Table of Contents

A Man of Many Means

Background/Bio

“See, I told you it would all work out for the best in the end.”

A self-professed jack-of-all-trades, of no fixed address, occupation, or name. Remarkably upbeat for someone who seems to make up plans as he goes along. Frequent denigration for his unique problem-solving style has given him some amount of contempt for do-gooding adventures. More recently, the majority of his attempts to genuinely help have caused more harm than good, giving him some further contempt for himself.

As of The Tower of Ceciline, he has become part of the 'Hive of the Perfect Form', making his appearance that of a polished silver statue.

As of A Shore Thing, he has become undead due to the meddling of an annoying wizard, making his appearance that of a polished silver skeleton statue. Wanted posters for 'Felix' the silver skeleton have also appeared in Acryn.

As of Matters of Trade, he has the Divine Favour of Francesco Graves, The Arcane Arbiter.

As of Shattered Futures, he has the Divine Favours of Howard Branch, The Splintered Man, and Jimmy Hoskins, He Who Devours Himself. Additionally, Jimmy Hoskins has made his problems with the Acryn City Watch disappear - the wanted posters are now gone and all charges are dropped. In return, the two have formed a working relationship of sorts. Who knows what great things this will lead to…

As of Perfection Marred, he has become an associate member of the Brotherhood of the Closed Eye, and has become somewhat distrustful of wizards in general. He feels bad for being responsible for bringing Glassinger back to life, and thus duty-bound to stop him from destroying the world. And hey, if he kills some wizards for the Brotherhood, maybe they'll give him some cool alchemy…

As of Baker's Dozen, he is uncharacteristically repentant, after convincing himself that he could serve both sides of a conflict of interest and get a satisfactory conclusion for all, and ultimately screwing things up for both. He has put some thought into this, and resolved that the best way to correct his many past mistakes is by destroying them when the opportunity next arises. In the meantime, he has been sulking.

Stats

Class: Journeyman

Skill Focus: Alchemy

Background #1: Craft

Background #2: Doctor

Skill Sources

Additional Skill Trees:

Divine Favours:

Additional Quirks:

Relationships:

Skills

XP: 51/51

Journeyman - General

Journeyman - Alchemy

Journeyman - Medicine

Journeyman - Crafting

Hive of the Perfect Form

Battle Alchemist

Divine Favour of Jimmy Hoskins

Divine Favour of the Builder

Unwritten Zosimos Skill

Stats and Calls

Body Hits: 0 (Begone the Flesh - all body hits are armour hits)
Armour Hits (Light Armour): 15 = 5 (Base) + 6 (Tough x3) + 2 (Light Armour) + 1 (Light Armour Training) + 1 (Builder Aura)
Armour Hits (Own Mastercrafted Heavy Armour): 26 = 5 (Base) + 6 (Tough x3) + 12 (Mastercrafted Heavy Armour) + 2 (Own Work) + 1 (Builder Aura)

Damage: DOUBLE (Own Work)
Calls:

Resists:

Abilities:

Divine Favour Powers:

Addictions:

Alchemical Manipulations:

Other behaviours:

Alchemy

Standard Potion Slots (class C/D requires 1, class A/B requires 2): 15 = 6 (Base) + 9 (Advanced Mixing x3) Additional Potion Slots: B = 2, C = 2, D = 1

Preparation Class Type Effect Notes
Plug the Flow of Life D Suspension HEAL ONE
Grenado C Inflammation BLAST SINGLE on hit with throwing weapon Missed throws do not count as used.
Armour Oil C Suspension RENEW 6 a suit of armour, or repair a standard item Additionally, MoMM may Infuse this on account of being an undead silver skeleton statue.
Dumb Drunk C Passion The drinker becomes more gullible and credulous, they are much more likely to believe what they are told. The effects only last for an hour or two.
Monstrous Aura B Dissolution Gain one use of MASS FEAR during the encounter
Soul Strength B Passion STRENGTHENED for one encounter
Armour Balm B Suspension RENEW FULL a suit of armour, or repair a superior or standard item Presumably can also be infused based on the same ruling as for Armour Oil…

Alchemy of Motion

Has gained a limited understanding of the alchemy of motion. Although the precise workings of the technique are unclear and it's obviously not alchemy as it's normally understood using this knowledge he is able to distil an elixir that provides mechanisms with 'motion'. They are not alive and do not have intelligence but can perform the task they were designed to do. He can produce enough of the strange glowing elixir to animate one creation per adventure at a cost of 41 riels worth of esoteric components.

Further teachings have been gained from Zosimos - he is now able to refine the elixir to provide mechanisms with not only 'motion' but the ability to make decisions. They are not alive and do not have true intelligence, but can follow a series of instructions in order to make decisions based on the situation. He can refineany strange glowing elixir from before to animate one such creation per adventure at the additional cost of 13R worth of additional esoteric components, or manufacture it from scratch at the cost of 59R of esoteric components.

Cormack the Raven

The Man of Many Means’s Raven - which he has named Cormack - is an obedient (albeit groggy) servant. It is black as dark smoke, has 3 hits, and can carry items no larger than a necklace. If reduced to 0 hits, it will disperse into a cloud of black smoke and reform over the course of 2 encounters. Cormack will take orders from the Man of Many Means, but has no means of communicating back to him.

Cormack is under the effect of two (2) Alchemical Manipulations: Dumb Drunk provides the obedience effect, while Smoke Bomb is responsible for the smoky, disperse-and-reform effect. The two manipulations are able to exist side-by-side due to Cormack's origins as a Raven of the Leader. The Alchemical Manipulation Addiction effects work as usual, though the results of these effects are unknown to the Man of Many Means at present (pending further study).

As a Soulbound Familiar, Cormack is capable of scouting ahead and allowing MoMM to see through its eyes. When being used in this way, the familiar may make small changes to the area before his arrival and in keeping with its size. For example, after scouting ahead and watched traps being set, it could place small pebbles next to each trap so that they may be avoided upon arrival.

Inventory

Money: 878R
(Basic Income: 9R)

Armoury

Alchemy

Other Items

Resources

Adventures