"Commander" Braddock

Clever Jack who Leads (Tier 2)
Campaign: henumanera


Character Stats

Stat Pools, Edge, and Effort

12/12:0 Might (10 Jack + 2 Tier 1 + 0 Tier 2)
12/12:0 Speed (10 Jack + 2 Tier 1 + 1 Tier 2 -1 Armor)
12/17:2 Intellect (10 Jack + 2 Tier 1 + 3 Tier 2 +2 Clever)
Effort: 2

Skills:

  • (Trained) all social interactions, whether they involve charm, learning a person's secrets, or intimidating others
  • (Trained) all interactions involving lies or trickery
  • (Trained) all tasks involving/identifying/assessing of danger/lies/quality/importance/function/power
    • (Specialized) the above overlap to make much (but not all) social into specialized
  • (Trained) Defense rolls to resist mental effects
  • (Trained) Speed Defense (asset: shield)
  • (Trained) Jack 1 Skilled: Healing (asset: first aid kit)
  • (Trained) Jack 2 Skilled: Escaping
  • (Inability) any task involving lore, knowledge, or understanding
  • (Flex) Perception

Abilities:

  • Good Advice [1 Intellect]: give a suggestion involving another character's action; they gain training in that action for the round (action)
  • Follower (Level 2) "Pasti": 6 target/6 health/2 damage (enabler)
  • Push [2 Intellect]: push creature/object within short range that you can see of your size or smaller (not affixed) an immediate distance in any direction (action)
  • Experienced Adventurer: after a successful (not 19-20) non-combat roll, you may spend Effort to gain a Minor Effect (enabler)

Character Traits

Descriptor: Clever

  • Smart: +2 Intellect Pool
  • Skill: trained in all interactions involving lies or trickery
  • Skill: trained in all tasks involving/identifying/assessing of danger/lies/quality/importance/function/power
  • Skill: trained in Defense rolls to resist mental effects
  • Inability: increase difficulty by 1 for any task involving lore, knowledge, or understanding
  • Equipment: enjoy an extra 10 shins due to prior clever actions
  • Initial Link: (all the suggestions work, with the slightest of re-orders)
    • 2. From afar, you observed that something interesting was going on.
    • 1. You convinced one of the other PCs to tell you what he was doing.
    • 3. You talked your way into the situation because you thought it might earn some money.
    • 4. You suspect that the other PCs won’t succeed without you

Type: Jack

  • Background: Born Lucky
    • You seem to be better than most people because you are. Your ancestors were part of a genetic experiment, and your genes are superior to those of the average human. You’re smarter, stronger, more dexterous, and able to learn mental and physical skills more quickly. Folks might call you charismatic, blessed, divinely gifted, or just plain lucky. They probably said the same thing about your parents, their parents, and so on. Some of your genetic advantage might even grant you low-level psychic abilities that greatly resemble the “miracles” performed by nanos.
    • Advancement: You might be a superhuman, but you’re still limited by what you learn and experience. Therefore, you must continue to train and study. Practice is the key—it just comes easier for you than it does for others. When you improve, it’s because you have honed your natural abilities or unlocked heretofore unknown genetic traits.
  • Effort of 1
  • Stat pools of 10 in all three pools, with 6 bonus points to spread as chosen
  • Jack of all Trades: choose one pool (Intellect) for 1 Edge and the remaining pools as 0 Edge
  • Cypher Use (2)
  • Practiced with Light and Medium Weapons: use light/medium weapons without penalty; increase difficulty by 1 for heavy weapons
  • Skilled: Healing, Escape (enabler)
  • Flex Skill: at beginning of each day, concentrate on a task (not attack/defense); you are trained in that skill for the day (does not improve training to specialization)
  • Starting Equipment: clothing, two weapons, light armor, an explorer’s pack, a pack of light tools, two cyphers, one oddity, and 8 shins
  • Tricks of the Trade:
    • 1 Practiced in Armor: wear any kind of armor, reduce might cost/speed reduction by 2 (enabler)
    • 1 Skill with Defense (Speed): trained in Speed Defense (enabler)
    • 2 Push [2 Intellect]: push creature/object within short range that you can see of your size or smaller (not affixed) an immediate distance in any direction (action)
    • 2 Experienced Adventurer: after a successful non-combat roll (not 19-20), you may retro-actively spend Effort to gain a Minor Effect (enabler)

Foci: Leads

  • Connection (Naymed): That character was once a follower of yours, but you have since grown to think of them as a peer.
  • Additional Equipment: You have an artifact that allows you to tag up to seven followers. By looking into the glass plate on the device, you can determine their distance and direction relative to you. The tagging process is somewhat demeaning, so it is likely that only your followers would ever submit to it.
  • (Minor suggestion) The next time you attempt to command, captivate, or otherwise influence the same foe, the difficulty of the task is decreased by one step.
  • (Major suggestion) The foe is influenced, captivated, or otherwise affected by your ability for twice as long as normal.
  • Natural Charisma: training in all social interactions, whether they involve charm, learning a person's secrets, or intimidating others (enabler)
  • Good Advice [1 Intellect]: give a suggestion involving another character's action; they gain training in that action for the round (action)
  • Follower (Level 2): 6 target/6 health/2 damage; replace with 2+ weeks and recruitment (enabler)
    • "Pasti" (Level 2): so far, non-descriptive

Tier: 2

  • Effort: Effort +1
  • Edge: Intellect +1
  • Pool: +4
  • Skill: Bonus Trick-of-the-Trade (Experienced Adventurer)

Items

Equipment: (1 shins)

Clothing (slightly fancy/embellished)
Weapons: Dart Thrower (light, long, 12 darts); Verred (medium, forked defensive blades)
Armor: Brigandine (medium)
Bag of Light Tools: small tongs, pliers, screwdriver, small hammer, small pry bar, lockpicks, 10'/3m string, 3'/1m wire, misc screws and nails
Explorer's Pack: 50'/15m rope, rations (3 days), spikes (3), hammer, warm clothes, sturdy boots, torches (3), minor glowglobes (2)
First Aid Kit (healing asset), Shield (speed defense asset), Clear Synth Bag (small)

Artifacts

  • You have an artifact that allows you to tag up to seven followers. By looking into the glass plate on the device, you can determine their distance and direction relative to you. The tagging process is somewhat demeaning, so it is likely that only your followers would ever submit to it. Naymed is still tagged from when they were a follower prior.

Cypher Use (2):

Flowstone (Level 3)

  • Steel jar contraining thick grease
  • The user activates the item by applying the contents to a stone surface. There is enough grease to coat a 5 foot radius area. it takes one minute for the stone to absorb the grease, at the end of this time, the stone gains the consistency of soft clay to a depth of 5 feet (2 m). The effect lasts for one hour. At the end of this time, the stone returns to its normal hardness.

Solar Reviver (Level 2)

  • Sticky, bendable patch
  • When applied to a device such as a cypher or an artifact during daylight hours, the patch increases the effect of the next use of the device (such as providing additional damage or healing equal to the patch’s level, increasing the distance from close range to long range, and so on). When applied to an expired device, the patch repowers it once, allowing it a single additional use.
  • <Thoon> that reviver is potentially insane

Oddity:

A bit of yeast in an inflatable synth packet that occasionally expands. When placed in the sun for a day, it turns into a fully cooked loaf of bread. If eaten, a new bit of yeast appears inside the packet.


Notes

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