Reeyoo

Anti Pueblo

Sep 7th, 2016
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  1. If you wouldn't mind, I'd like you to use this char sheet template: https://docs.google.com/document/d/1fuMYfokvR5jeZOBncWC_aBzHeqIuVUXOh5X97elMfnU/edit
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  3. Trigger:
  4. Antioch [10]: Back in highschool, you were a drinker, and looking back, you know you were an alcoholic. Your 'rock bottom' was when you got blackout drunk and got in a fight with your friends, hospitalizing one. You went to court, got community service, and had to attend meetings. It was the talk of your high school for a long while.
  5. 10:17:53 PM <•[ATM]> Now with a six year chip in your pocket, you still want to drink every day, but you hold off. Someone out there, however, doesn't want you to put the past behind you. A package arrived on your doorstep. You opened it, and found a bottle of whiskey, your favorite. It took willpower, but you emptied it into the garden, then discarded the bottle in the recycling bin.
  6. 10:17:58 PM <•[ATM]> A strange situation, but not a problem. Until you got home from work and found the second package, this one with a note. 'Every day you come home, you'll have a drink waiting for you.' This isn't an isolated incident - it's a campaign, and you know it's one that's going to break you, or catch you on a bad day and ruin you. You trigger.
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  8. Power Write Up:
  9. Tinker with a focus on dart-gun delivered poisons. Poisons provide a variety of emotional, stat-draining, and damaging effects, or can even buff allies (poison's effects are inspired by alcohol's effects). Body armor can apply the beneficial effects to the Tinker, but is light on straight defense.
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  11. Luck:
  12. 10:30:38 PM <•[ATM]> ColdGold [1/4, 4/4] [Life Flaw 73]: Nemesis. At the GM's discretion, the character either has an opponent in the area with a vendetta, roughly as powerful as they are, the old enemy exists offscreen and works against the character, or the character themselves has an enemy that is stronger than them, but they have the initiative and must get revenge at some point.
  13. 10:30:44 PM <•[ATM]> Failing to deal with the nemesis will see the character surprise attacked and killed during the campaign's climax or just before the final session concludes, counting as a 'loss'. On successfully removing the Nemesis from consideration, roll a dice. There's a 50% chance of getting a life perk or life flaw if the enemy was equally as strong, and 66% chance of a perk vs.
  14. 10:30:44 PM <•[ATM]> a 33% chance of flaw if the enemy was stronger.
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  16. [Power Perk 56]: Shattered chains. The character noticed almost from the outset that they could push their power, and there were hints of something happening to their body as they did. Veins glowing, cracks appearing, thematic changes. The shard included a breaker form, but it's not for regular use.
  17. The first option is a breaker state they shift into when their power is in use (typically over several rounds, or higher chance over time), an alternate, whole-body change that they enter into as a course of using their primary power, with minor, complimentary benefits.
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  19. Tinker's beneficial chemicals pumped through the suit can induce Breaker-like effects with short term benefits and long term consequences.
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