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Cirro "Zero" Diedriek
Topic Started: Jul 3 2014, 05:59 PM (83 Views)
mymyamo

Cirro “Zero” Diedrikk ~ Engineer ~ Human

Stats: Cool 2 | Hard 2 | Hot -2 | Sharp 3 | Will 1
Shock Clock: 0:00 - 3:00 - 6:00 - 9:00 - 10:00 - 11:00 - 12:00
Harm Clock: 0:00 - 3:00 - 6:00 - 9:00 - 10:00 - 11:00 - 12:00
Experience:
Wealth: 1
Equipment:
- Corca Powerglove U100 [3-harm melee finnicky]
- Wrench [2-harm melee]
- Workshop attire [0 armor, +2 Alchymical]
- Mini-lightning fueled soldering kit
- Protective goggles, with an angler-fish like magnifying lens
- Schematics of all technologies on hand


Starting Moves

Cooperation: When you successfully aid another in battle, you take +1-forward.

Alchymical Warfare: Your alchymical arsenal is immense, full of explosives and elemental weapons of mad and magical utility. When you go into battle, choose two of the following options to take along with you:
- incendiary bombs: 2-harm area burn
- corrosive bombs: 2-harm ap burn
- needle bombs: 2-harm bp wp
- bottled lightning: 3-shock area

Items taken from your explosive arsenal are treated as weapons. For advancement, you may forego any of your usual advancements and instead take "add a new bomb to your arsenal" or "improve one of your existing bombs".

Golemancer: You've constructed mechanical golems that can fight on your behalf. By default, an active golem will attempt to defend you and itself. When you activate a golem in battle, roll+Sharp. On a 10+, hold 3. On a 7-9, hold 2. You may spend your hold at any time, 1 for 1, to make your golem:
- Target an enemy and press the attack
- Hold a position and defend it
- Create an opportunity, which you can immediately follow through on

Golem :: TOCHRAIS I [small 2-harm, 2-armor | armored, agile, erratic, finicky]

Mechanic: high-tech gadgets, skilled labor, unique relic (The Orb)

NPC :: Winchester (a saucy engineer, retainer and confidante)

Field Mechanic: You are skilled at quickly affecting repairs to damaged devices. When you attempt to keep a technological device or being from falling apart, roll+Sharp. On a 10+, it can temporarily ignore 3-harm worth of damage. On a 7-9, it can temporarily ignore 2-harm worth of damage. The damage doesn't go away, but you can cobble together a workaround until proper repairs can be arranged.
History


Yu'kiko 2 - Contracted on several occasions by Diedriek Industries, they shared a common joy of invention. When Diedriek Industries was disbanded, she took Cirro in when he'd had nowhere else to turn. He is thoroughly indebted to her.


Goals
Short – Establish a workshop and sell creations.
Medium – Determine more about the origins of the Orb.
Long – Murder one of / not be murdered by his six brothers.


Advancements

Tier I
x +1 Cool (Max +3)
_ +1 Hard (Max +3)
_ +1 Hot (Max +3)
x +1 Sharp (Max +3)
_ +1 Will (Max +3)
x +1 Class Training or General Move (Mechanic)
x +1 Class Training or General Move (Field Repair)
_ +1 Class Training or General Move
_ +1 Move from any Class Training list
_ Create a second character to play
Edited by mymyamo, Jul 8 2014, 12:12 AM.
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