Ray King
Corrupt White Council liaison
Description
Template/Type: Focused Practitioner
Refresh Cost: -6 (-5 powers)
Name: Ray King
High Concept: Artificer Representative of the White Council (whether they like it or not)
Motivation: Get out of debt to (Secret)
Other Aspects:
- Stubborn as a mule
- Too clever for his own good
- The Marverick is mine
Skills:
Alertness: +2 (Fair)
Conviction: +3 (Good)
Craftsmanship: +1 (Average)
Deceit: +2 (Fair)
Discipline: +3 (Good)
Empathy: +1 (Average)
Guns: +2 (Fair)
Intimidation: +4 (Great)
Lore: +5 (Superb)
Might: +1 (Average)
Presence: +3 (Good)
Rapport: +1 (Average)
Resources: +2 (Fair)
Stealth: +1 (Average)
Powers:
(-2) Ritual (pg 181) Warding and Veiling
(-2) Refinement (pg 182) Extra 4.0 Focus Item slots
(-1) The Sight (pg 174)
(0) Wizard’s Constitution (pg 170)
Stunts:
(-1) Infuriate (Intimidation): +2 to piss off target (attack or maneuver); any aspect has Ray as the target
Stress:
Physical: (2): OO
Mental: (4): OOOO
Social: (4): OOOO
Notes:
- Initiative: +2 (Fair) Alertness
- Attack: +2 (Fair) Rifle:3 OR Pistol:2
- Defense: +0 (Mediocre) Athletics
- Move: +0 (Mediocre) Athletics
Spellcasting:
- Thaumaturgy Specializations:
- Wards & Veils
- Focus/Enchanted Items:
- Total Focus Item Slots: 6
- Focus Items:
- Gems & stones Wards: Complexity +3 (3.0 slots)
- Wand Wards: Control +2 (2.0 slots)
- Enchanted Items:
- Talking Stone: Talk with Warden Ramirez – 1/session (0.5 slots)
- Back Door Opens to Nevernever – 1/session (0.5 slots) – Has deal with resident for safe passage
- Thaumaturgy (with all focus items):
- Wards & Veils:
- Base Complexity: +8 (Legendary)
- Base Control: +5 (Superb)
- Wards & Veils:
- Standing Wards (at Marverick) – All base Strength/Complexity: 8
- Always-on Border Alarm
- Detect any supernatural being crossing border (Strength 6)
- Always-on Ward (with landmines and alarm) on back room
- Alarm sounds if anyone tampers with door
- Strength: 10 Landmine
- Condition: Don’t trigger is they have a “key” from Ray
- Spent considerable effort on this ward, so well above “default” ward level
- Door always locked and subtle Veil (see below) to avoid innocent mishaps
- Emergency Ward on all of Marverick
- Block Strength: 6
- Emergency strategic Landmines (scattered throughout Marverick and in parking lot; subtly veiled from detection – see below)
- Condition: Have to be activated (Ray touches sympathetic small stones in his pocket and says a word)
- Focused Blast (one target): Strength: 6
- Area Blast (one zone): Strength: 4
- Always-on Block against noticing backroom
- Subtle “Veil”-like Ward, Strength: 4
- Always-on Block against noticing gems/stones throughout store
- Subtle “Veil”-like Ward, Strength: 4
- Always-on Border Alarm
