General Dakovya

Charming Jack's page

No posts. Alias of LoreKeeper.


About Charming Jack

Jack
Charming Jack who Leads (born lucky)
Tier 1
Exp 11

Might 12
Speed 12
Intellect 14 edge 2

Effort 1
Cyphers 2

Skills
trained in light and medium weapons
flex skill
skill with defense (speed)
trained without armor

Equipment: 23 shins
dagger
epee
fancy clothes
light tools

Artifact
crystal of teamwork
disruption blade (shortsword) requires saliva to activate, +10 damage, 1d6 on a 1 cannot be re-used

Cypher
force cube projector (+4 armor)
hunter seeker missile (level 6, 8 explosion damage)

Oddities
pair of drinking glasses that change hue based on content

Charming:
Skill: You’re trained in all tasks involving positive or pleasant social interaction.
Skill: You’re trained when using esoteries or special abilities that influence the minds of others.
Contact: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard, an Aeon Priest, or the head of a large gang of thieves. You and the GM should work out the details together.
Inability: You were never good at studying or retaining facts. The difficulty of any task involving lore, knowledge, or understanding is increased by one step.
Inability: Your willpower is not one of your strong points. Whenever you try to resist a mental attack, the difficulty is increased by one step

Flex:
At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you’re trained in that task. You can’t use this ability with a skill you’re already trained in to become specialized.

Leads:
Using charisma, natural leadership, and perhaps some training, you command the actions of others, who follow you willingly. You are a commander, a captain, a leader, or a general. Your skills allow you to make people do what you want, but you also have the wisdom to know what actions would be best for your followers and allies. Since you need the respect of others, you probably dress and carry yourself in such a way that inspires, endears, or intimidates. You have a voice suited to barking orders that can be heard even on a noisy battlefield. Glaives make excellent military leaders, but a jack could easily lead a group of explorers or a den of thieves. A nano might be the head of a group of “mages” or scholars, or she might have a gang of bodyguards as followers.
Connection: Pick one other PC. That character was once a follower of yours, but you have since grown to think of him as a peer.
Additional Equipment: You have an artifact that allows you to tag up to seven followers. By looking into the glass plate on the device, you can determine their distance and direction relative to you. The tagging process is somewhat demeaning, so it is likely that only your followers would ever submit to it.
Minor Effect Suggestion: The next time you attempt to command, captivate, or otherwise influence the same foe, the difficulty of the task is decreased by one step.
Major Effect Suggestion: The foe is influenced, captivated, or otherwise affected by your ability for twice as long as normal.

Tier 1
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.

Tier 2
Follower: You gain a level 2 NPC follower who is completely devoted to you. You and the GM must work out the details of the follower and you’ll probably make rolls for it in combat or when it takes actions. The follower acts on your turn. As a level 2 follower, it has a target number of 6 and a health of 6, and it inflicts 2 points of damage. If the follower dies, you gain a new one after at least two weeks and proper recruitment. Enabler.

Tier 3
Command: Through sheer force of will and charisma, you issue a simple command to a single living creature, which attempts to carry out your command as its next action. The creature must be within short range and be able to understand you. The command can’t inflict direct harm on the creature or its allies, so “Commit suicide” won’t work, but “Flee” might. In addition, the command can require the creature to take only one action, so “Open the door” might work, but “Open the door and run through it” won’t. Action.
Capable Follower: Your first follower increases to level 3. As a level 3 follower, it has a target number of 9 and a health of 9, and it inflicts 3 points of damage. Enabler.

Tier 4
Captivate or Inspire (4 Intellect points): You can use this ability in one of two ways. Either your words keep the attention of all NPCs that hear them for as long as you speak, or your words inspire all NPCs (of your choosing) that hear them to function as if they were one level higher for the next hour. Action.
Capable Follower: Your first follower increases to level 4. As a level 4 follower, it has a target number of 12 and a health of 12, and it inflicts 4 points of damage. Enabler.

Tier 5
Band of Followers: You gain six level 2 NPC followers who are completely devoted to you. (They are in addition to the follower you gained at second
tier.) You and the GM must work out the details of these followers. If a follower dies, you gain a new one after at least two weeks and proper recruitment. Enabler.

Tier 6
Mind of a Leader (6 Intellect points): When you develop a plan that involves your followers, you can ask the GM one very general question about what is likely to happen if you carry out the plan, and you will get a simple, brief answer. Action.
Capable Followers: Your first follower increases to level 5. As a level 5 follower, it has a target number of 15 and a health of 15, and it inflicts 5 points of damage. Each of your level 2 followers increases to level 3. Enabler.