Myrmec

"Mad" Philosopher Improving Humanity (Whether They Like It Or Not)

Description:

Name: Myrmec

Bloodline: Pariah

Concept: “Mad” Philosopher

Aspects

  • Bloodline: Pariah Pariah
  • Character Concept: “Mad” Philosopher Improving Humanity
  • Dilemma: Future Good vs. Present Necessities
  • Youth: The Insect Ideal
  • First Adventure: The Future is Born
  • Free-Form: Animals of the World Unite!
  • Free-Form: Do No (Permanent) Harm

Skills

Stunts

  • Out For Myself (Specialization: +2 to Deceit when acting in one’s own interests) (free)
  • Despaircrafting (Specialization: +2 to Empathy when getting a read on negative emotional Aspects)
  • Chaos Shifter (Specialization: Wildshifting)
  • Chaos Shifter (Specialization: Bloodshifting)
  • Criminal Underground (Specialization: +2 to Contacting when dealing with the unethical)
  • Companion
    • Average quality?
  • Headquarters (Lab)
    • Utmost Secrecy

Devices & Relics

Equipment

  • Long Bow: Dam +1, Acc +1, Rng 2-4

Stress

  • Health: 1 2 3 4 5 6
  • Composure: 1 2 3 4 5

Consequences

  • Mild:
  • Moderate:
  • Severe:

Fate Points

  • Current:
  • Refresh Level: 4

Total Skill Ranks: 25

Formulae

Knock-Out

  • Type: Bloodshifting
  • Power: 3
  • Limitations: none (1 FP commitment)
  • Control: Vigor (+4) for control and attack roll
  • Target: one enemy target in line of sight
  • Duration: 1 round (can be extended by spin)
  • Opposed by: Vigor
  • Effect: Applies the aspect “unconscious” – 3 additional shifts (spin) makes the aspect “sticky” and keeps the target unconscious.

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Entanglement

  • This spell causes nearby vines to entangle the target’s ankles, effectively binding them in place.
  • Type: Simple, Wildshifting, Order, Shifting, offensive maneuver
  • Power: 4 shifts — 3 for effect plus 1 for additional duration
  • Control: Roll Vigor (+4) plus appropriate limitations and focus items
  • Duration: One scene
  • Opposed by: Target’s Athletics
  • Effect: If the spell hits, the target has the sticky “Bound in Place” temporary aspect applied.
  • Variations: Power levels may of course be changed based on the target’s ability to oppose the spell. This spell is non-lethal; a damaging variant – adjudicated as a magical grapple – could be created based on the Suffocate Crafting (see below).

Grasping Branches

  • So long as a tree is nearby, a Wildshifter has an available weapon.
  • Type: Simple, Wildshifting, Chaos, Shifting, offensive maneuver/attack
  • Power: 7 shifts
  • Limitations: This requires a scene aspect like “Nearby Tree” to pull off (decreases to 6 shifts of power – 1 FP commitment, 2 stress)
  • Control: Roll Vigor (+4),
  • Opposed by: Target’s Athletics
  • Effect: Mechanically, it boils down to a straightforward Dam +7 attack vs. target’s Athletics.
  • Variations: Use a similar idea to get a couple of extra shifts of power from scene details that you can’t figure out what to do with.

Terrible Claws

  • A common Wildshifting Crafting, wrapping your fists in thorny vines.
  • Type: Simple, Wildshifting, Order, Shifting, offensive maneuver
  • Power: Varies; 5 shifts is typical for a simple crafting
  • Limitations: none (1 FP commitment, 1 stress)
  • Control: Roll Vigor (+4) plus appropriate limitations and focus items
  • Duration: varies; this assumes 5 rounds
  • Opposed by: none at first, but the claws attack vs. Melee or Athletics
  • Effect: The Crafter wraps thorns around their hands that deal +1 Acc, +2 Dam for five rounds.
  • Variations: The Crafter could add additional shifts of power to add Acc or Dam to the claws, to give claws to additional people, or to gain additional exchanges of duration without needing to concentrate and re-roll.
Bio:

Myrmec

The City of Lives gremlin1384 myrmec