User:LawnPygmy/Time Hobo
Basics[edit]
- Name:
Eugene Saunders - Shadow Name: The Peranaut
- Age: 2-ish (???)
- Height: 6'3" - 6'10"
- Virtue: Dogged
- Vice: Impatient
- Path: Explorators
- Order: The Seers of the Throne (The Panopticon)
- Wisdom: 6
- Aspirations:
- Obsessions:
- Experience Points: 719/808 spent
- XP/Arcane Beats: 58/203
Background[edit]
The first appearance of the international criminal known as 'The Peranaut' was 0013, 7 April 2043, in the city of Tianjin, the People's Republic of China. The Peranaut, naked and handcuffed to half a desk, managed to break into the Bohai Bay Port Authority and steal a patrol cruiser. The cruiser turned up in Singapore weeks later, its captor gone and engine sputtering out its last. Details about the incident are sketchy, and leads on the Peranaut's location were few until he appeared again in Kandahar, a captive guest of the local cabal of Seers. After revealing themselves as a chapter of the Panopticon, he was allowed free rein of their compound; a small part of what was formerly the airfield. There were a few incidents of note afterward, the most notable being a rash of thefts and vandalism of public property in Dubai that won him the enmity of the entire Arabian peninsula. He was never arrested, but tried in absentia and sentenced to death by hanging should he ever be caught in the region again.
His next major appearance came on December 31st, 2043 in a blaze of fire and shrapnel. Storming the Spanish embassy in Venezuela, he led a charge on the facility, flanked by vagrants and homeless people. With molotovs and improvised weapons, the horde of hobos ransacked the building and put it to the torch. Casualties were high, but no deaths were reported in the aftermath. The homeless who'd destroyed the building disappeared as mysteriously as they came, but the Peranaut didn't. He waited long enough for the police to arrive, tossed the CEO of Algaroth Potable Supplements to the smoking pavement at their feet, then walked off without a word. A file folder with the words 'STOP THIS' was found tucked into the CEO's jacket. During the investigation into the incident, it came to light that the embassy was being used as a human trafficking site and that Arnold Villanueva was heavily implicated in the ring's operations. Algaroth's assets were seized by the Venezuelan government and the victims were given transport home or citizenship if they were unwilling to leave.
For months afterward he seemed to be quiet, content to appear only in tabloid publications and the occasional internet conspiracy site working to connect the dots between the New Year's Attack and a string of thefts and trespassing charges around the United States. Despite a well-documented break-in at Roswell, again in Newbury, and in something that would later be called 'The Albequerque Door Incident', he wouldn't appear in the news again until 31 October 2044, when -- after a three day manhunt -- he was seen crying outside of a weather-eaten building near Stevensville, Montana, a gun in his hand and the daughter of the New York governor tied up at his feet. He was briefly detained, gave his name as the Peranaut, and then walked out of the police station with none of the officers able to touch him. Reports later indicated that he seemed to anticipate their movements, as if he'd rehearsed them many times before, and walked out without a scratch. Why the governor's daughter was kidnapped remains a mystery to this day.
Unofficial records from the Guardians, DPA, and Exchange sources have him, from the period beginning November 2nd, 2044 to 12 February 2045, simultaneously in Singapore, Cape Town, Prague, London, and Gallup. Official records are spotty, at best, and consist largely of snatches of grainy surveillance footage. This is the period most heavily chronicled by the conspiracy site Network Zero, however. Their records have him visiting each of those cities at the same time on each of four different days, all at some numerologically significant time. Why those times is still the subject of rigorous debate. What isn't is what he did. He never made international news, but local news buzzed with reports of warnings scrawled on walls with a nail. He was recorded at several local tragedies in Prague and Cape Town, and the funeral of Captain William Marshal in London. No connection between the events is known to exist.
His last major public appearance before showing up in the Kerguelens involved the theft of the Enkheiridion from its place in the St. Petersburg Museum of History, on 14 February 2045. Rumors of the ancient book's powers have haunted history, but its locks have so far proved impregnable and the academic community is loathe to try prying them from the cover for fear of damaging the book. The US and Russia both activated their respective paranormal agencies to recover the book after they heard of its theft, and several auxiliary agencies in Germany were activated when they'd heard who had done it. The hunt for the Peranaut lasted for nine months and wound through Petersburg, Alaska, Saint Petersburg, Colorado, St. Petersburg, Pennsylvania, a mysterious hollow in Missouri, before ending in St. Petersburg, Florida hours before an unidentified satellite landed in the town's industrial sector. Standing on the edge of the crater the falling object had made, was the Peranaut, the open Enkheiridion in his hand and a look of resignation on his face. Despite the chemical haze and the smog created by the burning building, the Peranaut strode down into the crater and disappeared. Evidence pointed to telltale tampering with the satellite's maneuvering systems just before the accident. The Enkheiridion appeared in the St. Petersburg Museum of History the next day, unharmed but unlocked and radiating menace.
His showing up on IKEA's doorstep a few weeks later is probably the most singularly unwelcome event in the organization's history.
Appearance[edit]
The Peranaut is tall, lanky, and gaunt. His features are in a state of subtle flux, never quite looking the same way when you look at him, but always somehow looking exactly how he should. Some similarities persist; grey eyes, a shock of salt-and-pepper hair, and a vague expression of hopelessness. What doesn't change about him is his dress. He's always dressed in ill-fitting, cast off clothes with pockets sewn into every corner, each one stuffed to bursting with some kind of gewgaw or knicknack. Despite obviously lacking hygeine habits, he doesn't smell of anything stronger than oil, leather, and sweat.
ATTRIBUTES[edit]
MENTAL PHYSICAL SOCIAL ------ -------- ------ Intelligence: 5 Strength: 2 Presence: 1 Wits: 3 Dexterity: 5 Manipulation: 3 Resolve: 2 Stamina: 2 Composure: 3
SKILLS[edit]
MENTAL (-3 Unskilled) PHYSICAL (-1 Unskilled) SOCIAL (-1 Unskilled) ------ -------- ------ Academics: 4 Athletics: 3 Politics: 0 Chemistry: 1 Brawl: 0 Empathy: 1 Crafts: 4 Drive: 1 Expression: 0 Investigation: 4 Firearms: 0 Intimidation: 3 Medicine: 0 Larceny: 4 Persuasion: 0 Occult: 5 Stealth: 4 Socialize: 0 Logistics: 0 Survival: 1 Streetwise: 2 Science: 5 Weaponry: 4 Subterfuge: 0
SPECIALTIES[edit]
- Weaponry ** (Shovel-like Weapons)
- Larceny * (Breaking and Entering)
- Crafts * (IN A CAVE WITH SCRAPS)
- Crafts * (Lost Magitech)
- Intimidation * (HE'S GOT A BOMB!)
ADVANTAGES[edit]
MERITS[edit]
- Unintended Applications *** - Being on the run means needing to come up with ingenious uses for everyday objects. Luckily, The Peranaut is very smart. He can find the weakpoint of any structure with ease, and his pockets are stuffed with (potentially) useful items, allowing him to jury-rig something of up to Resources 2 so long as he spends an hour or so figuring out how to make it out of bottlecaps, string, and bubblegum. It also means that, due to how what he makes always looks unstable, he gets a +2 to Intimidation rolls so long as he's hold a jury-rigged item in his hand.
- Professional Training *** - Being a professional trespasser requires a certain set of skills. It requires stealth, ingenuity, and light fingers. The Peranaut gains 9-again on Crafts, Larceny, and Stealth rolls, and two extra specialties.
- Fast Reflexes *** - Like I said. He's seen it all before. It's actually pretty hard to get the jump on the guy even when you've got the jump on him, so he gets a +3 to Initiative.
- Fighting Finesse ** - With the right perspective, combat becomes less about strength and more about knowing where to hit. With the Omnishovel, he knows exactly where to put it.
- Danger Sense ** - He's seen it all. Some of it he even remembers. This gives him a +2 to Wits+Comp rolls to detect ambushes.
- Trained Observer * - If he looks distracted, it's only because he's busy taking in everything. He gets 9-again on Perception rolls.
- Status: Panopticon * - The Peranaut is an honorary member of the Panopticon. He doesn't make this widely known, mainly because no one asks.
- Good Time Management * - Less management and more that time is his to command, he can halve the time spent on extended rolls.
- High Speech [fwee] - The Peranaut speeks High Speech.
- Familiar - That Damn Cat, see below.
- Magitech Ruins * - The Peranaut can speak and read the weird language of the underground shadow ruins! Sort of.
LEGACY[edit]
- The Achronii
- First: Shake It Off - The first thing the Achronii learns is how to shake the bonds of reality and move freely, untainted by Sympathy. Temporal sympathy is downgraded by one level to a minimum of Weak. With the addition of Fate, this is upgraded to ALL sympathy being downgraded. This attainment cannot completely eliminate connections, but it does allow the Unbound to invoke a Clash of Wills with a +2 bonus against any attempt to scry on them. This is largely unconscious, though the mage does get a faint inkling of someone trying to find them. The effect stems from colliding sympathies.
- Second: Talking To Yourself - With further indoctrination, the Unbound learns to move their consciousness along their personal timeline, talking with their past and future selves to avoid pitfalls along the way. The mage can roll Wits + Gnosis as a reflexive action up to [Gnosis] times per scene in order to 'remember' a piece of information or have a piece of mundane equipment on hand that their future self told their past self to remember for the present self. The player has 'always' had this on them, whether or not they actually did. Exceptional Success: :V
- Third: 4-D Movement - There are many more axes of movement than people think there are and no, the 4th dimension is NOT time. It's just another spatial axis called 'Zorth-Nouth' that runs orthogonally to normal 3-D Space. By spending a point of Mana, the mage can move orthogonally along the Q-Axis for up to [Stamina+Gnosis] rounds, bypassing most mundane obstacles as if they weren't there. While moving, they can see normally but must be careful to avoid being caught in solid matter when they return to the Z-axis, or else be shoved out of it and suffer 1 bashing damage for each 1 yard moved. Interacting with normal 3-dimensional solids requires an Intelligence + Larceny roll per action.
FAMILIAR?[edit]
Her Right and Honorable, Eternally Puissant Royal Highness Dame by the Grace of Time Madame Magellan MMCCXVII, Once and Future Sovereign of the Citadel of Fate, Queen of Lost Histories Found, President of Frontiers Unimagined, Cardinal of the Southmost Future, Margravine of the Sphere of Ambivalent Destinies, Scratcher Upon the Door of Fate, Hunter of the Smoot Furlong, Retired Reigning Champion of the Arcadian Table-Tennis League, Pusher of the Crystal Spheres, Tipper of the Looking Glass, Smiter of the Last Clockroach, Navigatrix of Fates Self-Intersecting, Treasurer of the Board of Happenstance, Honorific Daughter of the Mother of Strange Luck, Eater of Moments, Lord Keeper of the Privy Seal of Providence Most Unforeseen, High Constable of the Sands of Time, Vicereine of the Tabernacle of Ironic Turns Most Sublime, Stewardess of Neverseen Alternaties, Advisor-in-Chief to Chief Architect of Curious Twists, High Legionnaire of the Battalion Most Scattered, Ambassador Plenipotentiary to the Realm of Mundus in General and the Lost Soul Known as The Peranaut in Particular.
- Rank: 2?
- Mana Pool: 15
- Virtue: Maternal
- Vice: Pomp
- Ban: A red dot must be chased.
- Bane: Orange plastic that has been recycled.
- Arcana: Fate 3
- Power: 4
- Finesse: 7
- Resistance: 3
- Corpus: 5
- Willpower: 10
- Initiative: 10
- Defense: 4
- Speed: 15
- HRH Dame Magellan, as she deigns to allow herself to be addressed by the mortals, is a felinesque splinter of the realm of Arcadia who has latched onto The Peranaut for reasons that are entirely her own and not subject to the questions of lesser beings. Not even her charge knows quite why she's stuck with him, and she remains mum on the subject. Her affections are clear, even if her motives aren't.
CURRENT STATUS[edit]
- Health: [ ][ ][ ][ ][ ][ ][ ]
- Willpower: 5/5
- Perception: 6 Dice
COMBAT VALUES[edit]
- Initiative: 10
- Defense: 7
- Armor: :V
- Speed: 5
- Size: 5
ATTACK STATISTICS[edit]
- Telescoping Survival Shovel - (Dexterity+Weaponry+Accuracy) = ?? dice
- Accuracy: 2
- Lethality: 1L, 3L versus statis objects
- Penetration: 0, 2 versus static objects
- Timing: +1
- Strength: 2
- Special: It's a shovel! It can do anything!
- Broadside: Timing -5. When applying the broadside of the shovel to the head or head-analogue, the target becomes Staggered for one turn per successes scored on exploded dice.
- Telescoping: Timing 0, Accuracy 0. Defense +2 against enemies outside of close range.
MAGIC[edit]
- Gnosis: 5
- Mana: 20 max, spend 5 per turn
- Yantras: 4
- Factor Bonus: 2
- Paradox Pool: 3
- Ritual Interval: 30 Minutes
- Combined Spells: 3
- Spell Limit: 3
- Arcana: Time 5, Space 5, Fate 4
- Dedicated Tool: 'The Peragraph'. This unholy kludge-thing is a mishmash of a wristwatch, a miniature globe, several compasses, an astrolabe, and more timepieces than should be able to occupy the same space. It's designed to measure the time of just about everything, including the past, the future, and the present's relative distance from either. Using the Peragraph as a Yantra inflicts a -2 penalty to any Paradox roll. It can also be used as a Path or Order Tool.
- Long-Term Nimbus: Tinkling crystal chimes accompanied by clockwork ticking. Brief visual distortions 'dolly zoom'. Clocks displaying the wrong time. Deja-vu.
- Signature: Smears of oil and broken glass. Metallic tang on the lips.
- Immediate: Smashed mirror effect, with world behind him reflecting off itself. Loud, insistent, ominous ticking noises overlapping eachother.
- Nimbus Tilt: Disorienting - When the Peranaut's nimbus flares to its brightest, the world gets a taste of what he sees everyday. The ticking grows louder, more discordant. The cracks in the world grow wider, letting people see into other times, other places that may or may not be relevant to them. It is a touch of the Peranaut's madness without the benefit of his experience. Those afflicted by the Peranaut's Nimbus get a -1 to both Wits and Composure rolls.
FACTORS[edit]
- Casting Time: +1 Reach for Instant. Improvised and Rote Spells can't be used at the same time as something else. Praxes can. Can't cast more than one spell a turn.
- Potency: 1, +1 Reach for 4 Potency, +1 Reach for Factor Bonus (+2), -2 Dice for +1 Potency
- Scale: +1 Reach: Upgrade from tier 1 Standard to tier 2 Medial, +1 Reach: Upgrade from tier 2 Medial to tier 3 Advanced, -2 Dice for +1 Scale
- Scope: +1 Reach: Upgrade from tier 1 Standard to tier 2 Medial, +1 Reach: Upgrade from tier 2 Medial to tier 3 Advanced, -2 Dice for +1 Scope
- Range: +1 Reach: Upgrade from tier 1 Standard to tier 2 Medial, +1 Reach: Upgrade from tier 2 Medial to tier 3 Advanced, -2 Dice for +1 Range
- Duration: +1 Reach: Upgrade from tier 1 Standard to tier 2 Medial, +1 Reach: Upgrade from tier 2 Medial to tier 3 Advanced, -2 Dice for +1 Range
- Stability: 4, +1 Reach to add Factor Bonus (+2) to Stability
- YANTRAS: The Peragraph, other measuring equipment, sympathetic pieces of things/times,
ROTES AND PRAXES[edit]
Take-Backsies[edit]
- Arcana: Time 3, Fate 2 [PRAXIS]
- Cost: None
- Dice Pool: Time 5 + Gnosis 5 + Yantras
- Grasp: 2
- This spell is the primary reason the Peranaut seems so impatient all the time. When he has to hear the same words over and over again, it quickly gets annoying. The Peranaut hops back along his own timeline to a specified point nor more than (Potency) turns ago, allowing him a chance to try again.
- Exceptional Success: With an exceptional success, he adds his Factor bonus (+2) to Potency.
NOPE[edit]
- Arcana: Space 4 [PRAXIS]
- Cost: 1 mana to use at Sympathetic range
- Dice Pool: Space 5 + Gnosis 5 + Yantras
- Grasp: 1
- When the going gets tough, the tough get outta there. The Peranaut is known for quick exits and being nearly impossible to hold in one place. This spell is what lets him do it. By rewriting his position in spacetime, he can be somewhere he isn't, within the limits of the laws of Sympathy.
- Exceptional Success: With an exceptional success, the mana cost is refunded.
Frameskipping[edit]
- Arcana: Space 3, Time 2, Fate 2 [PRAXIS]
- Cost: None
- Dice Pool: Space 5 + Gnosis 5 + Yantras
- Grasp: 2
- Going through the motions is boring. Sometimes, you just need to get it over with. This spell lets the Peranaut do just that by eliminating all the Planck frames between beginning and ending an action. This is necessarily disorienting to anyone looking at him because of the jerky, unnatural motions he makes. This inflicts a penalty equal to half the Potency of the spell to the Defense of anyone he attacks, while adding the same bonus to his init. Adding Fate 2 adds a +1 to this number and adds the same amount to his Initiative. By adding Time 2, he ignores the limit on repetitive actions taken in a turn.
- This has other uses outside of combat. By turning his juddering, blinking self to a task, he can halve the time between extended action rolls.
- Exceptional Success: With an exceptional success, he adds +2 to the spell's Duration.
1+1=1[edit]
- Arcana: Space 2 [PRAXIS]
- Cost: None
- Dice Pool: Space 5 + Gnosis 5 + Yantras
- Grasp: 3
- Distance may not be an illusion, but separation is. That's the meaning behind the name of this spell. By focusing on just how connected things are, he can eliminate that disconnect and place himself, or things he's holding, where they shouldn't be. This extends the same to anything within his metaphorical Reach. He can extend his reach up to [Potency] yards (or Range increments if using the extended scale) beyond the normal reach of his hands and feet.
- Exceptional Success: With an exceptional success, he adds his Factor bonus (+2) to Potency.
Quantum Vision[edit]
- Arcana: Fate 1, Time 1, Space 1 (optional) [PRAXIS]
- Cost: :V
- Dice Pool: Time 5 + Gnosis 5 + Yantras
- Grasp: 4
- The Peragraph isn't just a showy timepiece. By consulting it and comparing its numbers against the reality before him, he can see a short distance into the future. He sees the alternate timelines and their shifting odds of coming true, allowing him to pick the best reality to move into. By adding Space, he can see the futures of a location that isn't his own, within the limits of his perception.
- Exceptional Success: With an exceptional success, he adds +2 to the spell's Duration.
Is This Yours?[edit]
- Arcana: Fate 1, Space 1, Time 1 [Rote]
- Cost: :V
- Dice Pool: Time 5 + Investigation 4 + Gnosis 5 + Yantras
- Grasp: 5
- By grabbing an object or person, the Peranaut can scan it for traces of sympathetic links. Anything it's ever touched, anywhere it's ever been, and whatever forms it used to wear are all revealed.
- Exceptional Success: With an exceptional success, he gains the 'Intrigued' Condition.
NO U[edit]
- Arcana: Fate 2, Space 3 [Rote x2]
- Cost: :V
- Dice Pool: Space 5 + Science 5 + Gnosis 5 + Yantras
- Grasp: 3 (4 for ranged version)
- Damn the torpedoes! Full speed ahead! With this spell, which is actually two different rotes, the Peranaut can walk right into a raging firefight with no fear! This spell, by using spatial tunnelling, automatically reflects an incoming attack and flings it back at the assailant using the successes rolled on the attack plus his dots in Fate as an attack against themselves. The first version of this rote works with any attack made at range, and the second reflects any melee attack made against him. The former uses its full dice pool for damage, while the melee version's damage is capped at [Potency] and requires a Scale factor.
- Exceptional Success: With an exceptional success, he adds his Factor bonus (+2) to the roll to hit the attacker.
I've Seen This Already[edit]
- Arcana: Fate 2 [Rote]
- Cost: :V
- Dice Pool: Fate 4 + Occult 4 + Gnosis 5 + Yantras
- Grasp: 4
- When you've been watching the eddies and ebbs of fate and destiny, when you've seen alternate realities play out, when you've done it all before, you don't need luck. You make it. With this spell, he can bestow a Hex, or a Boon, depending on the need.
- Exceptional Success: With an exceptional success, he adds +2 to Potency.
No.[edit]
- Arcana: Fate 4, Time 5, Space 5 [Praxis]
- Cost: :V
- Dice Pool: Fate 4 + Gnosis 5 + Yantras
- Grasp: 1
- As long as The Peranaut cares to keep this spell up, he has ultimate control over his fate. This spell allows him to prune incoming destinies and make it so they never could have happened. Someone shoots him? No they won't. A bomb explodes? No it didn't. The world ends? Not while he's still there. He just sits down, crosses his arms, thrusts out his jaw, and says 'no'.
- Exceptional Success: With an exceptional success, um... uhh... hrm... Shit.
POTENTIAL SHENANIGANNERY[edit]
- Time Beams that shoot you into the future
- ZA WARUDO
- Spatial tunneling.
- Accordion house.
- Boons and hexes
- Emergency Exit (Teleport with Hung Spell using Fate 2)
- RETROACTION (I did it 3 seconds ago.) (getting in a fight with past me)
INVENTORY[edit]
- The Plenipotent Omnishovel: Like the rest of his gear, this is an overdesigned piece of crap meant to do a simple task.
- The All-Seeing Peragraph: This is his signature piece of gear, the thing most people think of when they envision The Peranaut, even before his oversized goggles. It's a massive hunk of timepieces and measuring equipment stuffed into a misshapen box on his wrist.
- The All-Encompassing Megabag: Despite the flowery name, it's just an overstuffed duffel full of junk. If it does anything magical, it's well hidden.
CHARACTER ADVANCEMENT[edit]
- 715/715 Experience
Attributes (185)[edit]
- Intelligence 1>4, 45xp
- Dexterity 1>4, 45xp
- Wits 1>3, 25xp
- Composure 1>3, 25xp
- Manipulation 1>2, 25xp
- Stamina 1>2, 10xp
- Strength 1>2, 10xp
Abilities (279)[edit]
- Science 0>5, 45xp
- Academics 0>4, 30xp
- Larceny 0>4, 30xp
- Stealth 0>4, 30xp
- Weaponry 0>4, 30xp
- Crafts 0>4, 30xp
- Occult 0>3, 18xp
- Athletics 0>3, 18xp
- Intimidation 0>3, 18xp
- Investigation 0>2, 9xp
- Streetwise 0>2, 9xp
- Survival 0>1, 3xp
- Chemistry 0>1, 3xp
- Drive 0>1, 3xp
- Empathy 0>1, 3xp
Merits (60)[edit]
- Professional Training 0>6, 12xp
- Style: Unintended Applications 0>3, 12xp
- Familiar 4, 8xp
- Fast Reflexes 0>3, 6xp
- Fighting Finesse 0>2, 4xp
- Danger Sense 0>2, 4xp
- Specialties 1, 4xp
- Specialties 2, 4xp
- Status: Free Council 0>1, 2xp
- Trained Observer 0>1, 2xp
- Good Time Management 0>1, 2xp
Magicks (191)[edit]
- Time 0>4, 50xp
- Space 0>4, 50xp
- Fate 0>2, 21xp
- Gnosis 0>4, 70xp
NEW PURCHASES[edit]
40/63xp (20/135 Arcane Beats)
- Space 4>5, 8xp
- Time 4>5, 8xp
- Gnosis 4>5, 8xp
- Investigation 2>4, 11xp
- Resolve 1>2, 6xp
- Dexterity 4>5, 9xp
- Fate 2>4, 10xp
