)
;Prepped Mojo
: Cannot be quick cast, so will take two actions
: Once per session when using Voodoo to Overcome, count the success result as 2 higher.
: The spellcasting roll must exceed the original spell's roll.
;Dog Hair Voodoo
;Tom O'Bedlam's Caress (PL2, quickcast)
: Once per session get an additional free invoke with Creating an Advantage with voodoo
: One target w/i 100 feet resists with Int + Will, failure causes the loss of one point of Int, Per, & Will for one turn per success.
;Slow (PL3, quickcast)
: Two targets w/i 50 feet suffer -3 to Dex for 10 min. (If Dex = 0, target is paralyzed)
: Targets resist w/Con + Will against the spellcasting roll


=== Other ===
;Tenacious Spirit
<!-- Fear, Consciousness, and Survival tests should be left here -->
: The practice of voodoo is a harsh discipline that has it’s roots with a class of people who are long suffering. This shared history of pain has steeled you against the working of the spirit world and so you may use the Tenacious Spirit condition (''see Stress and Consequences above'') to absorb 4 points of stress from any magical source.
'''Fear Test:''' +{{#expr:{{#var:wil}}*2}}<br/>
'''Consciousness Test:''' +{{#expr:{{#var:wil}}+{{#var:con}}}} (-1 for every Life Point below zero)<br/>
'''Survival Test:''' +{{#expr:{{#var:wil}}+{{#var:con}} }} (-1 for every ten Life Points below zero)
{{Page-break}}
== Qualities & Drawbacks ==


;Magic 2
;Magical Philosophy (Alchemy)
: Int + Science with Successes equal to spell's Power Level to create elixir (must be used in 24 hours)
: Make 4 (Magic rank * 2) elixirs at a time
;Iron Mind
: This character is immune to all forms of the Mesmerise and Supernatural Sense Qualities. This also applies to all spells or powers that seek to read or control his thoughts or emotions. Those with this Quality tend to be a tad closed off and distant.
;Good Luck (gain a +1 bonus to use anytime)
;Occult Library (Fine)
: Keeps a collection of Voodoo, Hoodoo, and Occult texts, though with a focus on the Americas.
;Psychic Visions
: By hitting her head extremely hard, the visions she receives can be temporarily clarified.
;Easily Flustered
: She tends to catastrophize situations.
;Fear of Commitment
: She’s afraid of getting to know other people too well, or she’ll find out unpleasant things about them.
;Nightmares
: The plate speaks to her in her dreams and give her bizarre visions. Not always of the future. They tend to involve worms and copious amounts of the dead.
;Secret (!)
;Bad Luck 1
;Mental Problems (Mild)
: Has a rather severe reaction to coffee in that it intoxicates her.  This is thus far a medical mystery.
;Magic Magnet
: The cursed voodoo plate in her head is a literal magnet for supernatural effects.
Minor Obligations (Paranet, Voodoo Religion, Environmentalist, Job)
|}
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[[Category:Brewed Awakening]]
[[Category:Brew:Cast]]
[[Category:Brew:Cast]]
[[Category:Brewed Awakening]]
[[Category:Brew:Duval Family]]

Latest revision as of 13:29, 28 February 2016

Reba Duval Refresh 3

High Concept: Accidental Voodoo Student
Trouble: Supernatural Magnet In My Head

Aspect: Where is that accent from?
Aspect: Low freak out threshold
Aspect: Dogwalker

Stress and Consequences

Stress Boxes 1 [ ] 2 [ ] 3 [ ]

Tenacious Spirit (from magical sources only) 4 [ ]

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

Approaches

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

Stunts and Extras

Classic Crossroads
+2 to use Flashy to Create Advantages with voodoo at a Crossroads.
Paranormally Paranoid
Because I'm highly superstitious, I get +2 to Cleverly Overcome when trying to identify magics.
There's a Jinx for That
+2 to Carefully Overcome existing magical enchantments
Prepped Mojo
Once per session when using Voodoo to Overcome, count the success result as 2 higher.
Dog Hair Voodoo
Once per session get an additional free invoke with Creating an Advantage with voodoo
Tenacious Spirit
The practice of voodoo is a harsh discipline that has it’s roots with a class of people who are long suffering. This shared history of pain has steeled you against the working of the spirit world and so you may use the Tenacious Spirit condition (see Stress and Consequences above) to absorb 4 points of stress from any magical source.