Vane Oreld

Brian Kincade's page

198 posts. Alias of Geo3gh.


Full Name

Brian Kincade

Classes/Levels

Kind Paradox who Leads

Gender

Male

Size

M

Age

35

About Brian Kincade

Brian Kincade
Kind Paradox who Leads

XP Log:

2020.05.28 +1 XP from staying to counsel Martha
2020.06.05 +1 XP finding a thread that leads to other Agents
2020.06.12 +3 XP arresting Mason, for closing the Lovecraftian incursion, and for all around generally being bad asses
2020.06.12 -4 XP for INCREASING CAPABILITIES (+4 points to Pools)
2020.06.26 +1 XP for visiting Meera and taking out the spirits on the way to the crypt
2020.06.30 +1 XP (from Charlie) for initiating the encounter and generally displaying admirable caution in the face of horror
2020.07.10 +4 XP for taking the time to find both scepter pieces, figuring out the puzzle to purify and fix it, giving it back to Teremiel, which helped her fix the crypt and get back home.
2020.07.13 -4 XP for EXTRA EFFORT (+1 to Effort)
2020.08.03 +4 XP for saving Gwen and her friends, and for winning the Game of Screams
2020.08.03 +1 XP for throwing a disco ball at Michael Myers, as well as comforting a lost kid stuck in a Halloween house
2020.08.04 -4 XP For MOVING TOWARD PERFECTION (+1 to Intellect Edge)
2020.08.04 -4 XP For SKILLS (taking new revision Shatter)

Back in the day, Brian Kincade was a priest. He was good at it, too. His parishioners loved him, and they were all an extended family for him.

But one day it fell apart. Brian has no words for what he saw, but afterwards his faith in God was gone. He wasn't even sure he believed that there was such a being anymore. He didn't feel that in his situation he could continue in the priesthood, so he hung up his frock.

Today, he is discovering himself and his place in the world. He is trying to re-discover his faith, if he can. Maybe if he can discover what it was that he saw, he can find God in his new vision of the world.

Brian is a relatively large man, having played football in college. He still tries to keep fit, but he's not in the same shape he was fifteen years ago.

Tier: 2
Current XP: 0

Might:
Pool: 13
Edge: 0

Speed:
Pool: 9
Edge: 0

Intellect:
Pool: 18
Edge: 1

Effort: 2
Aptitude: Intellect Edge of 2, a Might Edge of 0, and a Speed Edge of 0.

Skills:
History (trained)

Inability: Being kind comes with a few risks. The difficulty of all tasks related to detecting falsehoods in the speech and mannerisms of other creatures is increased by one step.

Expert Cypher Use: Can bear three cyphers at a time.
Knowledgeable: You are trained in one area of knowledge or technical expertise of your choice.
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.
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.
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.
Emotionally Intuitive: +2 to your Intellect Pool.
Karma: Sometimes, strangers just help you out. To gain the aid of a stranger, you must pay 1 XP to the GM, and the GM determines the nature of the aid you gain. Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.
Natural Charisma: You are trained in all social interactions, whether they involve charm, learning a person’s secrets, or intimidating others. Enabler.
Good Advice (1 Intellect point): You have a clear mind for determining the best way to proceed. When you give another character a suggestion involving his next action, the character is trained in that action for one round. Action.
Reach Beyond (3 Intellect points): When you use Reach Beyond, you can access training in a skill provided by a focus you have in another recursion. You must have used the skill in its proper recursion at least once before. You can use the skill once. To use it again, you must use Reach Beyond again. Enabler.
Follower: You gain a level 2 nonplayer character (NPC) follower who is completely devoted to you. You and the GM must work out the details of the follower. As a level 2 follower, it has a target number of 6 and a health of 6, and it inflicts 2 points of damage.
You’ll probably make rolls for your follower when he takes actions. A follower in combat usually doesn’t make separate attacks, but helps you with yours. On your action, if the follower is next to you, he serves as an asset for one attack you make on your turn.
If the follower dies, you gain a new one after at least two weeks and proper recruitment.
Enabler.

Revisions:
Closed Mind: You are trained in Intellect defense tasks and have +2 to Armor against damage that selectively targets your Intellect Pool (that normally ignores Armor). Enabler.
Premonition (2 Intellect points): Despite appearances, reality is quantum and noncausal, which means a careful observer can discover information leaks. You learn one random fact from a person or location that is pertinent to a topic you designate. Alternatively, you can choose to learn a creature’s level; however, if you do so, you cannot learn anything else about it later with this revision. Action.
Shatter (2 Intellect points): You interrupt the fundamental force holding normal matter together for a moment, creating the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot, a stone, and so on). The object explodes in an immediate radius, attacking all creatures and objects in the area for 1 point of damage.
Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks: for each level of Effort applied to increase the damage, add 2 points of damage to each target. If you increase the damage through Effort, even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
Force Shield (2+ Intellect points): You call up a field of shielding energy that grants you +1 to Armor for ten minutes. You can increase the Armor bonus by spending Effort. Each additional level of Effort increases the Armor value you gain by 1. Action.

Equipment: Very nice clothing, leather jacket, MacBook Pro, iPhone, Nissan Sentra

Money $1,500

Cyphers:


  • Bone wand: Grants the ability to see in the dark for 8 hours (On Earth, this cypher becomes goggles. On Ruk or similar, this item becomes a third eye graft upon use.)
  • A cartoon magnet that says ACME on it: One unanchored item user’s size or smaller within long range is drawn immediately to the device over the course of 1 round. The item has no momentum when it arrives.

Background: Brian headed a small church, and though you left to pursue your own strange journey, the congregation still tries to lure him back to the pulpit.
Initial Link to the Starting Adventure: 1. A PC needed your help, and you agreed to come along and add your expertise.
Connection: 3. Pick one other PC. She introduces you to the follower you gain at Tier 2.