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user:jamesw:pc:man_of_many_means [2017/06/30 21:19]
jamesw Quick tweak to potion formatting
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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 ==== Skills ==== ==== Skills ====
  
-XP: 46/51+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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   * 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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 | Monstrous Aura | B | Dissolution | Gain one use of MASS FEAR during the encounter | | | Monstrous Aura | B | Dissolution | Gain one use of MASS FEAR during the encounter | |
 | Soul Strength | B | Passion | STRENGTHENED for one 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 === === 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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 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.1498857594.txt.gz · Last modified: 2017/06/30 21:19 by jamesw