Difference between revisions of "Running Sheet Harold James Tobin"
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* Signature piece | * Signature piece | ||
− | ===Light Saber=== | + | ==='''Light Saber''' 9 === |
White; 3 Settings | White; 3 Settings | ||
− | ===''' | + | *2 Double Speed |
− | + | *4 Deadly Damage | |
− | **Ammo | + | *2 Combat Reflexes |
− | *Gun Cleaning Kit | + | *1 Ability: Call to Hand |
− | ==='''Rifle'''=== | + | ==='''*Smith & Wesson Model 10''' .38=== |
− | + | *Smith & Wesson Model 10 | |
− | **Ammo | + | **Ammo 300 loose rnds |
+ | **Gun Cleaning Kit | ||
+ | ==='''Remington Model 720 Bolt-Action Rifle '''=== | ||
+ | *Remington Model 720 Bolt-Action Rifle. Hunting Rifle | ||
+ | **Ammo 500 rnds | ||
*Melee Weapon: High Quality | *Melee Weapon: High Quality | ||
+ | |||
==='''Sword'''=== | ==='''Sword'''=== | ||
− | + | [[File:Tobin-sword.jpg|200 px]] | |
+ | *Masonic Small sword | ||
==='''Knife'''=== | ==='''Knife'''=== | ||
===Armor=== | ===Armor=== |
Revision as of 22:02, 6 February 2024
Harold James Tobin
Father:
Mother:
Children:
Description:
Hobbies:
Contents
Ranks
- Past Worshipful master Scotch Rite Lodge 121 Indianapolis, Illinois. 1956
- 33 Freemason
Points{}
Total: = Stats+ Powers+ Skills+ Items +(+0/0 allies/Enemies) + Shadows+ Stuff +Storage
Statistics {}
- Psyche:Amber
- Strength: Amber
- Endurance: Amber
- Warfare: Amber
Advancement
Home Expansion
- 15 pips-spent-Pre-Rasak-spent
- 10 to psyche to Amber
- 5 to Endurance
2024 Time in land for the Adventurer Society
- 15 pips General Experience--Unspent
- 5 pips in skills at level 1--Unspent
- 5 pips spread across a few favorite items from constant use near wizards--Unspent
Abilities gained
- 5 Pips Warfare-Graduates reach at Least Amber Rank in Warfare
- 3 Pip Endurance-graduates gain at least Chaos Rank in Endurance with 5 pip toward Amber rank.
- 2 Pip Strength-Graduates gain at least Amber Strength
- 1 Pip Skill-Military Technology
- 1 Pip Skill-Military Command and Communications.
- 1 Pip Skill-Military Horsemanship
- 1 Pip Skill-Gymnastics
- 1 Pip Skill-Medical Training
- 1 Pip Skill-Cooking. Butchering. General gardening. Preparation. Cast Iron. Open Fire.
Powers {22(3)}
- 5 Masonic Imprint
- 2 Fort Garland Sigil of Avalon; Basic Imprint
- (3) Avalon Shape Shifting; Specific Alternate Forms ONLY:
- Gained assaying the Ft. Garland Sigil of Avalon twice.
- Forms: Human(True Form), Elf, & Dwarf
- 15 pip Sorcery
Skills {20}
- 2 Masonic Rituals and Practices
- 2 Mathematics- Accounting
- 2 Legal Practices Earth 1960
- 1 Hunting-Fishing
- 1(2024)
- 1(2024)
- 1(2024)
- 1(2024)
- 1(2024)
Allies & Enemies {0/0 = 0}
Allies
various
Enemies
various
Companions
Items {}
- Blue Mandalay Stone:
- Blue: Cold Based magics, weapon chill. In cold liquid up to 50 gallons will freeze, the stone ring to float on the surface of the ice.
- Signature piece
Light Saber 9
White; 3 Settings
- 2 Double Speed
- 4 Deadly Damage
- 2 Combat Reflexes
- 1 Ability: Call to Hand
*Smith & Wesson Model 10 .38
- Smith & Wesson Model 10
- Ammo 300 loose rnds
- Gun Cleaning Kit
Remington Model 720 Bolt-Action Rifle
- Remington Model 720 Bolt-Action Rifle. Hunting Rifle
- Ammo 500 rnds
- Melee Weapon: High Quality
Sword
- Masonic Small sword
Knife
Armor
- Armor: Army Body Armor
Shadows{}
Stuff{}
Miscellany
- 2 Fort Garland Sigil of Avalon; Basic Imprint
- Low Order Inscription located in Lily Lake, near Ft. Garland, CO, USA, Earth; Shadow Garland aka Change World.
- Sigil can be used as a Lens for Detection purposes.
- Sigil can be used Defensively.
- Sigil reacts violently vs Woven Logrus; blue lightning (NEW)
- Sigil can be used as a Spell Framework. Holds Spells like a Web. (re: Zachary and Fortunadus)
- High Order Sorcery Spell (2): Holder Frame ONLY (no need to Cast)
- Low Order Sorcery Spells (5): Holder & Casting Frame.
- Other Low Order Spells (?): Holder Frame ONLY
- (3) Avalon Shape Shifting; Specific Alternate Forms ONLY:
- Gained assaying the Ft. Garland Sigil of Avalon twice.
- Forms: Human(True Form), Elf, Dwarf, Orc, Winged Fairy (Magical Creature).
Blue Mandalay Stone
- Psyche Boost x1.5. This can be used in psyche battles and to push magics as a focus. One of each type of stone can be used at a time, their powers additive, not multiplicative. One stone is Psyche x 1.5. Two stones is Psyche x 2, 3 is P x 2.5, 4 is P x 3, 5 is P x 3.5. This is a general rule and the stones may work in different ways in different shadows. They are a dangerous and temperamental items that may cause more trouble then they are worth sometimes.
- A stone placed in a body of water u to 50 gallons will purify it to pure water.
- A stone placed in any liquid will purify it of poison to the person drinking it.
- Stones tend to react to each other magnetically.
- A tiny effort of concentration, a reaching to psyche, can cause the stones to glow and emit light.
- Blue: Cold Based magics, weapon chill. In cold liquid up to 50 gallons will freeze, the stone ring to float on the surface of the ice.