Fitzwilliam Gerald

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A character in the Chuubostuck campaign.

Description

Your name is FITZWILLIAM GERALD, and you are a FORTITUDE GHOST. This title is inaccurate in that you are still alive. However, your GRANDFATHER, who is your primary caretaker, is NOT ALIVE, and you have inherited some of his GHOSTLY POWERS. These powers usually manifest themselves in that people IGNORE YOU even when you would prefer them to pay attention, which KIND OF SUCKS. Boooooo.

That's "boooooo" as in "that kind of sucks," not "boooooo" as in some ghost thing.

Since it's tough to make friends when people keep forgetting you exist, you have become something of a BOOKWORM. You are especially a fan of PULP ACTION AND ADVENTURE, with its heroes who are quite frankly UNIGNORABLE. You do a certain amount of writing yourself, but it is MEDIOCRE AT BEST, and primarily focuses on the adventures of THINLY VEILED SELF-INSERT CHARACTERS. These adventures are both ACTION-PACKED and ADRENALINE-FUELED, and often result in WIDESPREAD DESTRUCTION. In hindsight, this will seem SHOCKINGLY PRESCIENT, but right now it's just another way to pass the time.

As stated, you live with your GHOST GRANDFATHER, and your typing occasionally fades out if you're not paying attention.

Age: A few months shy of fifteen

Details

Name: Fitzwilliam Gerald
Text Color: Shades of gray, the sextuplets from #222222 to #999999
Class and Aspect: Mage of Void
Planet: Land of Ruins and Holes (LORAH)
Dream Planet: Prospit

XP Details

Genre: Gothic
Emotion XP: Facepalm / Head-desk

Traits

Skills

  • Ghost Magic 3
  • Writing 1
  • Reading 2
  • Dealing with Antiques 2

Perks

  • Connection: Riley McArthur 1
  • Connection: Matt Ritter 1
  • Connection: Lilith Ivanov 1
  • Trick: Antique Firearms (Use Antiques skill for combat with old guns)

Other

  • Bond: Inconveniently Ghostly 2
  • Affliction: Tireless 0
  • Will 8/8
  • MP: 1/1

Health

Normal Health: [   ][   ]
Tough Health:  [   ]
Divine Health:   x

Issues

  • Hero 3

Arc

  • Storyteller 0

Storyteller XP: 15/100 Free XP: 0


Starting Quest: Adventure GET

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The HG can award you 5XP toward this quest when:

  • Trouble starts or gets much worse in a well-staged way — whether that’s accidentally walking backwards into an enemy camp, breaking into a supposedly empty manor during what turns out to be a dinner party, or declaring that everything’s fine as long as there aren’t any werewolves around just before werewolves show up;
  • Someone rescues you;
  • You stand in a shadowed place and tell someone a secret, then run away before they can react.

You can earn each bonus once, for a total of 15 XP. Once per chapter, you can gain 1 XP toward this quest when you:

  • sneak into somewhere you shouldn’t go
  • risk trouble by digging into somebody’s secrets
  • drag others into your affairs/arrange their lives for them
  • propose a theory about the underlying situation you’re in
  • tell someone a story related to the underlying situation you’re in
  • get into trouble trying to help somebody else
  • risk trouble in the name of adventure!

You can combine this with an XP Action, but you’re not required to.

Arc Quest: The Fifth Business

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The HG can award you 5XP toward this quest when:

  • You meet a new antagonist, ally, or romantic interest.
  • Three chapters pass without obvious IC progress on this quest. (That is, whatever problem you’re trying to solve gets no closer to being solved.)

Once per chapter, you can gain 1 XP toward this quest when you:

  • narrate your impression of a PC, Main Character, Arc-related NPC, labyrinth, high place, or key location for the Arc, as if explaining them to a reader or video game player
  • drag other Main Characters into your quest-related activities/investigations
  • grandstand about your reasons for being on this quest
  • talk with somebody about your dreams for the future
  • talk with somebody about death
  • get hurt emotionally by somebody somehow involved in the story of this Arc

Basic Quest: Part-Ghost (Lurid)

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You're torn between two selves, between being a normal kid and being one of the faceless ghosts that haunt Town. You can earn a bonus XP towards this quest at any time (though only once per scene/15 minutes) by switching to the other state.

Basic Quest: The List (Melodramatic)

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When you declare a problem to be unsolved and unsolveable, at least by someone of your meager abilities, you may add it to The List of Scary Things to Avoid Thinking About and take a bonus XP for this quest. You may only obtain this bonus XP once per fifteen minutes/once per scene. You can add problems to the list more frequently than this, but you won't get an XP for it—and hopefully, your problems aren't that bad. Right?

Completed Quests

Storyline Quest: Obtain SBURB

You've got to get into that game!

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The HG can award you 5 XP towards this quest when:

  • You acquire a copy of the game disc, and also convince another player to act as your server.
  • You complete all the steps of constructing your totem, and are ready to enter the game.

1/chapter, you can earn a bonus XP towards this quest when you:

  • Suffer unusual difficulty in what should be a simple task
  • Lose your copy of the game disc at the last moment.

Ghost Magic

Non-Magical Techniques

  • Obstacle 0: laugh an eerie, echoing laugh
  • Obstacle 0: raise someone’s hackles
  • Obstacle 0: stare ominously
  • Obstacle 1: walk silently.
  • Obstacle 1: see into the living world without bringing the two worlds closer.

Magical Techniques

  • Obstacle 1: find someone who’s looking for you.
  • Obstacle 1: adopt special “ghost expressions” that human faces can’t.
  • Obstacle 1: fade away from the living world when nobody is watching.
  • Obstacle 2: fade away from the living world, even in plain sight, as long as the people watching you don’t know you very well.
  • Obstacle 2: turn translucent and mostly-intangible, able to pass through things of the living world as long as they don’t also exist in the ghost world
  • Obstacle 2: slip into someone’s dreams.
  • Obstacle 2: stretch out your legs into an attenuated vapor, allowing you to float off the ground or stretch up to five feet taller.
  • Obstacle 3: reach into the living world from the ghost world without materializing.
  • Obstacle 3: interact with specific objects while otherwise mostly intangible.
  • Obstacle 3: steal someone’s life energy.
  • Obstacle 3: drag a living person temporarily into the ghost world.