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Phase One
Price was born to a family of itinerant traveling proto-jazz and swing musicians who toured the country, trading songs for shelter. However, his brilliant score on the newfangled Scholastic Aptitude Test earned him a place in the prestigious University of Chicago, where he soon settled into the Economics department after his graduation. Yet something about the quiet and contemplative life of academics bored him...
First Aspect
Second Aspect
Phase Two
At the birth of the Great War, Price was happy that his nation was staying out of it. However, no sooner had the enterprising economist secured a position as an assistant professor at the university then he was called upon by his good friend Friedrich Hayek to rescue an eccentric associate of his, one Ludwig von Mises. Austrian military forces had placed the economist under house arrest, and Price gladly agreed to try and negotiate the release of the respected scholar. However, when negotiations went south, Price and Mises were forced to flee through the Balkans to escape back to the United States. Upon safe arrival in the United States, Mises sponsored Sam Price's membership in the Century Club - giving Price the honorary position of "Field Economist".
Patron
First Aspect
Second Aspect
Phase Three
Sam Price in The Skaros Syndicate! Unusual price fluctuations in distant Japan caught Price's attention, and he caught the next liner over to investigate. But what he uncovered was a tangled web woven by the menacing Cult of Skaros, which was using the mystical powers of the original copy of the "Wealth of Nations" to subvert the natural workings of the supply-demand curve! Price defeated the cultists, and brought the work back with him where it now rests in the Economics department of the University of Chicago.
Guest Starring
First Aspect
Second Aspect
Phase Four
While working on his latest paper ("An Analysis of the Business Practices of Chicago Rumrunners") Sam is trying to interrogate a recalcitrant gangster when he hears the sound of gunfire. Rushing to the scene, the economist discovers the thug's compatriots have pinned down a martial artist, Rick Travis, and are moving in for the kill! Quick as a flash, Sam jumps the gangsters, but quickly finds himself on the defensive as the thugs move in for the kill. He is only saved by the timely intervention of Rick, who knocks out the thugs in a blinding series of high kicks and blows. Sam watches, amazed, as Rick finishes off the last criminal with a spinning kick. "How did you do that?"
First Aspect
Second Aspect
Phase Five
Sam Price decides to relax and take some time off his academic pursuits to try his hand at the markets. But the action economist notices disturbing tremors in the diamond markets of Africa! Pausing only to go short on African diamonds (much to the incredulity of his colleagues), Sam catchest the next boat to South Africa. There, he discovered an ongoing race to uncover an ancient collection of jewels - including a gigantic cache of diamonds! Encountering the noble Jehan-Gratia, Sam learns that the lady's ship has already sailed for Nairobi! Without hesitation, Sam turns around and buys the ship he just arrived on from the astonished captain. Jehan-Gratia sails off towards the distant African port, and Sam is left with the satisfaction of a good deed. Not to mention profitable returns on his investment, once the jewels of Sheba flood the market!
First Aspect
Second Aspect
Personality / Description
Statistic Block
[table=2,2][r=1,1][url=http://www.myth-weavers.com/sheetview.php?sheetid=317234][b][size=4]Sam Price[/size][/b][/url] [b]Archetype/Summary:[/b] Action Economist! [r=2,1][b]Refresh Rate:[/b] 8 [b]Fate Points:[/b] 8 [r=1,2][size=3][b]Aspects[/b][/size] 'Hey, I love this song!' Can Swing With The Best of Them 'Run!' 'I am running!' 'Run faster!' Field Economist of the Century Club Deductive Fighter 'Grant applications I can handle, but not magic.' Taught A Few Tricks 'Now that would make a good paper!' '1 pound to $3? Something is afoot!' Consider It An Investment [b]Equipment/Artifacts:[/b] [size=3][b]Stress[/b][/size] [b]Health:[/b] [][][][][] [b]Composure:[/b] [][][][][][] [r=2,2][size=3][b]Skills[/b][/size] [b]Superb (+5):[/b] Academics [b]Great (+4):[/b] Fists, Investigation [b]Good (+3):[/b] Alertness, Athletics, Resources [b]Fair (+2):[/b] Contacting, Mysteries, Stealth, Survival [b]Average (+1):[/b] Guns, Rapport, Resolve, Science, Sleight of Hand [size=3][b]Stunts[/b][/size] [ooc=Big Man in Academics]When selecting this stunt, the player picks a specific field (Criminal, Business, Politics, Espionage and Occult are the most common); this stunt is often written with that field incorporated, e.g., Big Man in Politics. The character is not merely well connected in that community, he is actually a person of great importance within that area; for maximum benefit, this should be paired with an aspect that indicates similar things. In addition to the narrative benefits of such a position, the character may use his Contacting skill in lieu of the Resources skill for anything which might fall under the auspices of members in that field. This stunt may be taken multiple times, each time for a different field.[/ooc] [ooc=International]The character’s mastery of etiquette leaves him comfortable, and even glib, in any situation. The character never suffers any penalties or increased difficulty from unfamiliarity with his setting, making it easy to maneuver through local customs he hasn’t encountered before, and to cover up any gaffes with a laugh and a sparkle in his eye.[/ooc] [ooc=It's Academic]Your specialized knowledge gives you flashes of insight into all manner of things. Once per session, you can use this ability when you are about to perform an action which your academic field touches upon. The connection can be tenuous, provided you can explain to the GM how it might apply. Make a declaration attempt as described under “Declaring Minor Details” (see page XX). If you get at least one shift, you successfully declare one aspect; for every two shifts you gain beyond the first, you may declare one additional aspect about the subject in question (so two aspects total at 3 shifts, three aspects total at 5 shifts, etc). If you opt to declare only one aspect in total, you may instead convert these additional shifts into non-aspect facts.[/ooc] [ooc=Lethal Weapon]Your martial skill is dedicated to dishing out punishment, and your hands are practically illegal in most civilized countries. Any time your opponent opts to take a mild or moderate consequence from a blow you have dealt, you may spend a fate point to increase the severity of that consequence by one step, increasing mild to moderate and moderate to severe. The opponent may then reconsider whether to take the consequence, or instead offer a concession. You may not do this to an opponent who is already taking a severe consequence.[/ooc] [ooc=Long Term Investment]You’ve had your money for a while now, and you’ve had a chance to make several strategic investments which you can cash in on when pressed for money. Once per session, you may sell one of these investments to get a +2 to any one Resources roll, as if you had spent a fate point to invoke an aspect.[/ooc] [ooc=Martial Arts]Your training in the martial practices of the Far East have honed your abilities with your Fists into a finely disciplined form that is part combat skill, part art form. This gives you an acute insight into the means and methods of barehanded warfare. You may use your Fists skill to study an opponent by engaging him and testing his defenses with your own martial techniques. You must do this as a full action during an exchange. Your target must defend against this action, which is essentially a maneuver, with his Fists skill. If you succeed, you have gained insight to your target’s fighting techniques, and may place an aspect on the target, as with a successful maneuver. Whenever you tag this aspect, you gain an additional +1 to your roll, for a total of +3 instead of the normal tagging bonus of +2.[/ooc] [ooc=Scene of the Crime]The character has a strong visual memory, and whenever he revisits a place where he has used Investigation before, he may make an immediate use of Investigation in a matter of seconds in order to determine what changed since he was last there, as if it were an unusually detailed Alertness check.[/ooc] [ooc=Scholar (Economics, field economics)]Your character is a respected authority in a specific academic field. Possibilities include history, English, archeology, mathematics and so on. In the elite circles of that particular field, you are recognized for your expertise. Even if your skill level is low, it merely means you are towards the bottom of that particular group of the elite. When you make an Academics roll pertaining to your general area of expertise, you automatically receive a +1 bonus. Beyond this, you should pick a specific specialization within that area (like ancient Sumerian history, or cryptography). When an Academics roll involves that specialization, you gain an additional +1 bonus (for a total +2 to the value of the research effort). Any research efforts involving the specialization take one unit less time; this may be combined with Walking Library, in the Memory group of stunts, for lightning-fast research. When taking part in an academic conference or otherwise interacting with others in the field, you may use Academics to complement your social skills (Rapport, Empathy, Deceit, etc). Your skill is considered elevated by these bonuses, so someone with Good Academics, acting in his area of specialization, would complement skills as if his Academics were Superb (Good+2). This stunt may be taken more than once, each time for an additional field. The bonuses may not overlap, however.[/ooc] [ooc=Secrets of the Arcane (economancy, ancient economancy)]The character is respected authority in a specific occult field. Possibilities include ancient mythology, psychic phenomena, cryptozoology, and so on. In the elite circles of that particular field, the character is recognized for his expertise. Even if his skill level is low, it merely means he is towards the bottom of that particular group of the elite. This stunt is, essentially, the Mysteries parallel of the Scholar stunt, under Academics (see page XX). When the character makes a Mysteries roll pertaining to his general area of expertise, he automatically receives a +1 knowledge bonus. Beyond this, the character should pick a specific area of specialization within that area (like extraterrestrial demonology, or xenomorphic symbology – the more syllables the better). When a Mysteries roll involves that specialization, he gains an additional +1 bonus (for a total +2 to the value of the research effort). Any research efforts involving the specialization take one unit less time.[/ooc] [ooc=Walk the Walk]The character’s travels have taken him to every corner of the globe. His familiarity with the streets and peoples of the world allow him to function easily, at home and abroad. The character never suffers any additional difficulty from unfamiliar circumstances when Contacting.[/ooc] [/table]
Background & Other Notes