Clarence Abercrowley
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| Urban Jungle: Tails of Heroics | |
|---|---|
![]() | |
| Game Master | |
| Brendon | |
| Main Cast | |
| TBD |
Description
Owl, Rich, Magus
Personality
Personal Motto:
"Scientia vinco" - Through knowledge, I win
Goals:
Looking for more supernatural powers and sources of ancient magic
Experience
- 0xp
Profile
| d4 | Body | d8 | Mind | |
| d6 | Speed | d6 | Will |
| d6 | Species: Owl (Bat) | |||
| d8 | Type: Rich | |||
| d6 | Career: Magus | |||
| Skills | Favorites | |||
| d8 | d6 | Academics | ||
| d6 | Athletics | |||
| Craft | ||||
| Deceit | ||||
| Endurance | ||||
| d6 | Evasion | |||
| Fighting | ||||
| Negotiation | ||||
| d6 | Observation | |||
| d8 | d6 | Presence | ||
| d6 | Questioning | |||
| Shooting | ||||
| Tactics | ||||
| d8 | Transport | |||
Gifts
- Flight
- You can fly. As part of any Scramble stunt, you can also move vertically, or stay in the air. (Characters without this gift do not fly so much as plummet.)
- The Scramble stunt is described on page 78.
- Stealth
- You may claim a d12 bonus to Evasion rolls to hide and to sneak. (Sorry, there’s no bonus to dodge... but successful hiding and sneaking does make you harder to hit.)
- When you suffer penalties to observe things due to the concealing darkness all about, you may claim a bonus d12 to Observation to perceive what’s around you. (This bonus doesn’t prevent any of the penalties, but at least you’ve got an edge over those chumps who don’t have Stealth.) No bonuses to attack or to defend, though.
- The Game Host may give you a d12 bonus to other rolls as well, if being stealthy somehow would help.
- Wealth
- You’re stinking rich. Use this gift to produce lots of money, as you use your checkbook, bank accounts, and good credit to just pay for stuff. Among other things, Wealth can let you buy your way out of trouble, or maybe you can pick up an Extravagant item without counting the cost.
- You can only use this gift once per episode. (When you ask your accountant why you don’t have more money, they always blather to you about “escrow”, “liquid assets”, “secret account for tax purposes”, et cetera, until your eyes just glaze over.) This gift recharges at the start of the next episode.
- You may have this gift multiple times, gaining an extra use each time
- They say that money can’t buy happiness, but in this game, Experience points can buy more Wealth.
- If you buy this gift a second time, then you have “2/episode”, and can tap into your Wealth twice an episode. If you buy it a third time, then you have “3/episode”, etc.
- Personal Power
- You begin play with a Personal Power die of d6. This die is a dwindle die. Every time it is rolled, check to see if it rolls a 1. If it does, reduce its size by one. (So the first time it comes up one, it becomes a d4. The second time it comes up one, it dwindles to nothing.)
- You must roll a power die when casting supernatural effects. If you don’t roll a power die, the supernatural effect fails to work.
- The rules for casting begin on page 188.
- You can cast Rituals. If you can find directions that you can read, and then get the materials that you need, you can use Rituals.
- You need at least one power die to cast for supernatural powers. You will need more gifts to unlock more powers.
- Characters cannot normally just buy Personal Power with experience points. They must have some sort of supernatural encounter, or they may have just begun the game with power as a mysterious chance of birth.
- The Host is discouraged from letting Player- Characters gain Personal Power without some compelling reason from the narrative.
- You can only buy this gift once. Personal power has limits.
- At the start of the next episode, your personal power die resets back to d6. (Whether it was gone, or a d4, or somehow it rose to a d8 or larger does not matter. When the next episode starts, it’s back to a d6 in size.)
- Gift: Psychokinesis (p. 210)
- You may call upon the powers of Psychokinesis (PK). (Characters without this gift may not call upon the powers of Psychokinesis.) See page 197 for more details.
- You may claim a d8 bonus to any roll to research psychokinesis on an academic level, to observe a psychokinesis effect, and to question other people about psychokinesis.
- You will need a power die to make casting rolls, such as the power dice given to you by Personal Power (page 209) or Petitioned Power (page 209).
- Gift: Absure Arcana 2d8 (p. 211)
- By focusing your all your feeling, your anger, and all your sorrow, you can channel your PK energy into greater force.
- Before making a casting for Psychokinesis Magic, you may declare you will only be casting for effects with the “Abjure” descriptor. You gain a 2d8 bonus to your casting roll, but you may only select effects with the “Abjure” descriptor – all other effects will fail.
- Gift: Masterful Casting (p. 213)
- When building power, tap this gift to make another casting roll. This roll builds upon the previous casting roll. It’s that simple to build power, when you know what you’re doing.
- This gift recharges after you take a rest.
Soaks
- Panic Soak
- You may use this Soak to negate 2 points of damage. (And you can’t negate 1 point now and 1 points later, or something weird like that. It’s all or nothing.)
- Immediately after using Panic Soak, you become Panicked
- Panicked is a status debuff that limits your actions. While Panicked, you cannot Attack (but you can still counter). You also cannot Rally other friends.
- Characters who are Panicked either need to fall back and let their friends do the heavy hitting... or they need to get gone while the getting’s good. If Panic Soak was your only Soak, the next hit you take could be your last!
- You recharge this gift by being rallied
- In game terms, a friend can rally you by using a Rally action and by succeeding on a roll of Will & Tactics vs. 3. (That Rally can also remove your Panic.)
- You can rally yourself if and only if you can get out of line of sight of all hostiles.
- Injury Soak
- You may use this Soak to negate 4 points of damage. (And you can’t negate 1 point now and 3 points later, or something weird like that. It’s all or nothing.)
- You can use this ability once per rest. (That is, after you get 8 hours of sleep and at least one square meal.) After the rest, you still look terrible, and other people will comment on it, until the start of the next episode. To feel better, tell people they should’ve seen what happened to the other guy.
- Reckoning Soak
- You have not yet begun to show your true power. Tap this gift to soak 2 points of damage. Also, immediately reset your Personal Power die to d6. (If it was already d6 or higher, there’s no effect.)
- You can tap this gift at any time to reset your Personal Power die to d6. (You just won’t get the soak benefit, if you’re not soaking damage right now. No, you don’t have to hurt your- self just to get the reckoning.)
- This gift recharges at the start of a new episode.
