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Post by Idris on Jan 14, 2018 1:12:39 GMT
Post your PC here
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Post by sleepingdragon on Jan 14, 2018 1:16:52 GMT
Maddie Ingram
High Concept - Street Fighting Punk Trouble - Loathes Authority Aspect - I'm a Molotov Cocktail Aspect - We Laugh at Danger (and Break All the Rules) Aspect - If You Fuck With Hannah, You Fuck With Me
Great (+4) Balance Fight - Unarmed
Good (+3) Stealth Burglary
Fair (+2) Athletics Manipulate Flow Notice Physique
Average (+1) Will Remedy Deceive Provoke
Stunts
Sting Like a Bee When Maddie succeeds with style on a defend action with Balance against an opponent's Fight roll, she automatically counters with some sort of nerve punch or stunning blow. She gets to attach the Dazed situation aspect to her opponent with a free invoke, instead of just a boost.
Vanguard Maddie gets a +2 bonus to Stealth rolls to create advantage for a group following behind her.
No Pasaran! Maddie gets +2 to Fight rolls against police, fascists, and other authoritarian enemies.
Hallelujah, On Your Bum Maddie gets +2 to Fight rolls to knock down an opponent.
Optimism of the Will Once per scenario, Maddie can add +2 to a Will roll to oppose a negative influence.
Heat of the Moment Maddie gets a +2 bonus to Will rolls to control the Elemental Flow while in combat, but only if she's using it for a non-offensive purpose.
Character Stuff
Refresh - 3 Physical (Physique) - 3 stress boxes Mental (Will) - 3 stress boxes
Spells L1 - Illuminate - create a small light L2 - Spark - light a fire L2 - Hot Blooded - not injured by fire L2 - Cauterise - magical healing
Changelog
Milestone 1 - Gained Deceive at +1, added We Laugh at Danger (and Break All the Rules) Aspect Gift from the 'Gods' - Added Hallelujah, on Your Bum stunt. Milestone 2 - Increased Physique from +1 to +2, added If You Fuck With Hannah, You Fuck With Me Aspect. Slight reword to High Concept (from Crust Punk Street Fighter to Street Fighting Punk...Maddie's not really a crustie...) Milestone 3 - Added free Optimism of the Will stunt, increased Fight - Unarmed from +2 to +3. Swapped Property is Theft stunt for Vanguard. Milestone 4 - Replaced Squatter With Itchy Feet with Nothing Ever Burns Down By Itself (Elemental Bond) Aspect. Swapped Empathy (+1) for Manipulate Flow (+0). Increased Fight - Unarmed from +3 to +4. Used a point of refresh to buy Heat of the Moment stunt. Milestone 5 - Manipulate Flow increased to +2, added Provoke at +1, renamed the Elemental Bond Aspect to I'm a Molotov Cocktail.
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sapphire
Junior Member
Lord of Linguistic Destruction
Alysneri
Posts: 98
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Post by sapphire on Jan 14, 2018 1:17:58 GMT
Emily Allaway
High Concept: Reserved Outdoorswoman
Trouble: Dark and Troubled Past
Aspects: Estate Ranger, See the Best in People, Elemental Bond (The Wild)
Skills
Amazing/+5
Great/+4 Will (mental fortitude, concentration, focus) Woodcraft (outdoor survival, track, find cover)
Good/+3 Animal Handling (ride, control, care) Remedy (basic practical skills, First Aid, cooking etc)
Fair/+2 Athletics (move zone, jump, run, climb, swim) Crafts (woodwork) Intelligence (native wits, puzzle solving) Manipulate Flow
Average/+1 Empathy (read a person, spot weaknesses, see through lies) Fight (close combat ability - Axe) Notice (physical perception) Physique (physical fortitude, raw strength and endurance) Shoot (Shortbow)
+0 Academics (countryside management) Performance (Scottish highland dance)
Stunts
Equestrian +2 to Animal Handling when dealing with the horses Highlander +2 to Woodcraft when on hills and mountains Patching Up +2 to Remedy when doing First Aid Bareback Rider No penalty to Handle Animal checks to ride a horse without a saddle, reins, or other tacks. Iron In The Soul Once per scenario, you can add +2 to a Will Check to oppose a negative influence Used to oppose the Mage's honey words 141023
Spells (1) Speak with Animal spell: she can sense & communicate with one animal within 50 yards who will come to her, can carry a message or inform her of anything they can see or sense
(2) Scent the Way: she finds a path even when in complete darkness, and also can use for tracking (2) Fearless she can relate even to large, fierce animals (not magical ones) & calm them (2) Nature’s Balm she can do some magical healing
Fate Points
Refresh at 4 (3/4) 141023
Stress and consequences
Physical (Physique) - Three Stress Boxes Mental (Will) - Three Stress Boxes
Description
Emily Allaway's pale face with some freckles glanced out of the window and looked at the sceneries which strolled by before her blue eyes. Emily looks like she is in her early twenties. Deep in thought, she took off her hat with a wide brim and stroked her short black hair. As she did so, it became apparent she was used to hard work as her hands were covered with a small measure of callus crisscrossed with some old scars. She wore a sensible loose cotton shirt, comfortable dark durable trousers, many pockets, a belt, and used but comfortable steel-toed boots. A silver pendant with amber set in the middle between the Celtic cross is dangling around her neck.
Milestones
Milestone 1 Increased Empathy from +0 to +1. Added See the Best in People aspect Gift of Epona Gained Bareback Rider stunt. Milestone 2 Increased Will from +0 to +1, Added Come Rain or Shine aspect Milestone 3 Increased Will from +1 to +2, Swapped Performance (Scottish highland dance) to Shoot & Added Iron In The Soul from the Seer Milestone 4 Increased Will from +2 to +3, Replaced Come Rain or Shine aspect with Elemental Bond (The Wild) aspect. Increased Refresh from 3 to 4. Gained Manipulate Flow at +1 & swapped Academics (countryside management) for Athletics (move zone, jump, run, climb, swim). Milestone 5 Increased Will from +3 to +4, Increased Manipulate Flow from +1 to +2 & swapped Academics (countryside management) for Fight (close combat ability - Axe).
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Post by Edivad on Jan 20, 2018 19:27:09 GMT
Stephen DiamondHigh Concept – Historian ExtraordinaireTrouble – ...but I digressAspects – We Must Survive Through This, But I must know!, Elemental Bond (Earth) Great (+4) | History & Mythology | Will | Good (+3) | Intelligence | Physique | Fair (+2) | Fight (Swords) | Remedy | Philosophy | Manipulate Flow | Average (+1) | Notice | Athletics | Investigate | Stealth |
Specialist (Ancient History) : +2 to all Academics rolls for Ancient History It's Academic : Once per scene can spend a fate point and a few minutes of observation to make a special Lore roll representing a flash of insight. For each shift, will discover or create an aspect related to the field on either the scene or the target of your observations, but can only only invoke one of them for free. Tough as Nails: Once per session, at the cost of a fate point, can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if mild consequence slot is free), or erase a mild consequence altogether Gift of Tongues: +2 to Academics checks to understand languages Iron in the Soul: Once per scenario you can add +2 to a Will check to oppose a negative influence. Advancement HistoryMilestone 1: gained Wheels Within Wheels aspect, Stealth at +1 Session 22: Gained Gift of Tongues from Tir Milestone 2 (session 25): raised Will to +2, gained We Must Survive Through This aspect, switched Investigate (+2) for Physique (+1) Milestone 3 (session 39): gained Iron in the Soul, raised Physique to +3, replaced Wheels Within Wheels with "But I must know!" Milestone 4 (session 62): replaced Not Afraid to Get his Hands Dirty with Elemental Bond (Earth), gained Manipulate Flow (+1), switched Will (+2) with Philosophy (+3), refresh 3->4 Milestone 5 (session 16, part 2): raised Will to +4, Manipulate Flow increased to +2 for free Fate Points 4/4
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Post by skylarious on Jan 20, 2018 19:31:19 GMT
Hannah Jeong High-level concept: Lawyer with a Mid-Life Crisis (likely to be changed once I determine the right term)Trouble: Every Problem Is My Problem Aspect: Elemental Bond (Water) Aspect: Stoic Façade Aspect: There’s Always a Flaw Fate Points: 3/4 Mental Stress: 1[ ] 2[ ] 3[ ] Physical Stress: 1[ ] 2[ ] 3[ ] Consequences: Great (+4): Investigate, Will Good (+3): Intelligence, Rapport Fair (+2): Empathy, Provoke, Shoot (crossbow), Manipulate Flow Average (+1): Athletics, Deceive, Notice, Physique One With the Water – +2 to defend or overcome with Athletics while swimming. Called Shot - During a Shoot attack, spend a fate point and declare a specific condition you want to inflict on a target, like Shot in the Hand. If you succeed, you place that as a situation aspect on them in addition to hitting them for stress. Finding Leverage – You may use Intelligence in place of Notice to create advantages based on direct observation of your surroundings. Iron in the Soul – Once per scenario you can add +2 to a Will check to oppose a negative influence. Take Control – +2 to Empathy checks to find weaknesses which can be exploited to gain an advantage.
Milestone 5 changes Increased Will from +3 to +4. Increased Manipulate Flow from +1 to +2. Replaced Attention to Detail with One with the Water.
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