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)
  • 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
Bio:

Ray King

Welcome to Las Vegas (campaign concluded) jbteller4 jbteller4