Fate of Duskengrim/Ricker Melwich

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High Concept: Prophecy-touched Nevioran Incubomancer
Trouble: Nightmares Intrude
Can See Right Through You
Unsettling Mien
Alchemist with a Kettle

Skills

  • +4 - Empathy
  • +3 - Deceive, Provoke
  • +2 - Lore, Notice, Will
  • +1 - Athletics, Stealth, Rapport, Fight

Stunts
Armor of Fear. You can use Provoke to defend against Fight attacks, but only until the first time you’re dealt stress in a conflict. You can make your opponents hesitate to attack, but when someone shows them that you’re only human your advantage disappears.
Horrific Transformation. Once per session, you may use your school’s Change skill to create a Phantasmic Wolves or Ghostly Birds aspect on yourself. You cannot affect or be affected by physical attacks while in this state, but you may engage in mental conflicts.
Psychologist. Once per session you can reduce someone else’s consequence by one level of severity (severe to moderate, moderate to mild, mild to nothing at all) by succeeding on an Empathy roll with a difficulty of Fair (+2) for a mild consequence, Good (+3) for moderate, or Great (+4) for severe. You need to talk with the person you’re treating for at least half an hour in order for them to receive the benefits of this stunt, and you can’t use it on yourself. (Normally, this roll would only start the recovery process, instead of changing the consequence level.)

Extras
School of Power: Incubomancy

Ricker was a young Nevioran who joined the war out of some sort of lust for adventure. Clever but not especially-skilled in combat, the young man was well-liked around the camp, almost like a mascot. Despite being from haunted Nevior, he was known for his smiles.

But war is not a place for smiles.

After the war, Ricker returned to his home a different person. Quiet, somber, lost in terrible memories, the young man struggled to return to a life of fishing. At wit's end, he sought out the incubomancers to aid him in banishing the dreams that came to him every night, the terror he could not shake. They took him in and taught him of the truths hidden in dreams.

His old companions will hardly recognize him. Cloaked in a hooded robe and bearing symbols of The Brothers (the crow's eye, the wolf's fang, the snake's coils, etc), he is an otherworldly presence. His eyes are wild and strangely-colored — though none can remember what color they were to begin with. When he smiles now, it is distant and wry, as if he is smiling at a joke no one else can see.