Michael Stevenson
Character Info
Class: Gunslinger
Level: 1
Owner: MushroomPlant
Need 2 more completed missions to reach level 2 (0 recorded).
Completed Missions: 0
Commissary Reward: 0
Perks earned: 0
Perks spent: 0
Perks remaining: 0
Personality
Recent Missions
No missions yet. Add one below or from the Missions page.
Stats
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
++ Might
Rip a college textbook in half.
+ Resilience
Pop a dislocated shoulder back in without flinching.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Sensory
Detect a subtle change in wind speed/direction.
Baseline Reflex
Climb a rope.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Signature Gear
Appearance
Assistant Manager Michael Stevenson: Man, Early 50's, white hair, black apron, no-nonsense demeanor. Has a "Holfud's Produce" cap and apron with a name tag. Carries a large sack of fruit.
Owner and General Manager Harry Holfud IX: An elderly highland cow, with shaggy but well-maintained fur. Used to bearing weight. Has prosthetic wheels for his hind legs that allow him to move as fast as a pretty slow horse.
Background
In his last life, before he was Michael Stevenson, he was a killer. He was one of the most ruthless enforcers from a cartel that spanned the continent of Gnoarthumb-Herriga. He did the things no one else wanted to do, ensuring the higher ups got their due, and tying up loose ends. Trained from birth as a crack shot with any firearm, he was a force to be reckoned with.
One day, everything went wrong. He was sent to perform a hit on a target that, unbeknownst to him, was his own brother, Charles. He didn't hesitate. When looked on his brother's corpse and realized what he'd done, it broke him. If his gun hadn't jammed right then and there, he would have been his own last victim. Instead he got revenge, ratting out the organization that had betrayed him. He served years in a maximum security prison before being placed in witness protection. He resolved to never fire a gun again.
The witness protection program placed him in Portal-End, a bustling riverside town in the State of Aurrekan. He was given the name Michael Stevenson and assigned to be the Assistant Manager of Holfud's Produce, a family-owned grocery store. His boss was... a baby cow born without hind legs? (Generational wealth is complicated) Needless to say, he quickly found that there was lots of work to be done, and that he'd have to do most of it himself. He immersed himself in his work, and started the long journey towards making a new life for himself.
Now, nearly thirty years later, Michael has succeeded in doing just that. He has a loving family-- He and his wife Wanda have two kids, Jenny who is nine and Max, five. They enjoy cooking, and building puzzles together. The store has expanded its operations significantly, now being the size of a smaller supermarket, with dozens of employees (It's still called Holfud's Produce, but they sell just about anything you could find in a modern grocery store, except beef products). Michael has repurposed his exceptional aim, learning to stock the shelves from clear across the store by chucking them into place! (and he's rumored to have, on a few occasions, stymied some criminal activity with a "well placed mango.") General manager Holfud has grown quite old for a cow, being well cared for by Michael and his family. Life is good.
But the supply chain isn't. Due to climate change and political mismanagement in Alm-Herigga, it's been increasingly difficult for Michael to stock his shelves. Just as he was worried that he may not be able to keep the store afloat, Michael received a strange letter. It read
"Meet me at Vice Junior-Attendant Magnifold Terrarium Stanley-Tuna's 'The Enclave:' Our Portal-end based omni-nexus for administrative calculations including the number four hundred-twenty and mortal plane odd jobs. We'll solve all your supply needs and get you home in time to finish the butterfly puzzle... assuming you survive of course."
Flavor
Defining Quirk: The Fruitslinger
Michael is not able to use firearms effectively. If he attempted to (which he won't), he would suffer a severe panic attack, shaking uncontrollably, and likely dropping it. Instead, he has boosted (M) strength and accuracy when throwing handheld foodstuffs. Handheld foodstuffs on his person are counted as both weapons and ammo for the sake of abilities and effects.
"Holfud's Produce" Cap is a reskin of Cowboy Hat
Plastic Produce Bag is a reskin of Bandolier
Owner and General Manager Harry Holfud the Highland Cow is a reskin of Saddler
(Revolver remains unskinned, Michael will not use it)
Level Up — Michael Stevenson
Current level 1. Promoting to level 2 requires 2 more completed missions (0 / 2 recorded). Add named missions below or select credits, then save.
Missing missions
Each filled text box becomes a new mission row attached to this character.
Stats
Adjust points if your level-up grants new allocation. Total: 0.
Baseline Vitality
Get someone’s attention in a busy room.
Heartening: Clear up a bruise.
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
++ Vitality
Draw focus of a crowd away from a scuffle.
Heartening: Close up a deep cut.
+++ Vitality
Keep someone talking even as they try to kill you.
Heartening: Knit a broken bone.
++++ Vitality
Tempt a bloodthirsty monster away from helpless prey.
Heartening: Restore a full Threshold of Stamina or Essence.
+++++ Vitality
Distract a regiment of trained soldiers from a battle at hand.
Heartening: Reattach a severed limb (with imperfect recovery of function).
Baseline Might
Lift your own bodyweight.
+ Might
Crush an apple one-handed.
++ Might
Rip a college textbook in half.
+++ Might
Lift one end of a car.
++++ Might
Overhead press an entire car.
+++++ Might
Throw a car a dozen yards.
Baseline Resilience
Survive several minutes of severe bleeding.
+ Resilience
Pop a dislocated shoulder back in without flinching.
++ Resilience
Endure full-body immolation for over a minute.
+++ Resilience
Take a baseball bat straight to the chest with barely a bruise.
++++ Resilience
Survive a pistol shot to the skull without losing consciousness.
+++++ Resilience
Grab a swinging sword without it even breaking skin.
Baseline Spirit
See through a clumsy lie.
Intuition: Confirm that someone is being sarcastic.
+ Spirit
See fear in someone’s eyes.
Intuition: Confirm that a mysterious stranger is a friend.
++ Spirit
Pick out unspoken tension between two people in a group.
Intuition: Confirm that great danger is imminent.
+++ Spirit
See past a carefully crafted facade.
Intuition: Confirm the nature of an unknown magic.
++++ Spirit
Determine the sentimental value of an object.
Intuition: Confirm a condemned man’s innocence despite all evidence to the contrary.
+++++ Spirit
Get a sense of what recently happened in a room you enter.
Intuition: Confirm a secret that not a single other soul knows.
Baseline Arcane (Without Sacrifice)
Manifestation: Light a cigarette with a snap of the fingers.
+ Arcane (Without Sacrifice)
Manifestation: Glow brightly.
++ Arcane (Without Sacrifice)
Manifestation: Dictate to a pen while it autonomously transcribes your words.
+++ Arcane (Without Sacrifice)
Manifestation: Hurl a head-sized fireball.
++++ Arcane (Without Sacrifice)
Manifestation: Animate a suit of armor to briefly fight at your side.
+++++ Arcane (Without Sacrifice)
Manifestation: Drain a target’s life through prolonged touch.
Baseline Will
Essence: Drop a Threshold after two Mid Costs.
Defiance: Skydive despite being scared to do so.
+ Will
Essence: Drop a Threshold after seven Low Costs.
Defiance: Become fully lucid for a few moments during Red Essence Exhaustion.
++ Will
Essence: Drop a Threshold after three Mid Costs.
Defiance: Briefly ignore the pain of a broken limb.
+++ Will
Essence: Drop a Threshold after two High Costs.
Defiance: Remain conscious even after several minutes without air.
++++ Will
Essence: Drop a Threshold after five Mid Costs.
Defiance: Lock eyes with a gorgon without turning to stone.
+++++ Will
Essence: Drop a Threshold after three High Costs.
Defiance: Safely handle a cursed artifact known to kill anyone who touches it.
Baseline Sensory
20/20 vision.
+ Sensory
Detect a subtle change in wind speed/direction.
++ Sensory
Smell poison in a drink.
+++ Sensory
Hear someone’s breathing through a solid wall.
++++ Sensory
Count the number of people in a small crowd at a glance.
+++++ Sensory
Pick out the heartbeat of someone buried alive.
Baseline Reflex
Climb a rope.
+ Reflex
Slowly cross a tightrope.
++ Reflex
Backflip on a tightrope.
+++ Reflex
Quickly cram yourself into a square box a third your height.
++++ Reflex
Comfortably land a 3-story drop unscathed.
+++++ Reflex
Walk in someone’s shadow, matching every movement, without being noticed.
Baseline Vigor
Run up a three story staircase in under 20 seconds.
Stamina: Drop a Threshold after a pilates session.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
++ Vigor
Throw 60 full-power punches in a minute.
Stamina: Drop a Threshold after jogging a marathon.
+++ Vigor
Keep pace with a horse.
Stamina: Drop a Threshold after 10 minutes of max-intensity combat.
++++ Vigor
With a running start, leap clean across a four-lane street.
Stamina: Drop a Threshold after sprinting a marathon.
+++++ Vigor
Keep pace with a car on the highway.
Stamina: Drop a Threshold after summiting a mountain at top speed.
Baseline Skill
Catch a thrown object one-handed.
Expertise — Piano: Play a simple, two-handed piece.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Skill
Balance a pyramid of filled wine glasses at a brisk walk.
Expertise — Driving: Powerslide into a perfect parallel park.
+++ Skill
Effortlessly hit a bullseye.
Expertise — Painting: Produce a photorealistic portrait in minutes.
++++ Skill
Catch a fly between two fingers without killing it.
Expertise — Surgery: Perform an open-heart operation solo.
+++++ Skill
Cut a bullet mid-flight.
Expertise — Lockpicking: Open a tumbler lock in seconds without any tools.
Baseline Intelligence
Deduction: Confirm that a clean knife was recently used.
Expertise — A Local Language: Know the name of that language and a basic greeting.
+ Intelligence
Deduction: Confirm that a fleeing suspect has doubled back when the trail goes cold.
Expertise — Cartography: Decipher a strange map.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
+++ Intelligence
Deduction: Confirm that someone is a dentist by the way they hold a pen.
Expertise — Entomology: Recite any fact about any local species of ant.
++++ Intelligence
Deduction: Confirm a villain’s master plan based on the password to his computer.
Expertise — Chemistry: Create a potent explosive out of pantry ingredients.
+++++ Intelligence
Deduction: Confirm the precise time and cause of a death from a single drop of blood.
Expertise — Stock Trading: Quadruple an investment in minutes.
Baseline Luck
Happenstance: Find an inconsequential object.
+ Luck
Happenstance: A harmful strike becomes a glancing blow.
++ Luck
Happenstance: Find a useful object convenient to hand.
+++ Luck
Happenstance: An enemy improbably misses an easy killing blow.
++++ Luck
Happenstance: A critical item happens to be left unattended in your presence.
+++++ Luck
Happenstance: Clean out a poker table without once needing to bluff.
Abilities
Add a perk to any ability you have. A new perk can compound with an existing perk or another perk you add here.