Quinn

Armand Laveau's page

84 posts. Alias of BayouSnowman.


About Armand Laveau

Starting Pools: 12 Might, 10 Speed, 16 Intellect. Edge 1 in Intellect.

Pool in Ardeyn with Abides in Stone Focus:(+ 5 M, +1 M.Edge, +1 Armor)
17 Might, Edge 2, 10 Speed, Edge 0, 16 Intellect, Edge 1

Paradox:

Paradox: Paradoxes are the scientists and breakers of the rules of reality. They typically rely much on their intellect and have very overt abilities called "Revisions" that allow them to alter reality around them and perform acts that border on magic and/or sorcery. While they are the less proficient in physical pursuits their intellect and abilities to manipulate the Strange are unmatched. Paradoxes are very good at initiating a translation and more likely to allow Recursors to get to where they need to without a mishap.

FIRST-TIER PARADOX
First-tier paradoxes have the following abilities:
Effort: Your Effort is 1.
You can bear three cyphers at a time.
Knowledgeable: You are trained in one area of knowledge or technical expertise of your choice: MEDICINE
Strange Training: You are trained in general topics regarding the Strange, which allows you to attempt to understand and identify related phenomena, including the effect of a particular cypher. Strange training is also sometimes called Strange knowledge or Strange lore.
Practiced With Light Weapons: You can use light weapons without penalty. If you wield a medium weapon, increase the difficulty of the attack by one step. If you wield a heavy weapon, increase it by two steps.

Translation: You can participate in the process of traveling to another recursion. Each time you do, you can choose to initiate, hasten, or ease a translation. If you choose to hasten or ease the process, someone else in the group must initiate the translation. As a paradox, you are most effective at initiating a translation. This initiation advantage provides you with additional opportunities during the process of translating. In order to translate, you must know that the recursion you are translating to exists. The GM will decide if you have enough information to confirm its existence and determine what level of difficulty is needed to reach the destination. Action to initiate.

Abilities:

Onslaught (1 Intellect point):You attack a foe within short range using energies that assail either his physical form or his mind.
In either case, you must be able to see your target. If the attack is physical, you emit a force blast: a ray of force that inflicts 4 points
of damage. If the attack is mental, you focus your mental energy into a mindslice that disrupts the creature’s thought processes, inflicting 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots or zombies) might be immune to a mindslice. Action.

Resonance Field (1 Intellect point):Faint lines in a color you choose form a tracery over your entire body and emit faint light.
The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage. Action to initiate.

Strong:

DESCRIPTOR:
STRONG
You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles. You gain the following characteristics:

Very Powerful: +4 to your Might Pool.
Skill: Trained in all actions involving breaking inanimate objects.
Skill: Trained in all jumping actions.
Additional Equipment: extra medium or heavy melee weapon
(Unsure on how used)

FOCUS: Looks for Trouble::

Looks for Trouble:
Connection: Pick one or two other PCs. They seem pretty tough, and you’re secretly hoping that at some point you’ll see who’s tougher—you or them.

Equipment: Street clothes, light armor, two weapons of your choice (one of which must be
a melee weapon), a first aid kit, a utility knife, a cell phone, and $400

Tier 1: Brawler. You inflict 1 additional point of damage in melee (including with your bare
fists).
Wound Tender. You are trained in healing.

"Flex Skill" Choose one non-weapon skill they are trained in at the beginning of the day. This skill must be a skill you are not already trained or specialized in. On worlds with different races or odd creatures, the PC's will lose the flex skill ability in exchange for the racial abilities of the creature they become.

Some rules for me to remember:

Light weapons inflict only 2 points of damage, but they reduce the difficulty of the attack by one step because they are fast and easy to use. Light weapons are punches, kicks, knives, handaxes, light pistols (.22 caliber), and so on. Weapons that are particularly small are light weapons.

Equipment::

Leather Jacket, Light Handgun (.22 caliber), Medium Handgun (9mm), Medium Short sword, first aid kit, utility knife, cell phone, $400

New Recursions and Focus:

Ardeyn: Abides in Stone:

Tier 1: Golem Body. You gain +1 to Armor, +5 to your Might Pool, and +1 to your Might Edge. You do not need to eat, drink, or breathe (though you do need rest and sleep). You move more stiffly than a creature of flesh, which means you can never be trained or specialized in Speed defense rolls. Furthermore, you are practiced in using your stone fists as a medium weapon. Enabler. Can't use first recovery roll like others, first is 10 min, second is 1 hour, third is full 10 hours.

EQUIPMENT: Waiting on GM clarification. A pouch, a chisel and hammer,
one weapon of your choice, and 200 crowns.

XP Spent:

4/7 xp spent.

4xp: Moving Toward Perfection:You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice) CHOSE MIGHT +1.