Agent Washington (
unrecovered) wrote2019-03-06 01:19 pm
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Balance: Profile
Path: Fighter
Path Actions:
Path: Wizard
Path Actions:
Path: Engineer
Path Actions:
Inventory:
Research Progress
AC Link: Here!
Paths Link: Here!
Path Actions:
- Improvised Weapon: You are an absolute monster that can turn literally anything into a weapon when used to bludgeon, pierce, or slash at an enemy.
- Second Wind: You can lean over and take a deep breath while in combat. It will reinvigorate you greatly, bringing you up to half health. You can only perform this action once per day.
- Know Your Enemy:You gain hunches about someone you don't like just by simply looking at them. You can use this ability to determine their motive, their goals, and whether or not they're likely to fight you. (Requires OOC permission.)
- Disarming Strike: Once per day, you can swing your weapon so hard against an opponent that it disarms them. (Requires OOC permission.)
- Sonic Blade: When slashing down your sword at an enemy, you can create a blade of force to propel outward that can push your enemy back.
- Rustic Hospitality: Your rugged adventuring prowess and humble stance towards life makes you particularly adept at getting to know country folk. They are often willing to tell you local legends, good places to eat, the best ales in town, and will offer to put you up for a night if you ask.
- Athletics: Your training has given you strength that normal people simply don't have. You have the ability to pick up and carry, push, or pull anything equal to twice your weight.
- Champion: You are innately great at fighting in one-on-one battles or duels and have a distinct advantage, as long as your opponent is humanoid.
- Find Steed: You are able to calm a mountable creature and convince it to let you ride it. It will not walk into open danger, however. Any attempts to move it into danger will get you immediately bucked off of it.
- Tavern Brawler: You are unnaturally adept at instigating tavern brawls.
Path: Wizard
Path Actions:
- Find Familiar: (M) You have the ability to call a familiar to your side to aid you in your journey. The familiar must be small and able to fit on your shoulder. The summoning ritual to create such an entity requires 1 hour of meditation in front of a candle. While summoned, there is a potential for your familiar to be destroyed as it has very low health, and it doesn't require food or nourishment to survive. While your familiar is summoned and within 30 feet of your location, you have the ability to see through its eyes. Specific to the wizard path, created familiars have the ability to commune animals that match its type (for example, two cats having a deeply involved conversation about yarn). The conversations that occur with your familiar are up to your discretion and will not require mod input.
(Side note: she's a large gray Norwegian Forest Cat named Athena, and she is a sassmaster.) - Fireball: (M) Range of 150 feet, radius 20 feet, 8d6 fire damage on a failed dex save, and a general attitude of burn in hell. This'll be fun.
- Mage Hand: (M) You can use magic to create a spectral hand able to move within 30 feet of you. It can pick up any object that doesn't weight more than 10 pounds.
- Detect Magic: (M) You can use magic to feel the presence of magically enchanted items or auras around you within 30 feet. The spell can penetrate most barriers, except for one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt.
- Thaumaturgy: (M) You can use magic to create one of the following effects:
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You create an Instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
Path: Engineer
Path Actions:
- Trick Shot: (M) Using your gun to aim for a specific weak point on an enemy, you can achieve one of the following effects:
• Head: Stuns the creature
• Heart: Frightens the creature
• Arm: Disarms the creature
• Leg: Reduces creature's movement speed down to 0 - Create Bomb: (M) You have the ability to create a bomb with one of the following effects:
• Fire Bomb: creates a large explosive radius of 20 feet in all directions
• Ice Bomb: freezes everything in a 10 foot radius, creating difficult terrain in its wake
• Lightning Bomb: shocks everything in a straight line of 100 feet from the point of detonation
• Wind Bomb: creates a tornado when detonated, sending everything within a 10 foot radius of the impact sight flying upward into a tornado
• Acid Bomb: creates a cloud of acid in a 10 foot radius, making it impossible to breathe and causing continual damage if stayed within the area. A strong wind is needed to disperse the cloud created by this bomb. - Tinkerer's Tools: You've become adept at creating small machines to do work for you. The machine's purpose and effects is largely up to you. For example, you can create a pair of goggles that allows you to see in darkness. A chip that, when placed on a specific point, allows you to listen in to an area. A mechanized broom that cleans the floor every day at 6pm. A feeder for Bread that drops bananas into a dish once daily. The possibilities are endless, but keep in mind that they shouldn't be overpowered to the point of absurdity. When in doubt, reach out to the mods for input.
- Science!: When you attempt to make any roll involving logical arguments to persuade or otherwise compel someone to do so, you roll with advantage (result is rolled twice, taking the higher of the two attempts). The other party must be of sound body and mind in order to listen to your persuasive attempt.
- Seal Evil: (M)(P) You can embue your bullets with a special type of magic that locks away the spirit of something into stone.
Inventory:
- Armor from home: standard-issue UNSC armor. Provides full coverage but little actual protection, because...well, standard-issue UNSC. The only remaining function is the motion trackers, a 2D radar display in the corner of Wash's HUD that pings when something in the near vicinity moves and can be fooled by stealth. (Motion trackers count as a path action/power from home.)
- Standard-issue battle rifle, also brought from home. Holds a maximum of 36 rounds; no special/added abilities.
- A belt that refracts light and gives the wearer camouflage/imperfect invisibility for two minutes. Can be used once per long rest.
- A flat circular piece of machinery, about the size of a silver dollar, that can be mounted on a gauntlet or bracer and projects a hard light shield about two feet in diameter when activated. It can take three hard blows or six smaller ones before deactivating and can be used once per short rest. (It's a temporary Captain America shield that can't be removed or thrown, essentially.)
- Computer odds and ends (metals, wiring, computer chips and innards, plastic, etc) and a set of tools for armor maintenance.
- Blueprints/schematics/etc from Lucas' lab, mostly of the lab and the local colony of socialist robots.
- Enough money for three new weapons and a round for everyone at the bar. Selling that espresso maker to Garfield was a good idea.
- The Onion Hoe: wherever this tool strikes soil, a buried onion will be revealed. Creates the onion from an equivalent mass of dirt. (Magic Item)
- Five diamonds.
- A very small chunk of pure aluminadium. It's normally found in Faerun tech, but in much smaller concentrations; in higher concentrations, it's an extremely powerful catalyst, reserved for only the most advanced spells in Faerun itself. Wash can't do anything with this right now, nor could anybody on board Maru, but if it's magic he'd like to study ... well he's just found himself a chunk of it. (Currently in Sans' possession to be studied, potentially in conjunction with Miss Zarves.)
- A pair of brass knuckles. For punchin'.
- A ring of keys! Wonder what these are for. (Obtained from a chest on Maru.)
- Octopod Tunic: When the wearer of this tunic submerges themselves under water they immediately transform into an octopus. (Magic Item)
- Ring of Pointing: Copper ring with an inlaid ruby that shoots a laser out. It can be used as a distraction or to highlight salient information during business presentations. (Magic Item)
- Legend Lore: Wand. Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even Secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information.
The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information - Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may Awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.
It can only be used three times, and only once per mission or interlude. Notify mods upon use. (Magic Item) - Pocket Workshop: From the makers of the Pocket Spa, comes the Pocket Workshop. A top-of-the-line Craftsman woodworking shop concealed within a battered red toolbox. When opened, the toolbox reveals a descending staircase that leads to a pocket dimension containing your deluxe Craftsman workshop. Your workshop is well-lit, properly ventilated, and equipped with saws, planes, lathes, and dozens of hand tools. Everything you need to make your project a success. The workshop is always stocked with the highest quality wood from across the realms, as well as nutritious snacks and refreshments. (Magic Item)
Research Progress
- Magic: He has books on the basics thanks to Sans and has been going from there. Probably has a good grasp on the infrastructure of magic by now.
- Geography: He's got a map of Faerun hanging in his room, so that's something, I guess.
- History:
AC Link: Here!
Paths Link: Here!