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user:jamesi:pc:gidner_waycox [2015/03/31 18:59]
jamesi [Basic Stats]
user:jamesi:pc:gidner_waycox [2016/01/21 21:39] (current)
dan
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 ===== Resources ===== ===== Resources =====
-  * Shop A small potions shop with an upstairs meeting house for Gidner'​s cult. +20 acra per adventure. Can sell 1 item worth 100 Ac for its market value between adventures. +  * Large Fishing Boat additional 27 Riel an adventure, plus you have access to a boat and crew that would have been capable of trans-ocean journeys prior to the upheaval 
-  * Battle Magister of Acryn - has a professorship at the People'​s College, earning +20 acra per adventure and getting access to students.+  * Battle Magister of Acryn - has a professorship at the People'​s College, earning +18 Riel per adventure and getting access to students.
  
-Income: ​70 acra per adventure.+Income: ​72 Riel per adventure.
  
-Wealth: ​0 Ac+Wealth: ​141 Riel
  
-Potions: 
-  * Veil: 1 
-  * Rage: 1 
-  * Restoration of the Flesh: 1 
-  * Life Flow: 1 
- 
-Equipment: 
-  * Superior Light Armour 
-  
 ===== Stats ===== ===== Stats =====
 **Class:** Journeyman (Alchemist) **Class:** Journeyman (Alchemist)
Line 31: Line 22:
  
 **Epic Trees:** **Epic Trees:**
-  * Primal+  * Popular Icon 
 +  * Path of Transformation 
 +  * Born of Possibilities
  
-**XP:​** ​39+**XP:​** ​51
  
-**Spent:​** ​39+**Spent:​** ​51
  
 **Level**: 5 **Level**: 5
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     * Well Versed     * Well Versed
     * Crafter     * Crafter
 +    * Tough
   * Level 2:   * Level 2:
     * Patch Up     * Patch Up
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     * Ancestral Memories     * Ancestral Memories
     * Extremely Well Versed     * Extremely Well Versed
-    * Aura of Learning ​(Primal)+    * We're Not So Different ​(Born of Possibilities)
     * Crafter     * Crafter
 +    * Journeyman Knowledge: Minor Faiths
   * Level 3:   * Level 3:
     * Mix Potion Level 3 (Monstrous Aura)     * Mix Potion Level 3 (Monstrous Aura)
Line 66: Line 61:
     * Flood of Experience     * Flood of Experience
     * Special Medicine     * Special Medicine
-    * Suppress Symptom+    * Concoction
     * Combat Master     * Combat Master
-    * Archetypal Armament ​(Primal)+    * Affinity ​(Born of Possibilities)
     * Crafter     * Crafter
 +    * Face of the People (Popular Icon)
 +    * Jury Rig
   * Level 4:   * Level 4:
     * Mix Potion Level 4 (Smelling Salts of Ultimate Power)     * Mix Potion Level 4 (Smelling Salts of Ultimate Power)
-    * Immensely Well Versed+    * Mix Potion Level 4 (Mesmeric Visage)
     * Advanced Application     * Advanced Application
-    * Treat 
     * Special Medicine     * Special Medicine
     * Patch Up     * Patch Up
     * Own Work     * Own Work
-    * Declaration ​of Intent ​(Primal)+    * Master Crafter 
 +    * Engineer 
 +    * Body Alteration (Path of Transformation) 
 +    * Advanced Mix Potion - Doppelganger Potion (Path of Transformation) 
 +    * Manifestation ​ (Born of Possibilities) 
 +    * Speak With One Voice (Popular Icon)
   * Level 5:   * Level 5:
     * Mix Potion Level 5 (Life Flow)     * Mix Potion Level 5 (Life Flow)
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     * Alchemical Manipulation     * Alchemical Manipulation
     * Master of Biology     * Master of Biology
 +    * Legendary Item
 +    * Transformation of the Soul (Path of Transformation)
 +    * Transformation of Reality (Path of Transformation)
 +    * Oneness ​ (Born of Possibilities)
 +    * Collective Responsibility (Popular Icon)
  
 ==== Basic Stats==== ==== Basic Stats====
-  * *Body Hits*: 5 +  ​**Body Hits**: 5 
-  * *Superior Light*: 5 Armour +  ​**Superior Light**: 5 Armour 
-  * *Superior Staff*: 2/encounter can get +1 damage on a blow. +  ​**Superior Staff**: 2/encounter can get +1 damage on a blow. 
-  * *Tradesman*:​ Bonus income of 27 riel. +  ​**Tradesman**: Bonus income of 27 riel. 
-  * *Combat Master*: Healing in combat only takes one hand. +  ​**Combat Master**: Healing in combat only takes one hand. 
-  * *Own Work*: When using equipment you've made, armour gets +2 hits and weapons have a base damage of Double. +  ​**Own Work**: When using equipment you've made, armour gets +2 hits and weapons have a base damage of Double. 
-  * *Archetypal Armament*: Can fight with any LARP-safe physrep.+  ​**Archetypal Armament**: Can fight with any LARP-safe physrep.
  
 ==== At Will ==== ==== At Will ====
-  * *Resuscitate*:​ With 10 seconds roleplay can bring someone up to 4 hits. +  ​**Resuscitate**: With 10 seconds roleplay can bring someone up to 4 hits. 
-  * *Master Crafter*: Can fully repair Artifact items with time and resources, and can field repair Master Crafted or lower items in 5 mins (60 seconds is enough to make it usable again for the encounter). +  ​**Master Crafter**: Can fully repair Artifact items with time and resources, and can field repair Master Crafted or lower items in 5 mins (60 seconds is enough to make it usable again for the encounter). 
-  * *Extremely Well Versed*: Can spend 10 seconds mixing two potions of the same class together to make a third potion of that class.+  ​**Extremely Well Versed**: Can spend 10 seconds mixing two potions of the same class together to make a third potion of that class.
  
 ==== Per Encounter==== ==== Per Encounter====
-  * *Patch Up*: 6 times per encounter can Heal 6 after 10 seconds roleplaying. Uses past this Weaken the target, and cannot be used on already Weakened targets. +  ​**Patch Up**: 6 times per encounter can Heal 6 after 10 seconds roleplaying. Uses past this Weaken the target, and cannot be used on already Weakened targets. 
-  * *Alchemical Infusion*: Twice per encounter can place self under the effect of a class C or D potion, or once under the effect of a class A or B. +  ​**Alchemical Infusion**: Twice per encounter can place self under the effect of a class C or D potion, or once under the effect of a class A or B. 
-  * *Edge of Slumber*: 1 Blind 5 on someone within 5 metres. +  ​**Edge of Slumber**: 1 Blind 5 on someone within 5 metres. 
-  * *Special Move*: ​3 Weakens ​per encounter. If disarmed, can still call these on people up to 5m away.+  ​**Special Move**: 2 Blind 5s per encounter. If disarmed, can still call these on people up to 5m away.
  
 ==== Per Adventure ==== ==== Per Adventure ====
-  * *Dreams of the Ocean*: 4/​adventure,​ can give yourself or someone else a vision drawn from the dreamscape of the people nearby when you slept last. This often has a small benefit (i.e. 1 call in a specific situation). +  ​**Dreams of the Ocean**: 4/​adventure,​ can give yourself or someone else a vision drawn from the dreamscape of the people nearby when you slept last. This often has a small benefit (i.e. 1 call in a specific situation). 
-  * *Flood of Experience*:​ 2/adventure can gain one lvl 2 skill plus prerequisites owned by someone who was sleeping within 50 miles of you when you last slept. +  ​**Flood of Experience**: 2/adventure can gain one lvl 2 skill plus prerequisites owned by someone who was sleeping within 50 miles of you when you last slept. 
-  * *Shared Conciousness*:​ 1/adventure can give the entire party a shared vision similar to Dreams of the Ocean, but always with a mechanical benefit attached. +  ​**Shared Conciousness**: 1/adventure can give the entire party a shared vision similar to Dreams of the Ocean, but always with a mechanical benefit attached. 
-  * *Primal Aura*: 1/adventure can acheive something legendary relating to my archetype. +  ​**Primal Aura**: 1/adventure can acheive something legendary relating to my archetype. 
-  * *Declaration of Intent*: 1/adventure can declare I'm embarking on a course of action relating to my theme. For the next 3 encounters while pursuing the goal, gain double uses of Special Move, Party Heal and Renew Full at the start of every encounter (and when the declaration is made), and two more skill focus uses. Other classes get other cool stuff. If the goal is not acheived by the end of the 3 encounters, lose all benefits of the Primal tree  for the next 5 encounters - this will carry on into the next larp you're on. +  ​**Declaration of Intent**: 1/adventure can declare I'm embarking on a course of action relating to my theme. For the next 3 encounters while pursuing the goal, gain double uses of Special Move, Party Heal and Renew Full at the start of every encounter (and when the declaration is made), and two more skill focus uses. Other classes get other cool stuff. If the goal is not acheived by the end of the 3 encounters, lose all benefits of the Primal tree  for the next 5 encounters - this will carry on into the next larp you're on. 
-  * *Master Crafter*: Can create 1 MasterCrafted/​2 Superior/4 Standard items between adventures. +  ​**Master Crafter**: Can create 1 MasterCrafted/​2 Superior/4 Standard items between adventures. 
-  * *Advanced Application*:​ 4 times per adventure can boost the power of a potion you know how to craft. +  ​**Advanced Application**: 4 times per adventure can boost the power of a potion you know how to craft. 
-  * *Special Medicine*: 4/adventure can spends 10 seconds to apply a Strengthen to a character and give them 1 resist Weaken. +  ​**Special Medicine**: 4/adventure can spends 10 seconds to apply a Strengthen to a character and give them 1 resist Weaken. 
-  * *Potency*: Can give 1 encounter-long potion an adventure-long duration instead. +  ​**Potency**: Can give 1 encounter-long potion an adventure-long duration instead. 
-  * *Alchemical Manipulation*:​ Can give someone a permanent buff in exchange for a permanent adiction. Limited to 1 per character. +  ​**Alchemical Manipulation**: Can give someone a permanent buff in exchange for a permanent adiction. Limited to 1 per character. 
-  * *Master of Biology*: With 60 seconds of medical roleplay can give a character the following for an encounter: Strengthen, 2 Rends, 2 Shatters, 2 Strikedowns. +  ​**Master of Biology**: With 60 seconds of medical roleplay can give a character the following for an encounter: Strengthen, 2 Rends, 2 Shatters, 2 Strikedowns. 
-  * *Alchemist*:​ Can mix 1 Class D, 3 Class C, 2 Class B and 2 Class A potions each adventure, plus 6 slots (A or B cost 2 slots).+  ​**Alchemist**: Can mix 1 Class D, 3 Class C, 2 Class B and 2 Class A potions each adventure, plus 6 slots (A or B cost 2 slots).
 ==== Fluff ==== ==== Fluff ====
-  * *Diplomat*: Can generally get in contact with people in authority. +  ​**Diplomat**: Can generally get in contact with people in authority. 
-  * *Medical Knowledge*: Can diagnose and cure minor diseases and diagnose addictions. +  ​**Medical Knowledge**: Can diagnose and cure minor diseases and diagnose addictions. 
-  * *Well-Travelled*:​ Can find a contact in most settlements. +  ​**Well-Travelled**: Can find a contact in most settlements. 
-  * *Well Versed*: Can recognise all standard potions and guess at the function of non-standard ones. +  ​**Well Versed**: Can recognise all standard potions and guess at the function of non-standard ones. 
-  * *Concoction*:​ Can create cures to use on whole populations. Given 10 minutes between encounters, can create a poultice that can Heal 2. +  ​**Concoction**: Can create cures to use on whole populations. Given 10 minutes between encounters, can create a poultice that can Heal 2. 
-  * *Primal Aura of Learning*: People can generally tell I''​m good at finding things out, and will seek me out.+  ​**Primal Aura of Learning**: People can generally tell I''​m good at finding things out, and will seek me out.
  
 ==== Potions Known ==== ==== Potions Known ====
-  * *Rage (D)*: +1 on next 2 blows/next 4 blows. +  ​**Rage (D)**: +1 on next 2 blows/next 4 blows. 
-  * *Veil (C)*: Powerful visions are received/​alchemist can direct the vision'​s theme. +  ​**Veil (C)**: Powerful visions are received/​alchemist can direct the vision'​s theme. 
-  * *Restoration of the Flesh (C)*: Heal 4/Heal 8. +  ​**Restoration of the Flesh (C)**: Heal 4/Heal 8. 
-  * *Grenado (C)*: Blast Single/​Blast Double. +  ​**Grenado (C)**: Blast Single/​Blast Double. 
-  * *Monstrous Aura (B)*: 1 use of Mass Fear/2 uses. +  ​**Monstrous Aura (B)**: 1 use of Mass Fear/2 uses. 
-  * *Time Skip (B)*: Agility for 5 seconds/10 seconds. +  ​**Time Skip (B)**: Agility for 5 seconds/10 seconds. 
-  * *Smelling Salts of Ultimate Power (A)*: Mass Heal 4 or Heal 4 at 5 targets / Becomes Heal 8. +  ​* **Mesmeric Visage(B)**:​ Gain 1 use of Just Hear Me Out but take double effect from Blind for the next 24 hours. 
-  * *Life Flow (A)*: Regain 1 HP every 5 seconds you're not hit for the encounter, stops when health hits 0 / Heal 2 instead.+  * **Smelling Salts of Ultimate Power (A)**: Mass Heal 4 or Heal 4 at 5 targets / Becomes Heal 8. 
 +  ​**Life Flow (A)**: Regain 1 HP every 5 seconds you're not hit for the encounter, stops when health hits 0 / Heal 2 instead
 +  * **Doppelgänger (A)**: Transform into an exact replica of the person a drop of blood was taken from for a day, or permanently.
  
 Inventory this larp:  Inventory this larp: 
-  * 65 Riel +  * 51 Riel 
-  * Rage+  * Rage
   * 1 Veil   * 1 Veil
-  * Restoration of the Flesh +  * Restoration of the Flesh 
-  * 2 Grenade +  * Monstrous Aura 
-  * 2 Monstrous Aura +  * 2 Mesmeric Visage 
-  * 1 Time Skip +  * Smelling Salts of Ultimate Power 
-  * Smelling Salts of Ultimate Power +  * Life Flow. 
-  * Life Flow.+  * Mastercrafted Light Armour 
 +  * Mastercrafted Staff
  
 ===== Adventures ===== ===== Adventures =====
 {{topic>:​resources:​adventure?​gidner_waycox&​nouser}} {{topic>:​resources:​adventure?​gidner_waycox&​nouser}}
- +===== Creator of ===== 
-{{tag>​jamesi gidner_waycox pc}}+{{topic>​pc npc +non_human +created_by_gidner_waycox&​nouser}} 
 +{{tag>​jamesi gidner_waycox ​creator_of_life ​pc}}
user/jamesi/pc/gidner_waycox.1427828370.txt.gz · Last modified: 2015/05/14 21:08 (external edit)