Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts

Friday, June 15, 2018

Actual Play: Firefly "Old War Horses" Prospero Jones

Prospero Jones

Attributes: 
Mental: d10_______________Physical: d8______________Social: d6

Skills: 
Craft d4______________________Drive d4_______________Fight d4
**Fix d12 (engines)_____________Fly d4_________________*Focus d6
*Influence d6__________________**Know d12 (sciences)___Labor d4 
Move d4______________________*Notice d10 (behavior)___**Operate d10 (ship systems)
Perform d4___________________Shoot d6_______________Sneak d4 
Survive d4____________________Throw d4_______________Treat d4 
Trick d4

Distinctions: 
Ship's Mechanic d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[_] Zen & the Art of Engine Maintenance: Spend 1 PP at the beginning of a Timed Action involving ship repair or upgrades. For each of your rolls during the Timed Action, you may reroll any die that comes up 1 instead of accepting a Plot Point for that die
[_] Miracle Worker: If you replace your Fix Skill with a D4 for the next roll, gain a Big Damn Hero Die equal to that Skill's normal die rating if your roll is successful 
(Skills: Fix, Know, Operate) 

Child Prodigy d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[x] Eidetic Memory: Spend 1 PP to roll your Know Skill and add it to your total once per scene
[x] Exceptional Talent: Step up an existing Complication to step up or double a Skill in a non-combat situation 
(Skills: Fix, Know, Operate) 

Reader d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[_] Secrets, Secrets: When you are in the presence of someone who is trying to keep a secret, spend 1 PP to discover the secret with a Mental + Know Actions. If your Action fails, create or step up a Paranoid Complications
[_] Psychic Flashes: Once per scene, spend 1 PP to create a D8 Complication on a Gamemaster character by blurting out a secret or negative fate
(Skills: Focus, Influence, Notice) 

Signature Assets:
Ning Po (ship) d8



Prospero Jones was always in the top 0.01% of the class. He managed to pick up everything having to do with learning: science and engineering, a bit of medicine, politics, literature and more. He’s got an encyclopedic memory and can bore you to tears on the differences between Fourier Analysis and LaPlace Transforms, if you let him. 

The middle child of bureaucratic parents from Osiris, Prospero went to the finest university on planet and graduated with honors at age 12, with degrees in engineering and philosophy, earning a guaranteed–for–life researcher job with a local engineering firm. Like everyone, he watched the Battle of Serenity Valley unfold via vid and, due to the stress of watching that battle,Short Attention manifested shortly thereafter. He quit his job and spent the next year in his parents basement, learning poker and reading esoteric texts, supporting himself with odd but lucrative engineering jobs here and there, making a buck or two in some of the alleys with less cams and back resteraunt Gambling dens, trying his hand here or their. Finally, his parents kicked him out and he joined up with Capt. Zook as chief engineer on the Ning Po. Almost 19, he’s been crew for three years, when stops are made, he finds a nice place to lay into earning a few pieces here and their playing "five pieces", "Cups and Balls" anything that will keep ya a wanderin, and leave ya we a smile, to see him by, occasionally proving usefull at an odd job off ship if need be,

Prospero doesn’t carry a gun normally (although he knows how to use one), as the Ning Po’s engines don’t like guns much. He’s still exploring his abilities and so keeps them secret. He’s got a penchant for collecting (and wearing) cheap animal half–masks on board the ship.



3x3s


3 friends:

● Kane Morgan, former professor. Professor Kane wonders why his young student has fallen so far from the safe and productive life that was laid before him. But he’s been writing some very exciting scientific papers which could be worth something. 
● Mike Jones, brother. Mike and Prospero are tighter than two peas in a pod. Mike works for planetary security on Ariel. He’s going to be one of the top guys there. If something happened to Prospero, Mike would be sure to take steps. He’s normally a calm person but Katie–Bar–The– Door when it comes to someone bothering his brother! 
● Albion Market, A Reader Friend. During his year of exploration in his parent’s basement, Prospero met Albion, who gave the youth some tips o’ the trade, including a few esoteric texts. He plays at the mysterious.


3 contacts:

● Shek Mei, female medical doctor. Prospero worked some of his engineering magic to help design a new technology for Dr. Mei. Since then, she’s become fabulously wealthy and wants him to work for her. 
● Joyce Chen, prospector. Met during the first year on the Ning Po. He rebuilt her mining equipment and they became friendly. 
● Noele Gordon, magistrate. An old friend of his parents, Magistrate Gordon feels a sense of duty towards Prospero.


3 enemies:

● Charlie Clauson, shyster lawyer. One of his clients sued the company Prospero worked for about a failed piece of machinery that killed several people. During the court case, Prospero showed conclusively that the client was responsible for misusing the machine. In the process, he completely demolished Charlie. And Charlie wants payback. 
● Peter Johnson, information broker. During his second year on the Ning Po, Peter asked Prospero some info from his last job. Prospero wouldn’t give it and so Peter pushed a little harder. That resulted in Capt. Zook beating Peter fairly badly. Peter doesn’t hold Zook responsible, no, that falls to Prospero. So he’s gathering info on him, for later. 
● Po Ling–Kau, female mob boss. The crew of the Ning Po did some deals with Po’s father. These deals went bad and he was killed. And the guy who pulled the trigger? Yes, it was Prospero! (as Cap'n needs may)

Wednesday, May 16, 2018

Actual Play: Firefly "Old War Horses" John Havelock

John Havelock

Attributes: 
Mental: d8_______________Physical: d6______________Social: d10

Skills: 
Craft d4______________________Drive d4_______________Fight d6
Fix d4________________________*Fly d6_________________Focus d4
***Influence d10 (close the deal)_*Know d6 (contacts)_____Labor d4 
Move d4______________________*Notice d10____________Operate d4
*Perform d8___________________Shoot d6_______________Sneak d4 
Survive d4____________________Throw d4_______________Treat d4 
**Trick d12 (something for nothing)

Distinctions: 
Shady Business Man d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[x] Fell Off a Truck: Step up a Complication involving the authorities to create a D8 Asset that was acquired from less than reputable sources
[_] Loan Shark: Spend a PP to pass of a social Complication onto another character who owes you something 
(Skills: Influence, Notice, Trick) 

Guild Trader d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[_] Get Out of Jail Free: Spend 1 PP when you're imprisoned, locked up, seized, or held. The Trade Guild springs you but they'll ask you to do something for them later 
[_] Shadow of the Guild: Gain 1 PP when your decision to go against the Trade Guild's policies, practices, or orders puts you in danger or hot water 
(Skills: Influence, Fly, Know) 

Chatterbox d8 
[x] Gain 1 Plot Point when you roll a d4 instead of a d8 
[x] Blather: Step up or double Trick for an Action when you just keep talking. Take or step up an Annoying Complication after the roll 
[_] Friendly Banter: Step up Social for a scene. The next time the GM buys a Complication after you've rolled a jinx, step the Complication up
(Skills: Influence, Perform, Trick) 

Signature Assets:
Guild Contacts d6
Alliance Salvage Permit d8


John Havelock never met a stranger. All peoples are his friend, or soon will be. If the Life of a Party was a planet, then John is the King. Friendly and personable, he’s able to convince people to do things they didn’t think possible. He’s great at making a deal where everyone comes out ahead (or seems to). Sure, he’s been casual with other mens’ wives and daughters, spaceships, bank accounts and weapons, but that can’t be held against him–he’s a unique individual, beyond the rules of mere mortals. Yet he’s scrupulously “honest” when a deal comes about. He’ll bargain hard with you but he’ll uphold his end and woe to you if you don’t hold up yours. The smile’s still there, but the steel comes out. 

Raised on Higgin’s Moon, he managed to sweet–talk his way off and once let loose on the ’Verse, proceeded to wheel–and–deal his way around. Last year, he managed to get Capt. Zook a deal on military surplus and has been a crew member ever since. He likes it here and the people like him. He’s got a special lady–friend on Ita now and something to fight for.



3x3s


3 friends:

● Cutie Mui, lady friend on Ita. John was very happy when Xun introduced Cutie to him. He’s been walkin’ on air since they started their relationship. 
● Ben No Mortley, private investigator. Every now and then, it’s good to know what your competition is doing. Ben started as an employee and ended up a friend. Now Ben has his own company and still keeps in contact with his good friend John Go figure. 
●Terry Dodge, mob hitman. How do I keep meeting people like this? I’m not a violent man but I seem to attract it. But Terry’s a good guy. He’s got to make a living, too. But the last time we went to dinner, he had to work. Geez, I had to leave before dessert, what with all the screaming and shooting and explosions.


3 contacts:

● Lo Ho Hai, information broker. A good contact from the bad old days on Higgin’s Moon, Lo was one of the first people who gave John a chance. They still keep in touch and share info that is mutually beneficial. 
● Luke d’Mord, weapons dealer. Who needs a grenade launcher? Well, who doesn’t, with the state of the ’Verse. And knowing an arms dealer is better than not, especially when you really need a grenade launcher. 
● Sam Healy, fence. He’s not really a fence, but a middleman for goods and services of questionable parentage.


3 enemies:

● Sumitra Mukhopadhyay, rival merchant. Sumitra keeps trying to score big. Not if John can help it! 
● Corporal Jeet, mechanic, 479th Mule, Gravedigger and Support Unit. Yeah, so I play cards! Does Jeet have to keep playing with me? NO! 
● Yu Eun–Ho, rich noble. He wanted John to move some product for him. John wanted to see it first. Things got heated from there and words were exchanged, a gun was pulled and Yu got punched out.

Tuesday, January 9, 2018

Actual Play: Dresden Files Accelerated Hollywoodland Character Profile: Ted Summers

CHARACTER NAME: Ted Summers
Played by B

AGE

LOOKS:

ORIGIN:


REFRESH: 2

ASPECTS:
High Concept: Black Sheep of the White Council
Trouble: later became: I have my father's bloodmark.
Aspect: Locked or Unlocked, It's All the Same To Me
Aspect: The Supernatural is the answer, even when it isn’t
Aspect: The Red Court Must Die!!!!!!

MANTLE(S):
Magical Practitioner

Mantle Conditions:
Exhausted (sticky) [ ]: Check condition to boost your Magical Power. GM has a boost to use against you. Clearing Exhausted requires a rest.
Burned Out (lasting) [ ]: Check condition to boost your Magical Power again. If Burned Out, can't use magic until fully recovered.
The Third Eye (sticky) [ ]: Check condition when using Magical Sight.
Memory is eidetic.
Everything is viewed in their metaphorical expression of it's true nature.
Ignore supernatural disguises.
Supernatural have scale on you.
Recover by simply closing your Third Eye.

STUNTS:
Evocation: Cast spells out of elements of fire, water, air, earth and spirit. Push yourself by taking Stress +1 for 1 stress, +2 for 2 stress, or mark Exhausted for +4, or mark Burned Out for +2
Thaumaturgy: Do ritual magic, +2 to prepare.
Soulgaze: make contested Intellect roll to learn one bit of info, a tie both learn something.
(Additional) Evocation Specialist: (Using Guile to Overcome an action with Spirit) -- from the forum

APPROACHES:
Guile +3
Focus, Flair +2
Force, Haste +1
Intellect +0

EQUIPMENT:

3 x 3s:

ALLIES/FRIENDS:


CONTACTS:


RIVALS / ENEMIES

Thursday, December 28, 2017

Actual Play: Dresden Files Accelerated Hollywoodland Character Profile: Sammy Wesson

CHARACTER NAME: Sammy Wesson
Played by R

AGE 26

LOOKS:

ORIGIN:
Sammy is a 26 year old have changeling half-Sidhe. His Sidhe father had a one night stand with his mother Tammy Wesson and the result was Sammy. He was born is Salem Oregon but his mother moved to Portland for work as she struggled as a single parent. Sammy had a relative normal childhood until his wayward father introduced himself to Sammy when Sammy was 17. Sammy was very intrigued by the Fae but he is not sure he wants to be a Winter Fae... their cruelty turns him off despite the fact that he can demonstrate a cruel streak himself. At the age of 19, his father disappeared from his life again and a few months later another Fae entered his life who called herself Marta. She told him to abandon his university studies (scholarship to Reed College) as he was no working for her as his father owed her a debt which he know has to fulfill. Last few years he has been working as an Agent for Marta on behalf of the Winter Court.

REFRESH: 2

ASPECTS:
High Concept: Half-sidhe coldblooded Enforcer for Marta (Maeve)
Trouble: left with dead beat dad's debt on a string with the the Winter Court (Maeve)
Aspect: Wrong kind of friends- rebellious allies as my dad was a celebrity fae on the wrong side of the winter queens
Aspect: Wanted Secret benefactor (dear old dad is around and helps I just don't know it)
Aspect: show off mage

MANTLE(S):
Clued-In Mortal
Changeling

Mantle Conditions:
Knowledge sticky(5 box) -- one box for occult knowledge
In too Deep -- one box mark to recover all knowledge gain aspect of enemy
Called (5 box) -- mark one box to use fae stunts

STUNTS:
Chasing Rumors -- +2 advantage or overcome with each knowledge box used
Preparation -- mark box knowledge for useful item
Unseelie Magic -- see rules
Familiar Face -- see rules
Glamour -- see rules
Winter Fear -- Because I am Maeve's enforcer, once per session I can create +2 attack to Force attack against targets I am hunting for Marta when telling them Marta wants them dead.
Infamy -- Because of my dad's infamy or fame, once per session I can create +2 guile attack with Fae and Changelings.
Fancy Magic -- Because I will go for some ambitious fancy magic, once per session I can create an advantage for Force with fancy changeling magic.

APPROACHES:
Force +3
Focus, Intellect +2
Flair, Haste +1
Guile +0

EQUIPMENT:
sword
pistol
backpack with magical components
trenchcoat

3 x 3s:

ALLIES/FRIENDS:
Yancey Eaton -- ex high school friend who is police sergeant

CONTACTS:
Ben Crooker -- information broker on the street
Lana Young -- Warner Brothers Actress Friend

RIVALS / ENEMIES
Printemps -- a Seelie Changeling who hates his father and makes it his business to mess with Wesson as much as he can

Friday, December 22, 2017

Actual Play: Dresden Files Accelerated Hollywoodland Character Profile: Father Darren O'Connel

CHARACTER NAME: Father Darren O'Connel
Played by C

AGE 31

LOOKS:

ORIGIN:
Darren is an Irish immigrant who commissioned as a Roman Catholic Chaplain when he was 26. Transferred to support upcoming operations with the 34th Infantry Division, and ultimately deployed with the 1st Ranger Battalion.

The ensuing massacre in Dieppe, France left thousands of Allies dead and wounded including one young Irish man with No. 4 Commando. In his dying breath this young man asked Chaplain O'Connel for his last rights and to promise safe keeping of chipped, rusting iron blade.

Moments after picking up the sword, sweeping heavy machine gun fire began claiming more of 1st Ranger Battalion and they were forced to retreat. Medically retired after machine gun fire took his left eye in the Dieppe Raid during extraction. While recovering and rehabilitating at West Los Angeles Area Station Hospital, he would have severe nightmares.

Eventually he started having nightmares while he was awake, the flashback of the massacre and things that never happened. Even when he closes his eye he can see evil walking around in human skin, men feeding on the very souls of those they touch.

He sought guidance from priest nearby: what was it that he was seeing and if he was damned and this was his curse. That priest was shocked, but explained that what Darren saw was indeed real and this curse means he is the bearer of Durendal Explaining that the Almighty had told him that one day he would be tasked with training a broken man to bear a great burden.

To rid himself of this burden, he must follow His guidance to destroy the evil which haunts his vision and dreams. Unsure of how a rusty blade could be used to destroy much of anything, the doubt was known to the priest.The blade was blessed such that it will only cut when the intent is righteous so that evil may not bear its strength.

Of course, a man traditionally trained with a M1911 has very little experience with a sword so Darren made his way to Hollywood to learn apt swordsmanship from a Frenchman at Beaulieu, at the advice of the priest.

REFRESH: 2

ASPECTS:
High Concept: A broken warrior priest seeking redemption
Trouble: Sleepless nights and waking nightmares are a strain on faith
Aspect: Lord forgive me for what I'm about to do, but these bastards must die
Aspect: Rangers lead the way
Aspect: These closed eyes see your true nature

MANTLE(S):
Holy Knight

Mantle Conditions:
On a Mission from God (sticky)
Crisis of Faith

STUNTS:
Sword of the Cross (Holy Sword): If On a Mission from God is checked, ignore differences of scale and the weapon attack is considered supernatural. Using the sword while not On a Mission from God, then Crisis of Faith condition is invoked.
Right Place, Right Time: Once per session, arrive at the right time to help someone in need.
(Additional) Divine Defender: Once per session, can take the damage in place of another.

APPROACHES:
Force +3
Haste, Intellect +2
Guile, Focus +1
Flair +0

EQUIPMENT:
Durendal (Holy Sword)

3 x 3s:

ALLIES/FRIENDS:
Miseur Beaulieu - Fencing instructor, mentor
Father DeMonte - Priest who works at a the church near the hospital

CONTACTS:
Donny Torrez - Street youth who tried to rob the church, but took some advice from Father DeMonte to change his way after seeing Darren with his holy blade on his back. Sweeps floors at the Bayeu Movie Theater during night showing.

RIVALS / ENEMIES

Sunday, December 17, 2017

Actual Play: Dresden Files Accelerated Hollywoodland Character Profile: Daniel Ehrlichmann

CHARACTER NAME: Daniel Ehrlichmann
Played by F

AGE 32

LOOKS: Black hair, blue eyes, slender build, often unshaved and in yesterday's clothes, fast on the draw with his smokes.

ORIGIN: Immigrated into the United States in the early 30s due persecution because of his Jewish ancestry, the rest of his family tried to migrate to Switzerland, but were turned away and he doesn't know their current whereabouts. 

He started working on the east coast as a journalist, and quite successfully at that. After a hot affair with a mysterious blonde, he started to transform into a predatory animal - a wereleopard. After that fateful night he never saw her again, and she is the one mystery that he didn't manage to solve at all. 

His at start uncontrollable transformations thoroughly ruined all his job prospects, put him on the bottle for quite a while, and made him start travelling about just like all the other poor sods, hobos, etc. - finally, leading him all the way to the west coast.

During the time on the road he gradually managed to master his transformations. That newly found self-control and stability made him look out for some more steady jobs. In the news media he found his "mundane" footing again. His desire to hunt down a news story, to "make the kill", resulted in him pissing off quite a lot of powerful people. But not even some physical "persuasion" would deter him from pursuing his "prey". A nice pair of gams and a pretty face might, though.

REFRESH: 2

ASPECTS:
High Concept: Relentless News-Hunter
Trouble: Sucker for a Pretty Face
Aspect: Professional Troublemaker
Aspect: The Heart of a Predator
Aspect: Darren's kind of a Guardian Angel

MANTLE(S):
Werecreature (Wereleopard)
Reporter (mundane mantle)

Mantle Conditions:
Physical Transformation (sticky) [  ]
Press Credentials [X]
Off-the-Air (sticky) [ ]

STUNTS:
Beast Whisperer (Werecreature Core Stunt)
The Human Touch (Werecreature Core Stunt)
Journalist Favors (Reporter Core Stunt)
Word on the Street (Reporter Core Stunt)
Media Frenzy (Reporter Core Stunt)
Shifting Adept (Werecreature Stunt; Free Stunt)
Fleeting Transformation (Werecreature Stunt, -1 Refresh)

APPROACHES:
Intellect +3
Guile, Focus +2
Force, Haste +1
Flair +0

EQUIPMENT:
diverse Pens, several Notpads, a Pocket Camera, a Flashlight, Smokes, Lighter, matches from lots of clubs, some cash, a 1933 Dodge Rumble Seat Coupe.
Letter of invitation to WB. Business card of some Vaugn C. Owen, Security Chief of WB.
10.000 Dollars stashed a Dimi, the lawyer.
1 of Mr. Legend's ledgers.

3 x 3s:

ALLIES/FRIENDS:
Dimitrios "Dimi" Karamitsos  - Greek - A dirty bastard of a lawyer, and a very good friend.

CONTACTS:
Linda Darling  (not her real name) - Middle-aged mistress of a "professional escort service" catering to very well to do clients. 

RIVALS / ENEMIES
Ms Darlene Merrit  - young, red-headed, perky and quite ambitious news reporter who tries to prove herself to Ehrlichmann's boss as the coming hot-shot reporter everyone is waiting for. Currently set on stories about the rich and famous, cultural stuff, nothing really spectacular, she is constantly on the lookout for the Big Story (tm) that will leverage her career to the upper echelons of the news business. She is a constant rival to Daniel, but he doesn't take her, "the red menace", seriously, because - well - she is a woman. That is a dangerous underestimation of her actually quite formidable qualities and her even more formidable stubbornness which keeps her on a story.

Thursday, November 30, 2017

Actual Play: Blue Rose AGE Character Profile Ajax, the Rhy-Fox



Ajax the Rhy-Fox, small in stature, large in hunger, traveler of the width and breadth of Aldis, ready for adventure or a tale, bawdy or otherwise. Fond of cheesy biscuits, especially if they belong to someone else.

Ajax

Rhy-Fox
Expert
Level 1


HPSpeedDefenseArmorConviction
31121431

Attributes (Focuses) -- primary attributes are in bold
2Accuracy
3Communication (Deception)
0Constitution
4Dexterity
0Fighting
2Intelligence
4Perception (Psychic, Searching)
0Strength
0Willpower

Goals & Persona
CallingThe Exarch (Trickery or Uncovering the Same)
Destiny ("Virtue")Resourceful (King of Pentacles) 
Fate ("Vice")Sneaky (King of Pentacles)

Other Talents/Powers

  • Nightvision (Racial) Can see without a light source for 20 meters/yards
  • Weapon Training (Racial) Natural Weapons Group (bite 1d6+1)
  • Talent (Psychic) (Racial) (Novice); Arcanum: Psychic Contact, Psychic Shield, Second Sight
  • Pinpoint Attack (Class) Expert Power: Once per round, you can add 1d6 damage to a successful attack if your Dexterity is greater than that of the target of the attack.
  • Expert's Armor (Class) xpert Power: You are at home in Light Armor and considered trained in its use without the need of the Armor Training talent.
  • Talent (Intrigue) (Class) (Novice); You are a master of secrets. You know how to play the Game. Choose one of the following Communication focuses: Deception, Etiquette, or Romance. If you fail a Communication test with your chosen focus, you can reroll it, but you must keep the result of the second roll.


Relationships
Duty to the Aldis Sovereign (2)
Honor bound to my Rhy-fox grandfather, by ties of family, tradition and love (1)


EquipmentLight Armor (Armor 3)
Top Hat


TreasureRecovery Elixer (two draughts, one used by Ajax for 12 points recovery, 2d6+4 recovery in rest, 1d6+2 in combat)

Rubbing/drawing of the crest of the Manor from the bed of the master bedroom.



Saturday, November 11, 2017

Actual Play: Heroes of the Ashford Valley Character Profile Giles Corey

Elf seeking adventure!
Description:
Giles Corey (NPC)
Elf, Level 1, HP 20
Reputation +1 (Ashford Town)
STR 16 (+ 3)
DEX 8 (- 1)
MIND 16 (+ 3)
Initiative d20-1
Melee d20 + 5
Missile d20 +1
Magic d20 +5
AC 12 (Leather +2, Buckler +1, DEX -1)
Damage + 1
60’ Infravision
Detect Hidden Doors 1-2/d6
Skills:
Physical 2
Subterfuge 1
Knowledge 2
Communication 1
Spells: POW 16
Level 1 (4)
Magic Missile (Cost 3)
Sleep (Cost 3, DC 14)
Cure Light Wounds (familiar spell, Cost 2)
True Strike (Cost 3)
Leather Armor
Helmet
Buckler
Dagger (1d4+4)
Longsword (1d8+4)
Trident (1d6+4)
Longbow (1d8+1)
40 arrows in quiver
Dungeoneering Equipment [ ] [ ] [ ] [ ] [ ]

Tuesday, November 7, 2017

Actual Play: Heroes of the Ashford Valley Character Profile Orin Copperhead

An Irritable Dwarf
Description:
Orin Copperhead, Dwarf
Level 2
Alignment – Light
Strength – 18 ( +4 )
Dexterity – 12 ( +1 )
Mind – 10 ( 0 )
AC 17
Hit Points – 27
Power Points - n/a
Initiative – d20 +1
Melee attack bonus +6
Missile attack bonus +2
Magic attack bonus +2
Fortitude + 7
Reflex + 1
Will + 0
Hometown – TradeTown
Languages – Common, Dwarf
Reputation – +2 in the town of Ashford (temp)
SKILLS
Physical +4
Subterfuge +2
Knowledge +2
Communication +2
CANTRIPS
Adrenaline
Untie
Spark
Enhance Vision
Unlock/lock
- N/A
EQUIPMENT
Chainmail and Gauntlets
Shield, Lt. Wooden
Dwarven Battle Axe (1d10)
Crossbow, Lt. (1d8)
Dagger (1d4)
Bugbear Longsword (1d8+1)
Dungeoneering Equipment
Bio:
A miner by trade and heritage, Orin worked out of Tradetown, but given his budding talent with an ax, he was often chosen to accompany shipments to and from Ashford.
Orin Copperhead is a volcano of a dwarf in that he grumbles a lot, has head like a rock, and when his face starts turning red, its time to run.
One notable exception to his gruff demeanor is at the tavern. Get a few drinks in him and a rowdy pub song will not be far behind, often accompanied by his bullhorn flute. This gift for music is a well known family trait. Whether it be a lively tune pouring out of a tavern, a somber dirge sung at a funeral, or a classic ditty sung around a campfire anywhere in the Ashford Valley, chances are it was originally penned by a Copperhead.
His uncle, Linder, works a mine located within the northernmost part of the Deep Forest. Orin was recently reunited with Linder after the mythical stag, Yarkand, lead him and his party to the old dwarven manor his uncle had been renovating.

Wednesday, November 1, 2017

Actual Play: Heroes of the Ashford Valley Character Profile Quinn Quimby

Veteran ex-soldier, son of a merchant, returning home to the valley
Description:
Quinn Quimby, Fighter
Level 2
Alignment: Light
Strength – 16 (+ 3)
Dexterity – 10 (-)
Mind – 15 (+ 2)
AC 16 (+ 5 chain, +1 shield)
Hit Points – 28
Power Points - n/a
Initiative – d20
Melee attack bonus + 6
Missile attack bonus + 3
Magic attack bonus 0
Fortitude + 6
Reflex + 0
Will + 2
Hometown -
Languages: Common, Dwarf, Romani
Reputation – +2 in the town of Ashford (temp)
SKILLS
Physical + 5
Subterfuge + 2
Knowledge + 2
Communication + 2
CANTRIPS (7)
EQUIPMENT
Chain mail
Shield
Battle Axe (1d8 + 4)
+ 1 Bugbear Longsword (1d8 + 2 + 4)
Short Sword (1d6 + 4)
Light Crossbow (1d8)
Whip (1d3 + 1)
Dagger (1d4 + 4)
Dungeoneering Equipment [_ ] [_ ] [_ ] [_ ] [_ ]
Ammunition [_ ] [_ ] [_ ] [_ ] [_ ]

Sunday, October 29, 2017

Actual Play: Heroes of the Ashford Valley Character Profile Jim Baggins

An Occasionally Adequate Mage
Description:
Jim Baggins, Magic User
Level 2
Alignment – Light
ABILITIES
Strength – 7 ( – 2 )
Dexterity – 6 ( – 2 )
Mind – 11 ( 0 )
AC 8 (- 2 DEX)
Hit Points: 19
Initiative: d20 – 2
Power Points: 17
Melee attack bonus: – 1
Missile attack bonus: – 1
Magic attack bonus: + 1
Fortitude – 2
Reflex – 2
Will + 3
Hometown -
Languages – Common
Reputation – +2 in the town of Ashford (temp)
SKILLS
Physical + 3
Subterfuge + 3
Knowledge + 6
Communication + 3
SPELLS (POW Cost)
Magic Missile (2) - 1d4+1 damage: +1 missile per two levels above 1st (max 5)
Knock (3) - 
Grease (3) - Makes 10ft square or one objects slippery
Disguise Self (3) -
CANTRIPS (11) 
Arcane Graffiti
Ball of Smoke
Blank
Blue Light
Bump
Grown
Haywire
Shine
Telekinesis
Wilt
Untie
EQUIPMENT
Dagger (1d4 – 2)
Sling (1d4)
Whip (1d3 – 2)
Net (entangle)
Dungeoneering Equipment [_ ] [_ ] [_ ] [_ ] [_ ]
Ammunition [_ ] [_ ] [_ ] [_ ] [_ ]

Wednesday, October 11, 2017

Actual Play: FATE High Road to China NPCs Session 3

NPCs for Session 3:

Plane #A: Rudolph Von Hecht, WWI Flying Ace, 5 confirmed kills, Fokker D. VII
+2 to Shooting things, -2 for Non-Honorable Actions
Fate Points: 0 (started with 2)
Stress: [X] [X] 
Plane Stress: [ ] [X] [X] 
Minor Consequence (-2): Loose Canvas on Wing
Moderate Consequence (-4): Sputtering Engine
Taken Out, took 5 Shifts of damage at the end, spent last Fate Point to create "Unpiloted Plane"

Plane #B: Omar Al-Herad, native of Iraq, no confirmed kills (although he claims to have had 13), Sopwith Camel
+2 to Dive out of the Sun, -2 for Running Away
Fate Points: 0 (started with 1)
Stress: [X] [X] 
Plane Stress: [X] [X] 
Minor Consequence (-2): Fuel Leak
Taken Out, took 11 Shifts of Damage at the end

Monday, October 9, 2017

Actual Play: FATE High Road to China Character Profile Angelo

Name: Angelo 'Angel' Ambrogio (Played by T)

High Concept: Fortune-Seeking Gambler
Trouble: Gambling Addiction? Bah! So... Wanna Bet?
Aspect: Oh, you can trust me, I promise!
Aspect: Papi and I Bonded Over Explosives.
Aspect: Mami loved her airplanes

Approaches: Clever +3, Quick and Flashy +2, Careful and Forceful +1, Sneaky +0

Stunts:
  • Devilish Charm: Once In a game session I can get someone to reveal to me something that they'd want to be kept secret.
  • Because I love the risks, I get a +2 when I Flashily attack when recklessly engaged in a dogfight.
  • Because I am such a charismatic individual, I get a +2 when I Sneakily manipulate someone to do something for me.


Fate Points: 3

Sunday, October 1, 2017

Actual Play: FATE High Road to China Character Profile Faye

Name: Faye Moses (Played by R)

High Concept: Reporter posing as Ordinary Mechanic
Trouble: No one thinks I can win the Pulitzer (and I'm not so sure myself)
Aspect: My Daddy was the Mechanic
Aspect: I know a little about a lot
Aspect: I'll wade through mud to prove myself

Approaches: Clever +3, Quick and Sneaky +2, Flashy and Forceful +1, Careful +0

Stunts:
  • Reporter's Skills: Because I'm a reporter I get a +2 when I cleverly create advantages when in conversation with someone.


Fate Points: 3

Sunday, September 24, 2017

Actual Play: FATE High Road to China Character Profile Fiona

Name: Fiona Gaumont (Played by J)

High Concept: Spoiled Heiress Looking for her Father
Trouble: Craves Control
Aspect: Amateur Pilot
Aspect: Not just a pretty face
Aspect: Feisty and spirited

Approaches: Flashy +3, Clever and Quick +2, Careful and Forceful +1, Sneaky +0

Stunts:
  • Everything has a price: once per session can overcome an obstacle with the power of $$$ if possible
  • Everything you can do I can do better: when I use flashy I get a +2 to overcome or create an advantage in response to another character's action


Fate Points: 3

Saturday, September 16, 2017

Actual Play: FATE Eagle Eyes: Herculaneum -- In the Shadow of Vesuvius Character Profile Aetius

Name: Aetius
High Aspect: ex-Mystery Cult assassin, orphaned by the Cult's High Priest
Trouble: Gnaeus Lucius, the Cult of Attis' High Priest, wants me dead
Ideal: my anonymity is my weapon
Petitio Videtur: I want to become untouchable
Virtus: The Right weapon at the right time

Approaches: Sneaky +3, Quick and Clever +2, Forceful and Careful +1, Flashy 0

Stunts:
  • Because My Anonymity is My Weapon, I get +2 when I Sneakily avoid being noticed.


In-Play Generated Aspects:
  • Even in the dark, I can find my way (Succeed with Style, 2 free invokes)


Fate Points: 3

Monday, September 11, 2017

Actual Play: FATE Eagle Eyes: Herculaneum -- In the Shadow of Vesuvius Character Profile Cassius

Name: Cassius Rex
High Aspect: Fools say otherwise, but I AM the Handsomest Performer to Walk these Streets
Trouble: I've charmed 100 women and Their Husbands Want Me Dead
Ideal: Play to the Calling of Your Heartstrings
Petitio Videtur: Everyone Will Know My Name
Virtus: My Performances Best Apollo Himself

Approaches: Flashy +3, Quick and Clever +2, Sneaky and Careful +1, Forceful 0

Stunts:
  • Because all the world is my stage, I get a +2 when I flashily create an advantage when all eyes are on me.
  • Because I am a Handsome Devil, I inflict a mild consequence (e.g. Charmed, distracted, besotted, etc.) on a woman when I invoke "Fools say otherwise, but I AM the Handsomest Performer to Walk these Streets"


In-Play Generated Aspects:
  • Keep 'em Laughing (Succeed with Style)
  • Earned Butler's enmity (1 free GM invoke due to succeed at minor cost)
  • Wide Open Spaces (for the Party) (Succeed with Style, 0 free invokes)


Fate Points: 3