Gary... With a G.

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Pender Lumkiss
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Joined: Thu Mar 09, 2017 9:00 pm

Gary... With a G.

Post by Pender Lumkiss »

Garry With A G. A slob of an investigator, overweight, and ill tempered. Hates the fae folks and has an arm made of cold iron just for the occasion he needs to punch one in their arrogant face.

Gary with a G
Player:Jon Neeper
Phrase: Yo, it’s Gary... With a G.
Str: d8(1, S3), agility d6(1), smarts d6(1), spirit d8(2), Vigor d6(N1)
Skills: 15 pts
  • Athletics d4*
  • Common Kn d4*
  • Notice d6*(1)
  • Stealth d4
  • Persuasion d4*
  • Intimidate d8(3)
  • Fighting d8*(3)
  • Shooting d6(2)
  • Kn Arcana d6(2)
  • Spell Casting d8(4)
Hindrance:

Obese- minor
Mean- minor
Heroic- Major
GM chooses one: owes the wizards a favor from time to time.

Edges:
Hindrance: Bolster, When this character successfully tests a foe he may remove the distracted or Vulnerable state from one of his allies.
Hindrance: Alertness, Not much gets by this hero. He's very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Racial: Arcane Background Magic(3 powers, 10ppts)-Current ppts is 20
  • Cold Iron Fury: smite
  • The Curse: Detect/Conceal arcana
  • Better Magical than good: boost/lower trait.
N2: More Power Pts: +5 ppts
N3: Menecing: Being a brutish lout isn't always a drawback if you know how to use it. Menacing allows a character to put her bad looks or worse attitude to good use. The goon adds +2 to her Intimidation rolls.
S1: Wizard: A Wizard can spend 1 extra Power Point when casting a power to change its Trapping. A fireball (blast) might manifest as a lightning bolt, for example. This can often have important consequences if a foe has a particular resistance or weakness to the spell's usual Trapping.
S2: Soul Gaze (Novice, Spirit d6): Trained wizards can lock eyes with anyone and enter a Soul Gaze. This is a two-way look into the true essence and nature of a person. A wizard never forgets what he sees in a Soul Gaze. However, those caught in a Soul Gaze also learn much about the wizard. The effects of the gaze are role played between the player and the target. A wizard can only Soul Gaze with a person once.

S4: More ppts

Gear:
$5, 2lb -Bangstick 3d6 1 action to reload the shotgun shell
$5, 2lb -Bangstick 3d6 1 action to reload the shotgun shell
10$,1lb -Billy Club str+d4

300$ 8lbs Desert Eagle 15/30/60, 2d8 AP2 ROF 1 7 shots,
  • 30$ 3 lbs 3 extra clips
100$, 2 lbs Smoke Grenades(2): 5/10/20 LBT obscures vision -4
--$450 and 18lbs

Winter Gear- 200, 3
Winter Boots-100, 1
Backpack- 50, 2lbs
flash light- 20, 3
lighter- 2
Oil 2, 1 lbs
Rope, Nylon 10" 10, 3 lbs
Umbrella 5, 2lbs
Cell Phone 100
Hammer 10, 1

$396 and 16 lbs

Total: 846/1000 and 34 lbs

Racial Features
  • Human Talent
    Some humans are born with natural talent for magic, while it can certainly be cultivated you either have the gift or you don't.
    • Magical Potential: Talents begin with Arcane Background (Magic), 10 Power Points, and 3 powers. They must learn the necessary skills to use these abilities (2 points).
      Slow Ageing: Talents are sustained by their magical energies helping them to recover more quickly from injury and age more slowly than normal humans. They add +2 to Vigor rolls for natural healing, and check every three days instead of five. Naturally healed wounds leave no scars or marks. Talents also live for hundreds of years unless killed prematurely (2 points)
      Bad Mojo: Mystic energy and advanced technology don't mix. The character's presence has an adverse effect on all technological devices (generally anything newer than 1945) within a Medium Burst Template. Simple to moderately complex devices just stop working within 1d4 rounds. Complex devices lose a random subsystem, determined by the Game Master (-2 Points)

Arcane Background:


Advances
  • Initial Advances: (From Hindrances): Bolster, alertness
  • Novice 1 Advance:increase vigor
  • Novice 2 Advance: more ppts
  • Novice 3 Advance: menacing
  • Seasoned 1 Advance: wizard
  • Seasoned 2 Advance: soul gaze
  • Seasoned 3 Advance: increase str
  • Seasoned 4 Advance: more ppts
  • Veteran 1 Advance:(rabble rouser)
  • Veteran 2 Advance:(Vigor die)
  • Veteran 3 Advance:(Brawler)
  • Veteran 4 Advance:(new powers)
  • Heroic 1 Advance:(martial artist)
  • Heroic 2 Advance:(martial warrior)
  • Heroic 3 Advance:(fighting increase)
  • Heroic 4 Advance:(chi)
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Bennies 3
3 to start
Wounds 0, Fatigue 0
He's good.
Field Team Six Bennies
3/6
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