Quinn

Dr. Flynn Carrigan's page

190 posts. Alias of thunderbeard.


Full Name

Doctor Flynn Carrigan, MS, MD, PhD, Master of Runes

Classes/Levels

Mathemagician's Apprentice

Stats:
HP 12/12, FP 10/10, Per 14, Will 14, Parry 11 (13 with low mana), Deflect Missile/Turn Blade 15 (with high mana)

Age

35

Languages

English (Native), Combat Sign Language (Broken)

Occupation

Geometer, Statistician, Engineer, Combat Medic, Mathemagician

About Dr. Flynn Carrigan

His 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):
ST 10
DX 10
IQ 14 (80 points)
HT 10

HP 12/12 (4 points)
Will 14 (+3 vs Psi)
Per 14 (+3 vs Visual)
FP 10/10

Languages and Cultures (1 point):

Languages:
-English (Native) (0 points)
-Combat Sign Language (Broken) (1 point)

Cultural Familiarities:
-Time Tourists (0 points)

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)
A natural talent for visualizing shapes, mechanics, and accoustics
+2 to Mathematics, Physics, Mechanic, Engineer, Symbol Drawing, Ventriloquism; +2 to reaction from similar professionals

Lifting ST 1 (3 points)
+1 to ST for calculating lift

Lightning Calculator (2 points)
+Can do/visualize advanced math without requiring a writing surface or taking notes

Magery 0 (5 points)
+Can detect the presence of magic

Magery 3 (Limited: Didactic) (18 points)
+3 to Thaumatology and Spells
-Limited: Can only cast spells by explaining the physics involved

Photographic Memory (Limited: Fatiguing, Blinding, 2 points)
+Perfect recall of past events, details, writings
+Can auto-succeed any memory check
-Limited: Costs 4 FP to use, grants temporary blindness while remembering or reciting information

Rapier Wit (5 points)
+Can make public speaking attack vs will to mentally stun enemies

Disadvantages (-35 points):

Bad Sight (Nearsighted) (-10 points)
-Vision penalties without contact lenses or prescription goggles

Code of Honor (Professional) (-5 points)
-When at work, always try to explain/teach things to any idle observers
-Never lie or mislead about how science works

Vow (Great) (-15 points)
-Never attempt to strike an enemy with a weapon except to disarm or disable (and that only as a last resort)
-Never wield anything other than a simple staff
-Never be the first one to start hostilities

Skinny (-5 points)
-2 to disguise in crowds, -2 to resist knockdown

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)
+Levitate an Object
+Cost scales with weight, per minute

Complex Illusion - 15 (Illusion, 1 point)
+Fools sight and hearing, destroyed by damage
+1 minute duration
+Cost 2 points, 1 to maintain

Create Earth - 15 (Earth, 1 point)
+Extends solid earth
+Cost 2 points per cubic yard, or 1 to solidify mud

Create Object - 15 (Illusion, 1 point)
+Creates an object the caster could create by hand
+Lasts until dropped
+Casting time equal to cost
+Cost 2 per 5 pounds

Deflect Missile - 15 (Movement, Protection, 1 point)
+Parry a ranged attack at self or ally (range penalties apply)
+Cost 1 (cannot be reduced)

Earth to Stone - 15 (Earth, 1 point)
+Converts earth/clay to stone, or stone to bronze/item
+Cost 3 points per cubic yard, or 6 to turn clay to metal

Haste - 15 (Movement, 1 point)
+Increases Move and Dodge by up to 3
+Cast time 2 seconds
+1 minute duration
+Cost 2 per point of bonus, 1 to maintain

Illusion Shell - 15 (Illusion, 1 point)
+Disguises one object’s look, sound, and feel as that of a similar one
+Costs 1 point for handheld or 2 for larger, half cost to maintain

Inspired Creation - 14/VH (Making, 1 point)
+Target can create an object as though a critical success at skill +5
+Target takes 5 HP, 10 FP damage
+Cost 5 per day

Lend Energy - 15 (Healing, 1 point)
+Transfer energy equal to points spent
+Cost cannot be reduced

Lend Vitality - 15 (Healing, 1 point)
+Transfer health equal to points spent
+1 hour duration, cannot be renewed
+Cost cannot be reduced

Locksmith - 15 (Movement, 1 point)
+Lets a subject craft a single object as a critical success (automatically very fine quality)
+Costs 5 FP/day, must be cast for duration of crafting
+Subject takes 5 HP and 10 FP of damage per day

Major Healing - 15 (Healing, 1 point)
+Spend up to 4 fatigue to restore double that much health
+Penalties for repeated use
+High physician score negates critical failures

Minor Healing - 15 (Healing, 1 point)
+Restore up to 3 health equal to points spent
+Penalties for repeated use
+High physician score negates critical failures

Missile Shield - 15 (Protection, 1 point)
+Bestows immunity to missiles without any obvious effect
+1 minute duration
+Costs 5 to cast, 2 to maintain

Perfect Illusion - 15 (Illusion, 1 point)
+Fools most senses, suppressed by damage
+1 minute duration
+Cost 3 points, or 6 to fool touch, at half cost to maintain

Seek Earth - 15 (Earth, 1 point)
+Tells approximate distance and direction to a significant deposit of one type of earth, metal, or stone
+Cast time 1 seconds
+Cost 3

Seek Machine/TL8 15 (Technological, 1 point)
+Seeks the nearest machine; optionally specifying type
+Cast time 10 seconds
+Costs 3 points

Seeker (Knowledge, 1 point)
+Seek person or item
+Specific item familiarity gives +1
+No possessions of person gives -5
+One try per week
+Cost 3

Trace (Knowledge, 1 point)
+Maintain knowledge of position of person or item
+1 hour duration
+Cost 3 points, 1 to maintain
+Cast time 1 minute
+One try per day

Simple Illusion - 15 (Illusion, 1 point)
+Fools sight, destroyed by damage or touch
+1 minute duration
+Cost 1 points, half cost to maintain

Shape Metal - 15 (Technology, 1 point)
+Moves metal around
+1 minute duration
+Cost 4 per cubic yard of soft metal, or 6 for other metal, at half cost to maintain

Shape Earth - 15 (Earth, 1 point)
+Moves earth around
+1 minute duration
+Cost 1 per cubic yard of earth, 2 for stone, or 6 for worked stone, at half cost to maintain

Sound - 15 (Sound, 1 point)
+Creates quiet, non-communicative sound
+Cost 1 for 5 seconds of sound, 2 for 1 minute of sound, at 1 per minute to maintain

Turn Blade - 15 (Protection, 1 point)
+Parry a melee attack with a bladed weapon only at self or ally (range penalties apply)
+Cost 1 (cannot be reduced)

Wishlist: Shape metal, Rebuild, Schematic, Repair, Timeport

Equipment:

Total: $27,034.50, 139.7 lb
Cash remaining: ~$3k

Worn ($2,325, 24 lb)
Tactical Vest - 12/5 Torso, Groin, 9 lb, $900
Ballistic Helmet - 12 Skull, 3 lb, $250
Psi Shield - 0.3 lb, 3W, provides +3 vs Psi, $3000
Wearable Computer - 2 lb, $2,000
Ballistic Visor - 10 Eyes, Face, 3 lb, $100
Reinforced Boots - 5/2 Feet, 3 lb, $75
MiniHUD - wearable computer contact-lens screen, can interface with tech $50
Hyperspectral Vision Goggles - gives perfect night vision, +3 to all sight-based observation, search, or forensics rolls, Telescopic Vision 0-3, 4 lb, $6,000

"Tymander's Runestaff" ($13,731, 4 lb)
Orichalcum Quarterstaff - treats steel as cheap in opposed checks
Wizard's Staff - 30 energy, $30
Deflect +2 - adds to all defenses
Leather strap - can be easily recovered

Easily Dropped ($4,556.50 117.2 lb)
Backpack, Large - holds 100 lb of gear, 10 lb, $100
Sleeping Bag - 7 lb, $25
Camping Stove - 1 gallon kerosene/16 hours, 2 lb, $50
Smart Climbing Gear - 5 lb, $350
Cigarette Lighter - $10
Fishhooks and Line - $50
Flashlight, Heavy - 5 hrs/charge, 1 lb, $20
Compass - navigation +1, $50
Grapnel - STx2 yards, supports 300 lb, 2 lb, $20
GPS Receiver - 24 hours continuous, 3 lb, $200
Kerosene x1 gallon - 6 lb, $1.5
Group Basics - cooking & Survival Gear, 20 lb, $50
6' Pole - 3 lb, $5
Torch x2 - 1 hour burn, 2 lb, $6
Water Purification Tablets - 50 qts/bottle, $5
Canteen x5 - 1 qt each, 10 lb, $50
Mini-recorder, x10 tapes - Palm-sized, 3 hrs/tape, 0.5 lb, $250
Scribe's Kit - notebooks, whatnot, 2 lb, $50
Transistor Radio - 8 hr batteries, 0.5 lb, $15
Parabolic Microphone - gives parabolic hearing +3, 2 lb, $250
Handcuffs - escape at -5, 0.5 lb, $40
Crash Kit - first aid +2, surgery -5, 10 lb, $200
Binoculars - gives telescopic sight +4, 2 lb, $400
Metal Detector Wand-find metal items at +3, 8 hrs, 1 lb, $50
Mini-Camera, Digital - optical disk storage, $500
Ear Muffs - gives protected hearing +1, 1 lb, $200
Machinist's Tools - 20 lb, $600
Hideout Radio - short range, easily disguised, 250 hr battery, $50
Mission Databases - cancels 3 points of TL modifiers, gives +5 to local skill rolls, with successful research, $36
C-cell Battery x10 - 25 watt-hrs, 1 lb, $20
Solar Recharger - 2'x2' mat, 15 watts/hr, 1 lb, $75
Chemical Microsensor - detects known chemical/aerosol agents, 0.2 lb, $100
Palmtop - biometrically locked computer, 12 hr battery, 3 lb, $200

Equipment Wishlist: Easy translator, megaphone