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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.

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…

  • Grenades missed: 24? (I'm losing count)
  • Successful long-range grenades: 1
  • Names gone by: Jonathan, Felix, Bartholomew Potts, Leopold Street

Stats

Class: Journeyman

Skill Focus: Alchemy

Background #1: Craft

Background #2: Doctor

Skills

Additional Skill Trees:

Divine Favours:

Additional Quirks:

Relationships:

  • Growing relationship with Ghita Darrish, to be built upon. Or burn for one shot of “question”.
  • Also, really ought to be useful to Jimmy Hoskins at some point. Subtly…
  • A favour from the Strossbourgian Ambassador.
  • Is an associate member of the Brotherhood of the Closed Eye. Has contacts: Circle of the Closed Eye.

XP: 39/39

  • [1] Crafter 1 [Free - Craft]
  • [1] Emergency Aid [Free - Doctor]
  • [1] Tough
  • [1] Light Armour Training +1
  • [1] Mix Potion (Plug the Flow of Life [D])
  • [1] Well Versed
  • [1] Medical Knowledge
  • [2] Tough
  • [2] Resuscitate
  • [2] Patch Up
  • [2] Mix Potion (Grenado [C])
  • [2] Advanced Mixing 1
  • [2] Crafter 2
  • [2] Adjustment
  • [3] Begone the Flesh
  • [3] Mix Potion (Monstrous Aura [B])
  • [3] Mix Potion (Armour Oil [C])
  • [3] Advanced Application
  • [3] Improved Skill Focus
  • [3] Crafter 3
  • [3] Extremely Well Versed
  • [3] Advanced Mixing 2
  • [3] Combat Master
  • [3] Surgery
  • [3] Adjustment
  • [3] Concoction
  • [4] Own Work
  • [4] Fast Work
  • [4] Patch Up
  • [4] Master Crafter
  • [4] Fitted Armour
  • [4] Balanced Weapon
  • [4] Advanced Mixing 3
  • [4] Tough
  • [4] Advanced Application
  • [4] Mix Potion (Soul Strength [B])
  • [5] Perfect Enhancement
  • [5] Master Surgeon
  • [5] Alchemical Manipulation

Stats and Calls

Body Hits: 0 (Begone the Flesh - all body hits are armour hits)
Armour Hits (Light Armour): 14 = 5 (Base) + 6 (Tough x3) + 2 (Light Armour) + 1 (Light Armour Training)
Armour Hits (Own Mastercrafted Heavy Armour): 25 = 5 (Base) + 6 (Tough x3) + 12 (Mastercrafted Heavy Armour) + 2 (Own Work)

Damage: DOUBLE (Own Work)
Calls:

  • 1 STRIKEDOWN per encounter (with Mastercrafted Own Work 36“ Sword)

Abilities:

  • Improved Skill Focus - Infused: While on 1 or more body hits, may immediately place self under the effects of any potion known how to mix. This may be done for either two class C / D potions or one class A / B potion per encounter.
  • Master Crafter:
    • Can repair artefact armour of all classes.
    • Can field repair mastercrafted weapons and shields - 60s for single encounter patch-up, or 5 minutes to fully repair.
    • Can fix shattered artefact equipment with access to a smithy.
    • Can craft a single mastercrafted, or two superior, or four standard items between adventures.
    • 10s repair roleplay, inorganic character on 0HP. RENEW 0.
    • 10s repair roleplay, inorganic character on 0HP. RENEW 4. Can also put inorganic characters up to 4AP between encounters.
    • 10s repair roleplay, inorganic character. RENEW 6. Up to three times per encounter.
    • 30s repair roleplay, inorganic character. RENEW FULL. Up to once per encounter.
  • Adjustment: Adjust up to 8 items an encounter in order to give it a single resist to a relevant call:
    • Weapon: Either 1x RESIST SHATTER or 1x RESIST DISARM
    • Shield: Either 1x RESIST SHATTER, 1x RESIST DISARM, or 1x RESIST STRIKEDOWN
    • Armour: Either 1x RESIST REND or 1x RESIST STRIKEDOWN
  • Fitted Armour: Adjust one piece of armour per encounter to grant one of the following effects (chosen in advance), which lasts until the end of the encounter:
    • IMMUNE STRIKEDOWN
    • IMMUNE REND
    • IMMUNE WEAKEN
  • Balanced Weapon: Adjust one weapon per encounter to grant one of the following effects (chosen in advance), which lasts until the end of the encounter:
    • IMMUNE DISARM
    • IMMUNE SHATTER
  • Perfect Enhancement: May use Fitted Armour or Balanced Weapon and have it last the whole adventure, once per adventure.
  • Combat Master: Medical roleplay only requires one hand.
  • Emergency Aid + Fast Work: 5s medical roleplay, character on 0HP. HEAL 1. Never weakens patient.
  • Resuscitate + Fast Work: 5s medical roleplay, character on 0HP. HEAL 4. Can also put characters up to 4HP between encounters. Never weakens patient. Cannot use on self in combat.
  • Patch Up + Fast Work: 5s medical roleplay. HEAL 6. Weakens patient after 6 uses in encounter. Cannot use on self in combat.
  • Surgery + Fast Work: 15s medical roleplay. HEAL FULL. Weakens patient after 1 use in encounter. Cannot use on self in combat.
  • Master Surgeon + Fast Work: 30s medical roleplay. Once per adventure, remove lost hits, addictions, diseases, and / or recent death from a patient.
  • Advanced Application: Four times per adventure, may use the advanced application of any potion known how to mix.
  • Concoction: Can find local herbs in the environment for treating poisons and disease. Can use this to treat large numbers of people over an extended period of time. Alternatively, if not used during an encounter and if 10 minutes of time are available between encounters, can create a HEAL 2 poultice.
  • Alchemical Manipulation: Once per adventure, GM discretion long-term benefit, in exchange for a special permanent level 3 addiction. See Journeyman page for full details.

Addictions:

  • Grenado Level 3
    • Withdrawal: You constantly feel near-painfully cold. You are also incredibly flammable. At GM discretion, anything that might plausibly ignite you does, for damage and effect calls as they see fit.
    • Indulgence: You can ignite parts of your body, doing no harm to yourself, but harming others nearby. Gain 2 uses of REND on a weapon call, and one MASS ZERO STRIKEDOWN for the encounter. As long as you are in the presence of a burning fire, you feel safe and re-assured.
  • Armour Oil Level 3
    • Withdrawal: You are swinging between bouts of paranoia, narcolepsy, alcoholic cravings, violent aggression, and chronic muscle pains. When not roleplaying one of these effects you are weakened.
    • Indulgence: While applying the armour oil (at least 5 seconds) you are drowsy and virtually comatose, paying no heed to outside experience. When you come round you feel an extraordinary rush of pleasure, more enjoyable than any other experience you have known. You are STRENGTHENED for the duration of the encounter.

Alchemical Manipulations:

  • Resistant to soul-altering poisons (Soul Strength). [Pending debrief of that adventure.]
    • Withdrawal: You feel a general hatred for other conscious beings. You would prefer to be alone, or at least not surround by idiots (like you currently are). You are WEAKENED whenever you are attempting to aid someone else.
    • Indulgence: You feel love for your fellow conscious beings and are very happy to be able to spend time with them. You gain +1 damage when attempting to aid someone else.

Other behaviours:

  • Does not bleed out (Undeath)
  • Hungers for the flesh of the living, preferably humans; at GM's call once per adventure this becomes insatiable, unless perhaps voluntarily sated previously (Undeath)
  • May use (but not manually repair) any armour without use skill (Begone the Flesh)
  • Immune to most natural poisons and diseases, although magical effects may still influence (Begone the Flesh)
  • Ignore THROUGH part of damage calls (Begone the Flesh)
  • IMMUNE HEAL (Begone the Flesh)
  • May substitute HEAL with RENEW when working on members of the Hive of the Perfect Form (Begone the Flesh)

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 Potion Paste Advanced Application Notes
Plug the Flow of Life (v1) D Suspension HEAL ZERO HEAL ZERO on hit HEAL ONE (as previous) Comes as set of 3. Can convert 3 of v1 into 1 of v2.
Plug the Flow of Life (v2) D Suspension HEAL ONE HEAL ONE on hit HEAL TWO (as previous) Can convert 1 of v2 into 3 of v1.
Grenado C Inflammation BLAST SINGLE on hit with throwing weapon BLAST SINGLE on hit BLAST DOUBLE (as previous) Missed throws do not count as used.
Armour Oil C Suspension N/A - However (from consultation with LARPO), MoMM may Infuse this as a potion regardless, on account of being an undead silver skeleton statue, for the same effect as the paste form RENEW 12 to suit of armour applied to RENEW 24, which may exceed regular hits, up to the lower of prior hits + 24 or 2 * max armour hits; bonus hits are lost at end of encounter and cannot be restored by usual means
Monstrous Aura B Dissolution MASS FEAR at some point in encounter FEAR on hit Extra use of call (as previous)
Soul Strength B Passion STRENGTHENED for one encounter STRENGTHEN on hit Additionally gain +1 damage for 30 seconds (potion); OR two uses of STRENGTHEN on hit (paste)

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.

Inventory

Money: 287R
(Basic Income: 9R)

(missing money from Prison Of Your Own Device)

Armoury

  • 36” Standard Sword
  • 36“ Superior Sword (Own Work)
  • 36” Mastercrafted Sword (Own Work)
  • Standard Buckler
  • Mastercrafted Buckler (Own Work)
  • Superior Heavy Armour (Own Work)
  • Mastercrafted Heavy Armour (Own Work)

Alchemy

  • Plug the Flow of Life v0 potions x2
  • Plug the Flow of Life v1 potions x12
  • Grenado potions x16
  • Smoke Bomb potions x1
  • Monstrous Aura potion x3
  • Iron Shoes potion x1
  • Armour Oil potion x3
  • Limb Drop potion x1
  • Steel Rot potion x1
  • Time Skip potion x1
  • Burst of Might potion x1
  • Elixir of Motion x1 (animate one inorganic creation per adventure)

Resources

  • Printing Press
    • Each Adventure, you may blanket a section of society with propaganda, and gain the contacts skill for that group for the duration of it.

Adventures

user/jamesw/pc/man_of_many_means.1471688978.txt.gz · Last modified: 2016/08/20 10:29 by jamesw