Arc 2
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Shticks
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I’m Much Smarter than You: Jonas is accustomed to breezing through complicated
or obscure problems due to his genius level intellect, and takes pride in showcasing
just how much smarter he is than everyone around him.
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Condition: When Jonas is able to actively use his high intelligence or extreme
knowledge in an interesting way to solve a problem, he gains 1 xp.
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A Means to an End: Jonas is motivated almost purely by his own research into
the science behind the "paranormal". Serving the interests of Section M and the
Accords are only a means to an end; (semi) safely obtaining new research materials.
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Condition: Whenever Jonas is able to acquire a new (as in, he has never had
access to it before) type of paranormal research material, he gains 1 xp.
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No Fucks to Give: Social niceties are nothing but a time wasting construct
that twists the facts of a situation solely to allow the unwashed masses to feel
better about themselves and their place in the world. Who has the time?
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Condition: If Jonas lets his dickishness overrule his intelligence, and gives
no fucks about being polite, socially graceful, or pleasant even though it would
be the "smart" thing to do, he gains 1 xp.
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Hmm...A New Specimem: A combination of arrogance, extreme risk taking behavior,
and a pathological desire to harvest parts drive Jonas to tend to ignore mundane
threats so as to fixate on supernatural foes exclusively.
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Condition: When Jonas tanks a supernatural threat, he gains 1 xp.
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Lab Work: Jonas is a doctor and a scientist forging a new fringe discipline
of alchemy. Genius doesn't just happen in a vaccuum...he needs time in his lab.
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Condition: Involve your laboratory work or lab skills to forward an adventure
or add interesting color to the campaign, to gain 1 xp.
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Is there a Doctor in the house?: Despite all the crazy bullshit, Jonas is
still a doctor and though he likes the prestige, it can be an incredible inconvenience
as it occasionally forces him to help his fellow man.
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Condition: When Jonas is able to include his medical background in an adventure,
he gains 1 xp.
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Harder, Better, Faster, Stronger: Jonas’ various augmentations have elevated
his physical form beyond his former limitations, and sometimes the success of his
labors manage to exceed even his own lofty expectations.
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Condition: Whenever Jonas out-supernaturals an actual supernatural, he gains
2 xp.
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Anti-Shticks
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Pragmatism, Not Idealism: The rules and regulations of the Accords are fine
a majority of the time, and even serve as a thin veil of protection; but let’s not
set aside the promise of scientific advancement just to maintain the illusion that
everything is upright, regulated, and under control.
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Condition: If something valuable to Jonas or the group can be obtained through
a flexible view or outright dismissal of the Accords and does not put him or the
group at significant risk of discovery or Sanction, he must do his best to coerce
and manipulate the group into allowing it (or just do it on the sly), or lose 1
xp.
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Premature Inoculation: Alchemical components don’t grow on trees (except
when they do). Dosing up at the wrong time and wasting a potentially powerful enhancement
is going to ruin Jonas’ day, not to mention laying waste to his resources.
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Condition: If Jonas burns a potion or uses a alchemical device and it ends
up being not useful to advancing his or the group’s goals, he loses 2 xp.
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Shut the Fuck Up, Donny: Jonas does not respond well to being made to look
foolish or when his intellect is found wanting.
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Condition: If ever shown up, proven incorrect, torn down verbally without
giving back as good as he gets, or made to look outwardly foolish in a public fashion,
Jonas loses 2 xp.
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