Shark

Terre-with-an-E-like-TerreHaute's page

No posts. Alias of Kevin Hogan.


Classes/Levels

Resilient Vector who Adapts to Any Environment 2

About Terre-with-an-E-like-TerreHaute

"Let the monkey drive,
And it’s only fair.
It’s the monkey’s car
And he hates to share.."

--"Let the Monkey Drive,” Sparks

Terre is large, and humanoid-shaped, and very much not human. They are puffy in places that a human shouldn’t be puffy, and have a line of ridges running down their back. They are tripedal, with three evenly-spaced leg units. Their waist rotates as they walk -- it also allows them to turn 360 degrees without moving. Two arm units are longer and more flexible than humanoid arms. Their head is like a blackened marshmallow, sitting atop their chest without an intervening neck. Their voice is gentle, floating aloft with snatches of birdsong accompaniment. Their eyes are the blue of Cherenkov radiation, and they have three of those as well, evenly-spaced.

Terre has been in this form for nearly 500 years, but their atoms are millions of years old, and when the weather is dry, they feel every aeon of it.

XP:
Awarded: 16
Spent: 16
Effort 1->2, Tier one. (1/4 tier advancement)
Speed Edge 1->2, Tier one. (2/4 tier advancement)
Skill, Hand to Hand (trained) (3/4 tier advancement)
Pool increase, +1 Might, +1 Intellect, +2 Speed (4/4 tier advancement)

Resilient Vector who Adapts to Any Environment

Tier: 2

Might:
Pool: 14/14
Edge: 1

Speed:
Pool: 15/15
Edge: 2

Intellect:
Pool: 13/13
Edge: 0

Effort: 2

Physical Nature: You have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0.

Skills:
Balancing (trained)
Jumping (trained)
Hand to Hand (trained) - the special effect of this is that bits of them slough off and inconvenience/incapacitate the opponent

Inability: You’re hardy but not necessarily strong. The difficulty of any task involving moving, bending, or breaking things is increased by one step.

Inability: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. The difficulty of any task involving knowledge or figuring out problems or puzzles is increased by one step.

Breathe (focus) (2 Might Points): You can breathe safely in any (or no) atmosphere or in any substance for one hour. Enabler.

Cypher Use: You can bear two cyphers at a time.

Defend (focus): You gain +1 to Armor against all attacks — even mental ones, and even if they specifically state that they ignore Armor. Enabler.

Defensive: You are trained in Speed defense actions when not wearing armor. Enabler.

Heal (focus): You add 1 to all recovery rolls you make. Enabler.

Physical Skills: You are trained in balancing, climbing, and jumping. Enabler.

Practiced With All Weapons: You can use any weapon. Enabler.

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.

Available: Archer (from Terri), Gunner (from Terry), Practiced with Guns (from Terry)

Recover: You can make an extra recovery roll each day. This roll is just one action. So each day, you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.

Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.

Skill: You’re almost unstoppable. You are trained in Might defense tasks.

Skill: You’re almost unflappable. You are trained in Intellect defense tasks.

Skill With Defense: You are trained in Speed defense tasks.

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 vector, you are most effective at easing a translation. This easing advantage allows group members to acclimate more quickly after the translation is complete. 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.

Moves:

Endurance: Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For example, if the typical person can hold their breath for thirty seconds, you can hold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours. In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The minimum duration is always one round. Enabler.

Pierce (1 Speed point): This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage. Action.

Range Increase: Ranges for you increase by one step. Immediate becomes short, short becomes long, long becomes 200 feet (61 m). Enabler.

Equipment: Clothing, trenchcoat with liner (+1 armor, Might Cost 1/hour Speed Pool Reduction 2 when worn), .22 caliber pistol (light, 2 damage), .22 caliber rifle (medium, 4 damage), three clips of .22 ammo, iPhone, first-aid kit, flashlight, flameless cigar lighter, three sets of padlocks, 5 rolls of duct tape. Because you never know. Two Thermoses of different colors, a sleeping bag, a pony blanket, a knife. A bag of cat treats. Craft glitter.

Strange Cypher Vacuum. Medium weapon. 4 points damage.

Money $635

Cyphers:
Fancy carrying case of vacuum tubes: There are six (6) vacuum tubes in this bundle. They each have a different sigil on them. (When using these vacuum tubes specifically, the user must roll a d100 to determine the effect of the gas that's released on impact)
A ceramic sphere: Explodes, inverting gravity for one hour in a long-range radius of the explosion.

Random Notes:

not Ransom Notes
that’s a different spoiler

After a full session of training, Terre has a chance, on a 15 roll or higher on their attack, of negating the use of a cypher when used as ammunition.