Agent Washington (
unrecovered) wrote2020-08-13 11:48 am
Imaginary Island: Profile
Path: Fighter
Path Actions:
Path: Wizard
Path Actions:
Path: Engineer
Path Actions:
Inventory:
Memories: Wash remembers everything, even the hazy Queen of Hearts memories.
AC Link: Here!
Paths Link: Here!
Path Actions:
- ◈ 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 up to and equal twice your weight.
◈ IMPROVISED WEAPON.
You are an absolute monster that can turn literally anything into an effective weapon when used to bludgeon, pierce, or slash at an enemy. Any attacks made with the improvised weapon with a +2 bonus.
◈ RUSTIC HOSPITALITY.
Your rugged adventuring prowess and down-to-earth 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 and drink, some local gossip, and will offer to put you up for a night if you ask.
◈ SECOND WIND.
When worn down by combat or other strenuous situations, you can take a breath. It will reinvigorate you greatly, bringing you up to half health. You can only perform this action once a day.
◈ CHAMPION.
You are innately great at fighting in one-on-one battles or duels and have the upper hand, as long as your opponent is humanoid. You get +2 on rolls when fighting a single opponent.
◈ DEVASTATING STRIKE.
(P) 3 times per day, when you swing your weapon at an opponent, you can strike so hard that it is capable of producing one of three effects:
• knocking your opponent back 10 feet
• disarming them
• stunning them for 10 seconds
◈ KNOW YOUR ENEMY.
(P) After studying an enemy outside of combat for five minutes, you gain hunches about its strength(s) and weakness(es). You have a +2 bonus to attempting to find its weakness(es), and a +2 bonus to fighting it.
◈ FIND STEED.
You are able to calm a mountable creature and convince it to let you ride it. A mountable creature must not be hostile towards you, must be large and strong enough to bear your weight, and must be shaped such that you will not fall off of it. This creature will resist attempts to ride it into a dangerous situation, though the degree of resistance varies; it may simply refuse to approach, or it may completely buck you off.
◈ TAVERN BRAWLER.
You are unnaturally adept at instigating tavern brawls. This is an excellent way to create chaos or a diversion of some kind, but be aware that throwing a punch may get you punched back, so there is always a chance of injury in using this path action.
◈ GOADING STRIKE.
(P) You enrage an enemy to the point of tunnel vision. They rush at you, distracted from your companions, who gain +1 when attacking this enemy as a result. The enemy’s carelessness also gives you a +2 on dodging or counter-attacking.
Path: Wizard
Path Actions:
- ◈ FIND FAMILIAR.
(M) You have the ability to summon a familiar. The summoning ritual requires you to spend 1hr meditating in front of a candle, and the creature you summon must be small enough to fit on your shoulder. Specific to the Wizard path, you may also do the summoning ritual to change the form of your familiar. It doesn’t require nourishment or sleep to survive, but it is susceptible to damage and can easily be destroyed. If your familiar is destroyed, you suffer from moderate fatigue as a result, and you will feel it when the familiar disappears — whether this manifests as mental awareness, pain, or something else is up to player discretion!
While your familiar is within 30ft of you, you have the ability to see through its eyes. Specific to Wizard familiars, your familiar can also commune with animals of its type or similar — a housecat can speak with another housecat, and a dog can talk to a wolf. Your familiar is able to communicate information it receives this way to you through your mental connection with it.
(Side note: she's a large gray Norwegian Forest Cat named Athena, and she is a sassmaster.)
◈ FIREBALL.
(M) You can designate a point within a range of 60ft. Point to it and a bright streak of light flashes from the tip of your finger towards the spot you’ve designated. Upon reaching its target, this line of light explodes into a sphere of fire 5ft in diameter and inflicts fire damage on everything it touches. Be careful of collateral damage with this one.
◈ MAGE HAND.
(M) You can use magic to create a spectral hand which is able to move within 30ft of you. It can pick up any non-living object that does not weigh more than 10lbs. You can customize the appearance of this hand as you wish, though it stays roughly the same size and its function is not changed.
◈ DETECT MAGIC.
(M) You can use magic to feel the presence of magically enchanted items or auras within 30ft of you. This also gives you the ability to see invisible creatures and objects, to see in normal and magical darkness, and to detect visual illusions (though you cannot see through the illusion, you merely become aware that it is present.) These effects last up to 10 minutes.
◈ THAUMATURGY.
(M) You can use magic to create one of the following effects:
• Your voice becomes up to 3x as loud as normal for up to 1 minute.
• You cause flames up to 10ftx10ftx10ft in size to flicker, brighten, dim, or change color for 1 minute.
• You create an instantaneous sound that originates from a point within 30ft of you, such as a clap of thunder, the song of a bird, or ominous whispers.
• You cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for up to 1 minute.
Path: Engineer
Path Actions:
- ◈ TRICK SHOT.
By performing one of the following maneuvers when firing your gun, you can gain the upper hand in combat. You are limited to 5 uses per day.
• Bullying Shot: A shot designed not to injure but to frighten. By aiming near the target’s head, your gun’s powerful and thundering sound shakes the target’s resolve. All attacks made by the target for the next 2 minutes will have Disadvantage. Especially effective at close ranges.
• Deadeye Shot: A shot made with careful and precise aim. You fire with incredible aim, rolling with Advantage on your attack.
• Disarming Shot: A shot that does as it sounds: Disarms. You aim for a target’s hand and shoot an object from their grasp.
• Piercing Shot: A shot aimed to fire through multiple opponents. You can determine the best way to make such a shot, and on a successful roll, you gain Advantage on hitting up to 2 other targets.
• Winging Shot: A shot made in order to topple a moving target by aiming for the target’s legs.
◈ CREATE BOMB.
You have the ability to create a bomb with one of the following effects:
• Acid Bomb: A bomb which can create a cloud of acid in a 5 foot radius. The acid burns the ground and air of the area for ten minutes. A strong wind is needed to disperse the cloud. Creatures take acid damage for as long as they are in contact with the acid. If it is not washed off, damage continues to be dealt. Creatures who take acid damage are hurt over time.
• Blinding Bomb: A bomb which explodes into a bright, blinding light in a 5 foot radius. Creatures are unable to see for ten minutes after coming into contact with this bomb.
• Concussive Bomb: A bomb which deals thunder damage upon exploding to everything in a 5 foot radius. Creatures have a hard time hearing for two minutes after coming into contact with this bomb.
• Hellfire Bomb: A bomb which deals fire and necrotic damage in a 5 foot radius. It’s the most traditional of the bombs, but it especially damages celestial creatures. It continues to burn for ten minutes.
• Stink Bomb: A bomb which creates a stink cloud in a 5 foot radius. Creatures caught in it are nauseated for ten minutes. A strong wind is needed to disperse the cloud.
◈ TINKERER'S TOOLS.
While you’re limited to the materials available to you, you’ve become skilled at crafting clockwork creations. Little creatures that can scout for you, a portable firestarter, a music box... If you can provide materials, you can build it. If you have any doubts, ask for input. Everything must be smaller than you; the larger the creation, the longer it must take to craft. The device ceases to function after 24 hours, unless you take an hour to repair it.
◈ PISTOL WHIP-SHOT.
You can’t just rely on the distance between you and your opponent to keep you safe. Sometimes, you need to get up close and personal with your foes. You’re skilled at dealing melee attacks with the butt or handle of your firearm in the heat of battle. You’re granted a +1 on all melee rolls involving pistols. Moreover, you’ve learned how to move so you can either follow-up a pistol whip with a shot or vice-versa with no additional rolls needed. On attacks involving this maneuver, you’re granted a +2 bonus.
◈ SWIFT RETALIATION.
Engineers know everything about their firearm and how to make the best use of it. You’re adept at in-battle repairs, swiftly drawing your weapon, and fast reloads. Because of your experience with ranged attacks, you’re good at judging where and how you need to dodge to avoid them as well. This grants you a +2 bonus on dodging against ranged attacks.
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)
Memories: Wash remembers everything, even the hazy Queen of Hearts memories.
AC Link: Here!
Paths Link: Here!
