Ingram Van Fleet
Character Info
Class: Zoologist
Level: 1
Owner: Aleyanna (Tim)
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
+ Vitality
Nonverbally hold someone’s interest.
Heartening: Restore a Mid Cost’s worth of Stamina or Essence.
Baseline Might
Lift your own bodyweight.
Baseline Resilience
Survive several minutes of severe bleeding.
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.
+ Vigor
Keep pace with a casual cyclist.
Stamina: Drop a Threshold after sprinting a mile.
+ Skill
Safely toss a knife to yourself without looking.
Expertise — Wrestling: Armbar an untrained person who’s larger than you.
++ Intelligence
Deduction: Confirm a secret passage’s presence based on an untraceable breeze.
Expertise — Computers: Hack a mainframe first try.
Baseline Luck
Happenstance: Find an inconsequential object.
Class Abilities
Mount an unwilling target, causing them to enter a rampage in which they try to buck the user and charge perceived threats.
Essence Cost: Mid
Duration: Low
Cooldown: Mid
Paired Action: Leap onto the target’s back or similarly grapple them in a way that stilllets themmove.
- This rampage is an Altered State (pg31) but is somewhat controllable by this ability’s user, who may attempt to physically “steer” the target to direct their ire.
- Strengthens and toughens the target as well as making the user’s Rallying (pg27) substantially more potent against them both during and shortly after the ability ends.This all scales with the depth of the Altered State, capping out at High for beasts and Low for sapient beings and non-animal creatures.
- User is heavily protected from their target while Crikey! is active, making it very difficult for them to be bucked off. Their Paired Action is also empowered, the initial leap happening with greater speed, distance, and precision than would normally be possible.
- Essence Cost
- Mid
- Max Duration
- Mid
- Cooldown
- Mid
Paired Action: Leap onto the target’s back or similar. You must hang on for at least a Low Duration, or Crikey! will end prematurely.
- The user’s initiating leap and clinging tenacity (per the Paired Action) are both somewhat empowered.
-
Lasts until the animal is calmed down or exhausts itself (even if the user dismounts after a Low Duration).
- Gentle, caring actions and words from the user will disproportionately calm the animal.
- If fully calmed in this way, the animal will tend to trust the owner (Mid Impact).
Pitch elements of an animal’s behavior and morphology while observing it.
Essence Cost: Mid
Cooldown: Mid
Paired Action: Continuously narrate aloud the behavior an animal you are observing, noting captivating traits or behaviors about them.
- Each trait or behavior you describe while using Documentary Voice will , if accepted, both be actively exhibited by the animal you are observing and will be taken as having been true all along. Pitches that would apply to an entire species rather than just the individual will be evaluated more strictly.
- This ability will lasts so long as you continue the Paired Action or until a Pitch you make is refused.
- The user’s is concealed from the target (including their voice) while this ability is active, though not from anything or anyone else.
- Essence Cost
- Mid
- Cooldown
- Mid
Paired Action: Continuously narrate the actions of an animal you are observing aloud, earnestly noting its captivating traits and behaviors as they are Pitched.
-
Accepted traits are immediately exhibited by the observed animal and should be taken as having been true all along. May continue to make new Pitches so long as the Paired Action is sustained.
- Pitches may apply to the entire species rather than just the observed individual.
- Pitches may, in total, exceed High Impact, scaling on how engaging and natural your narration is.
- The user is concealed from the target (including their voice) while this Ability lasts.
Conjure a wild animal, causing it to appear from a hidden spot.
Essence Cost: Low-Mid
Cooldown: Low-Mid
Paired Action: Enthusiastically introduce the animal as it appears, earnestly sharing some interesting trivia about it.
- Animal does NOT need to be in any way fitting or plausible for the current setting or point of appearance. However, Cost, Cooldown, and Paired Action length all scale with the size/danger of the animal and its exoticism to the current setting.
≫ The smaller and less impactful the animal, the more convenient its Pitched mood may be. - Animals must be congruent with the user’s established background.
- Essence Cost
- Low–Mid
- Cooldown
- Low–Mid
Paired Action: Enthusiastically introduce the animal to someone nearby as it appears, sharing some interesting trivia about it.
- Animal must be grounded in the user’s Backstory; it does not need to be plausible for the locale.
-
Cost and Cooldown scale on how much of a threat the animal poses to those in the vicinity besides the user. (e.g. A large shark conjured at an aquarium would have a Low Cost and Cooldown; one conjured while diving at sea would have a Mid Cost & Cooldown.)
- Animals that would pose a High threat or greater cannot be conjured.
Signature Gear
Spongy cap offering Low physical protection and Mid environmental protection to the head. While the user is keeping quiet, still, and low to the ground, concealing foliage will gradually sprout around them. Also applies to nearby allies doing likewise.
- Provides a Mid Ward against natural environmental hazards.
- While the user keeps quiet, slow, and low to the ground, local foliage will gradually sprout over a Low Duration to conceal them and allies in the immediate vicinity doing likewise.
Sturdy haft with an ensnaring loop at the end, which is extremely hard for a target to remove or break once caught by it. Normally stands at shoulder-height, but may be telescopically extended to almost triple its length (much more cumbersome when doing so).
- Accuracy Boost
- Mid
- Ensnared targets are far less able to damage or escape this item.
- Haft may be telescopically extended or contracted at will (capping out at triple normal length).
- While moving this pole very slowly, it is much less likely to be noticed.
Set of 5 small, safe-to-handle animals, stashed in indeterminant locations on your person. Pitch the critter as you reveal it while commenting on a behavior commonly associated with it; the critter will then promptly demonstrate said behavior.
- Quantity
- 5x
- Pitch a critter as you reveal it while commenting on a behavior it is known for; it will promptly demonstrate that behavior.
Full of notes and sketches. Calmly documenting a creature in this journal compels that creature to remain calm in the user’s presence and greatly boosts Insights based on the notes taken. Any such notes read aloud are known to allies regardless of location.
-
Document an animal or natural phenomenon in this journal to receive an answer to a Mid Impact question about it from your Conduit.
- The animal or phenomenon will remain as it was while the owner documents it.
- Give this journal to a prominent local to make these documented notes publicly known within the locale over a Mid Duration.
Level Up — Ingram Van Fleet
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.