About Dr. Flynn CarriganHis mind is the only weapon he needs... Story:
Born on a medium-technology, low-magic world, Flynn Carrigan grew up as a polymath, achieving degrees in a number of fields at a young age. Though he held a few minor lecturer positions and engineering jobs over the years, Dr. Carrigan was rarely focused or genius enough to achieve anything truly notable. His true academic interests lay in the study of theoretical and rumored paradoxes, bouncing between unfunded speculation and discredited occultism, neither earning much praise or wealth. And then, one day, he met the Jumping community. Most of them were born with gifts, though a few claimed to have learned their talent through study, and even fewer claimed descent from other worlds. They gathered in basements below casinos and trade shows, telling tales of remote worlds and times scried through remote viewing, a few demonstrating jumping practices and time distortion that bore more resemblance to stage magic than anything else. And Dr. Carrigan discovered a bit of talent of his own, combining seismograph and meteorology tips with a hodgepodge of unproven physics theory to predict when and where space-time paradoxes and blips might occur. So it happened that, when the Mathemagician stepped into an abandoned church in a small town, he was met by a dozen smiling spectators, time hobbyists and paradox junkies and conspiracy theorists all following Flynn Carrigan to the dirt end of nowhere. And after some words and measurements and a few encircling pentagrams, the great wizard decided that he saw some potential in the magic-sensitive young doctor, and invited him to leave for more interesting worlds as apprentice to a real spellcaster. For a decade, Flynn Carrigan traveled as apprentice to the secretive and talented Tymander the Mathemagician. His mentor focused on teaching simple physics spells, insisting it was important that his student learn how to dodge and block flying objects before learning any dangerous spells. And the first few years were slow going, with Dr. Carrigan mostly taking notes and idly watching as Tymander traveled from world to world on a quiet pilgrimage, trading research and healing the injured while refusing to engage in any sort of conflict. Often, the young apprentice felt his mentor to be toying with him, keeping real magic out of his reach while teaching him simple healing charms. But the Mathemagician insisted that on his home world, where mana ran freely, it was only those with true mathematical talent who could become truly legendary wizards—and that Dr. Carrigan's intuitive grasp of a wide range of science would be a much more important part of his future than any spells he learned now. And the spells he learned were mathematical—Tymander was unlike other parachronic spellcasters, casting spells as a correspondence with the physics of the world around him, spelling out trajectories and energy balances in runes and equations and letting nature adjust in response. And then, as these stories go, a botched teleportation landed the pair in a place between places, and Tymander was attacked by a shadowy beast from beyond the stars. While he easily defended himself, by the time the two made it back to a proper world, the Mathemagician's wounds had grown entropic and non-euclidean—and, drained by the ordeal, neither were able to cast sufficient spells to reverse them. As he lay dying, Tymander bequeathed his enchanted staff and magical research to his student, entreating him to continue his life's work. The staff itself—a carved stick of magically forged metal, ringed with mathematical runes and tracings—proved quite useful in self-defense, but the sheafs of notes and half-written spellbooks, encrypted in increasingly intricate ciphers, proved elusive. With no way to continue travel by magic, Dr. Carrigan found his way back to a city of some familiarity on Homeworld, where an old acquaintance suggested he join the Miracle Workers and learn jumping from the professionals. After a few aptitude tests, however, he was approached by Technical Services of the Infinite Patrol, and found himself on a different career path. The idea of joining a military unit has given him some pause—but the IP are the good guys, and Flynn Carrigan's seen nothing especially worrying since signing on for training as a field engineer and combat medic. On Mummut, he refuses to carry the standard arms he's been given, but wears tactical armor whenever he's in the field, along with as many monitors and radios as he can fit in his pack. His wizard's staff, encased in a plastic shell, resembles little more than a walking stick or snow pole, but he's still had trouble making any headway with the spellbooks, choosing instead to read up on easier subjects like the local wildlife.
Combat Role:
-Minor combat buffer/debuffer, able to stun enemies and haste or protect allies -Decent engineer/chemist/improviser -Good at parrying and dodging, better at using physics-based magic to turn blades and bullets away from self and allies Defenses:
Dodge 11, or 12 with haste Quarterstaff Parry 13 Deflect Missile 15 Turn Blade 15 DR: 12/5 Torso, Groin; 12 Skull; 10 Eyes, Face; 5/2 Feet Total Points: 200/-35 (12 points saved) Attributes (84 points):
HP 12/12 (4 points)
Languages and Cultures (1 point):
Languages: -English (Native) (0 points) -Combat Sign Language (Broken) (1 point) Cultural Familiarities:
Advantages (56 points):
Combat Reflexes (Limited: Emergency Only, 11 points) +1 to defenses +1 to fast-Draw +2 vs fright +6 to recover from surprise/mental stun +1/+2 on initiative -Limited: May only be used when in dire risk Geometric Talent 2 (5 points/level)
Lifting ST 1 (3 points)
Lightning Calculator (2 points)
Magery 0 (5 points)
Magery 3 (Limited: Didactic) (18 points)
Photographic Memory (Limited: Fatiguing, Blinding, 2 points)
Rapier Wit (5 points)
Disadvantages (-35 points):
Bad Sight (Nearsighted) (-10 points) -Vision penalties without contact lenses or prescription goggles Code of Honor (Professional) (-5 points)
Vow (Great) (-15 points)
Skinny (-5 points)
Trained Skills (36 points, 7 bonus points*):
Astronomy - 12 (IQ, H, 1 point) Autohypnosis - 12 (Will, H, 1 point) Chemistry/TL8 - 12 (IQ, H, 1 point) Computer Operation/TL8 - 14 (IQ, E, 1 point) Computer Programming/TL8 - 12 (IQ, H, 1 point) Cryptography/TL8 - 12 (IQ, H, 1 point) Diagnosis/TL8 - 12 (IQ, H, 1 point) Electrician/TL8 - 13 (IQ, A, 1 point) Electronics Operation/TL8 (Communications) - 13 (IQ, A, 1 point) Electronics Operation/TL8^ (Parachronic) - 13 (IQ, A, 1 point*) Engineer/TL8 (Parachronic) - 15 (IQ, H, 2 points) First Aid/TL8 - 14 (IQ, E, 1 point*) Gesture - 14 (IQ, E, 1 point) Hiking - 9 (HT, H, 1 point) History (20th century science) - 12 (IQ, H, 1 point*) Holdout - 13 (IQ, A, 1 point) Hypnotism - 12 (IQ, H, 1 point) Judo - 8 (DX, H, 1 point*) Machinist/TL8 - 13 (IQ, A, 1 point) Mathematics/TL8 (Applied) - 14 (IQ, H, 1 point) Mathematics/TL8 (Statistics) - 14 (IQ, H, 1 point) Mechanic/TL8 (Robotic) - 15 (IQ, A, 1 point) Naturalist (Earthlike) - 12 (IQ, H, 1 point) Observation - 16 (Per, A, 1 point, +3 for visual search) Paleontology (Paleobotany) - 12 (IQ, H, 1 point) Physician/TL8 - 12 (IQ, H, 1 point) Physics/TL8 (Parachronic) - 13 (IQ, VH, 1 point) Public Speaking - 14 (IQ, A, 2 points) Research -13 (IQ, A, 1 point) Scrounging - 14 (Per, E, 1 point) Staff - 10 (DX, A, 1 point*, 1 point) Stealth - 9 (DX, A, 1 point*) Survival (Plains) - 13 (Per, A, 1 point*) Symbol Drawing (Sacred Geometry) - 14 (IQ, H, 1 point) Teaching - 13 (IQ, A, 1 point) Thaumatology - 14 (IQ, VH, 1 point) Traps/TL8 - 13 (IQ, A, 1 point) Ventriloquism - 14 (IQ, H, 1 point) Weird Science - 11 (IQ, VH, 1 point) Writing - 13 (IQ, A, 1 point) Wishlist: Research, Dendrochronology, Speed-Reading, Writing
Spells (24 points):
Colleges: Earth: IV Healing: V Illusion: IIII Knowledge: II Making: I Movement: VI Making and Breaking: I Protection: III Sound: I Technological: II Apportation - 15 (Movement, 1 point)
Complex Illusion - 15 (Illusion, 1 point)
Create Earth - 15 (Earth, 1 point)
Create Object - 15 (Illusion, 1 point)
Deflect Missile - 15 (Movement, Protection, 1 point)
Earth to Stone - 15 (Earth, 1 point)
Haste - 15 (Movement, 1 point)
Illusion Shell - 15 (Illusion, 1 point)
Inspired Creation - 14/VH (Making, 1 point)
Lend Energy - 15 (Healing, 1 point)
Lend Vitality - 15 (Healing, 1 point)
Locksmith - 15 (Movement, 1 point)
Major Healing - 15 (Healing, 1 point)
Minor Healing - 15 (Healing, 1 point)
Missile Shield - 15 (Protection, 1 point)
Perfect Illusion - 15 (Illusion, 1 point)
Seek Earth - 15 (Earth, 1 point)
Seek Machine/TL8 15 (Technological, 1 point)
Seeker (Knowledge, 1 point)
Trace (Knowledge, 1 point)
Simple Illusion - 15 (Illusion, 1 point)
Shape Metal - 15 (Technology, 1 point)
Shape Earth - 15 (Earth, 1 point)
Sound - 15 (Sound, 1 point)
Turn Blade - 15 (Protection, 1 point)
Wishlist: Shape metal, Rebuild, Schematic, Repair, Timeport Equipment:
Total: $27,034.50, 139.7 lb Cash remaining: ~$3k Worn ($2,325, 24 lb)
"Tymander's Runestaff" ($13,731, 4 lb)
Easily Dropped ($4,556.50 117.2 lb)
Equipment Wishlist: Easy translator, megaphone
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