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user:jamesw:pc:man_of_many_means [2017/04/28 21:48]
jamesw Added some stuff and oh god I have to get off the train now
user:jamesw:pc:man_of_many_means [2017/07/14 16:09] (current)
jamesw Noted that Cormack is a Soulbound Familiar, as was later noted on the debrief for The Heart of the Matter.
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 "See, I told you it would all work out for the best in the end." "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. <​del>​Remarkably upbeat for someone who seems to make up plans as he goes along.</​del>​ Frequent denigration for his unique problem-solving style has given him some amount of contempt for do-gooding adventures.+A self-professed jack-of-all-trades,​ of no fixed address, occupation, or name. <​del>​Remarkably upbeat for someone who seems to make up plans as he goes along.</​del>​ 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 **The Tower of Ceciline**, he has become part of the 'Hive of the Perfect Form', making his appearance that of a polished silver statue.
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 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 **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.
  
   * Grenades missed: 24? (I'm losing count)   * Grenades missed: 24? (I'm losing count)
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   * [[:​epic_trees#​lone_defender_before_the_tempest|Lone Defender before the Tempest]]   * [[:​epic_trees#​lone_defender_before_the_tempest|Lone Defender before the Tempest]]
   * [[:​resources:​adventure:​dissonance#​walked_on_the_otherside|Walked on the Otherside]]   * [[:​resources:​adventure:​dissonance#​walked_on_the_otherside|Walked on the Otherside]]
 +  * [[:​epic_trees#​battle_alchemist|Battle Alchemist]]
  
 Divine Favours: Divine Favours:
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 ==== Skills ==== ==== Skills ====
  
-XP: 46/50+XP: 51/51
  
 Journeyman - General Journeyman - General
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   * [4] Advanced Application   * [4] Advanced Application
   * [4] Mix Potion (Soul Strength [B])   * [4] Mix Potion (Soul Strength [B])
 +  * [4] Mix Potion (Armour Balm [B])
   * [5] Alchemical Manipulation   * [5] Alchemical Manipulation
  
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   * [3] Begone the Flesh   * [3] Begone the Flesh
 +
 +Battle Alchemist
 +
 +  * [2] Potion Pitching
 +  * [3] Emergency Administration
 +  * [4] Controlled Explosion
 +  * [5] Double Dose
  
 Divine Favour of Jimmy Hoskins Divine Favour of Jimmy Hoskins
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   * Surgery + Fast Work: 15s medical roleplay. HEAL FULL. Weakens patient after 1 use in encounter.   * Surgery + Fast Work: 15s medical roleplay. HEAL FULL. Weakens patient after 1 use in encounter.
   * Master Surgeon + Fast Work: 30s medical roleplay. Once per adventure, remove lost hits, addictions, diseases, and / or recent death from a patient.   * 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.+  * Advanced Application: ​Twice per adventure, may use the advanced application of any potion known how to mix. Can also deal with unusual poisons if some experience of the base of the poison is had. 
 +    * Call on next hit -> Call on next two hits 
 +    * Gain encounter call -> Gain two encounter calls 
 +    * Gain encounter duration effect -> Gain effect for two encounters
   * 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.   * 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.   * 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.
 +  * Potion Pitching: Can throw any potion as if it were a paste on a throwing weapon. //To check with LARPO: pastes no longer exist.//
 +  * Emergency Administration:​ Set a chosen potion with a few minutes work outside combat. The first time you hit 0 hits, the potion is activated 5 seconds later (regardless of whether you are revived in that time).
 +  * Controlled Explosion: Potions with MASS or BLAST calls may instead be called as ARCED.
 +  * Double Dose: Two identical potions may be combined between adventures into a compact, single-potion-inventory-slot potion that acts as two potions activated one second apart. This only works if you use the potion, and does not work with Potion Pitching, Blast Sliding, or Advanced Application.
  
 Divine Favour Powers: Divine Favour Powers:
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 Other behaviours: Other behaviours:
   * Does not bleed out (Undeath)   * Does not bleed out (Undeath)
-  * Hungers for the flesh of the living, preferably humans; ​at GM's call once per adventure this becomes insatiableunless perhaps voluntarily ​sated previously ​(Undeath)+  ​* Weakly tied to reality (Undeath) 
 +  ​* Hungers for the flesh of the living, preferably humans; ​if reduced to zero hits and not revived within <​del>​30</​del>​ 90 secondsthis hunger must be sated once conscious again; if this is not achieved within the encounter then permanently lose 1 hit; hunger sating must involve the death of another to count (Undeath ​+ Aura of He Who Devours Himself)
   * May use (but not manually repair) any armour without use skill (Begone the Flesh)   * 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)   * Immune to most natural poisons and diseases, although magical effects may still influence (Begone the Flesh)
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 Additional Potion Slots: B = 2, C = 2, D = 1 Additional Potion Slots: B = 2, C = 2, D = 1
  
-^ Preparation ^ Class ^ Type ^ Potion ^ Paste ^ Advanced Application ​^ Notes ^ +^ Preparation ^ Class ^ Type ^ Effect ​^ 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 | D | Suspension | HEAL ONE | | 
-| 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 | Missed throws do not count as used. | 
-| 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 | 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
-| 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 | +| 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. | | 
-| 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. | POISON on hit for potion effect | The alchemist can choose to limit the credulousness of the target to a limited set of themes which must be specified in advance. | | +| Monstrous Aura | B | Dissolution | Gain one use of MASS FEAR during the encounter | | 
-| 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 | | 
-| 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) ​| |+| 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 === === Alchemy of Motion ===
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 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. 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 - //effects TBC//.+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 === === Cormack the Raven ===
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 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). 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 ===== ===== Inventory =====
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   * Mastercrafted Heavy Armour (Own Work)   * Mastercrafted Heavy Armour (Own Work)
  
-Alchemy ​(out of date - check notebook)+Alchemy
  
-  * Plug the Flow of Life v0 potions ​x2 +  * Plug the Flow of Life x2 
-  * Plug the Flow of Life v1 potions x15 +  * Grenado ​x6 
-  * Grenado ​potions x20 +  * Monstrous Aura x5 
-  * Monstrous Aura potion ​x5 +  * Iron Shoes x1 
-  * Iron Shoes potion ​x1 +  * Armour Oil x5 
-  * Armour Oil potion x11 +  * Limb Drop x1 
-  * Limb Drop potion ​x1 +  * Time Skip x1 
-  * Time Skip potion ​x1 +  * Burst of Might x1
-  * Burst of Might potion ​x1+
   * Soul Strength x4   * Soul Strength x4
-  * Sleep of Death x2 
-  * Elixir of Motion x1 (animate one inorganic creation per adventure) 
  
 Other Items Other Items
  
-  * Cormack the Raven +  * Cormack the Raven - Soulbound Familiar 
-  * JUMP BOOTS (as yet unwritten)+  * JUMP BOOTS 
 +    * Once per encounter call JUMP BOOTS ACTIVATE! DISAPPEARING ​as you fly into the air to dramatic heights. ​ Up to 5s later call APPEARING, MASS STRIKEDOWN as you land (which you yourself must take and cannot be resisted by you in any way).  Appropriate "​flying through the air" roleplay during these 5s is heartily encouraged. This can be used to reach high up areas. ​ You should brief the DISAPPEARING/​APPEARING call at the start of any adventure and may customise the phrase "JUMP BOOTS ACTIVATE"​ to your own design.
  
 Resources Resources
user/jamesw/pc/man_of_many_means.1493416082.txt.gz · Last modified: 2017/04/28 21:48 by jamesw