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Phase One
The Travis family is reasonably prosperous, having been involved in the British Empire's Asian trade for several generations. So much so that many of them consider India or Hong Kong to be more their home than Britain. Rick's father is certainly one of them. Rick is an only child, his mother is Chinese, a matter some consider rather scandalous, particularly since his father actually married her, rather than just taking a native mistress. He has had little contact with his relatives on either side of the family, save his maternal grandfather and his father's brother in India. He gets along well with his parents, though he is convinced his mother worries far to much about him. Growing up in Hong Kong was a great adventure in many ways for Rick, but it had it's downside. Smaller than most European boys and clearly a half-breed, he was tormented constantly. He didn't get along much better with the Chinese children either. Worse, he had a fiery temper which got him into fights he might other wise have avoided. Always getting in fights led to his expulsion from several schools, eventually his grandfather grew tired of seeing him beaten all the time and tried to teach him martial discipline. Teaching him martial arts did do a good deal for getting others to stop attacking him, however, his hot temper still got him in trouble more often than not.
First Aspect
Second Aspect
Phase Two
Although the war did have an effect on Asia, Rick was only partly aware of it. He spent some time in India with his uncle, mostly because of the trouble he kept getting into back home. While there, he supplemented his martial arts training with a few tricks his uncle had picked up from Indian fakir's. Eventually returning to Hong Kong, he fell in with a gang of young martial arts students who were impressed by his quickness and even more by his willingness to take almost any sort of a dare. He quickly found a sort of acceptance among them, but it only led to his getting in even more trouble. He might have been content to become just another young thug, if he had not been introduced to the famous explorer Neville White. White was a distant acquaintance of the family, noted for his journeys in Central Asia in particular. After one particularly daring escapade, his parents decided it was best to get him out of Hong Kong again, this time they sent him with one of Neville White's expeditions. White soon grew to like the adventurous young man and saw a great potential in him, it was he who introduced Rick to the Century Club shortly before his disappearance on a search for Shambhala.
Patron
First Aspect
Second Aspect
Phase Three
Rick Travis and the Curse of the Crimson Cobra It began with a woman (there's always a woman) who knew too much. Before it ended, Rick Travis would battle assassins across the rooftops of Peking, trade bullets with American gangsters, fight an unstoppable warrior atop an airship and track the mysterious Crimson Cobra to the very roof of the world. But would he be in time before the madman could unleash his terrible curse from his Himalayan hideaway?
Guest Starring
First Aspect
Second Aspect
Phase Four
Rick Travis appearing in Nurse Meinrad and the Jewels of Sheba Captured by the notorious 'archaeologist' Dr. Guzman, Nurse Meinrad is about to interrogated about what she has discovered about the Jewels of Sheba, but is instead rescued by the timely arrival of Rick Travis, who quips "Seems I'm recovering more treasure than I thought". Rick is pursuing Guzman on an unrelated manner, the theft of several ancient scrolls from a martial arts school in Hong Kong. After a swift battle, Guzman retreats to gather his guards, Rick releases the lovely lady and inadvertently insults her by suggesting the area is too dangerous. Their argument is building toward a clearly romantic ending when it is interrupted by the return of Guzman and his goons, Rick leaps into the fray as Jehan-Gratia escapes out the back, thinking, "what an infuriating man".
First Aspect
Second Aspect
Phase Five
Rick Travis visits the ancestral sod during the days just after the Great War. During his days in England, Rick meets up with the daring aviator... Ernie whirled and struck, decking one of the belligerent drunks, but the other smashed his mug against Ernie's head hard enough to send him reeling as two more of the locals closed in. Suddenly a stocky man with a vaguely Oriental air struck one from behind, felling him, and grabbed the other's arm, twisting it behind him. "Let's keep this a fair fight, shall we?" the stranger advised, holding the man in a steel hard grip. Shaking his head to clear it, Ernie rushed the remaining combatant and tackled him to the ground, raining several quick blows that soon battered him into submission. The stranger released his captive with a shove and reached out to help Ernie to his feet. "Name's Rick Travis, thought it looked like a bit more fun than you could handle alone." Striking up a quick friendship, Rick and Ernie become drinking buddies and the terror of barroom brawlers everywhere. But it is when Ernie plans to confront Admiral Tirpitz in his castle that Rick's true value is revealed. "Let me get this straight. You plan to jump out of a perfectly good plane, land in a heavily guarded castle and somehow convince Tirpitz to call off the Dutchman. You're nuts." Rick grins widely. "Got room for one more in that plane? You need someone to watch your back."
First Aspect
Second Aspect
Personality / Description
Statistic Block
[table=2,2][r=1,1][url=http://www.myth-weavers.com/sheetview.php?sheetid=53854][b][size=4]Rick Travis[/size][/b][/url] [b]Daredevil Acrobat/Martial Artist[/b][r=2,1][b]Refresh Rate:[/b] 9 [b]Fate Points:[/b] 2 [r=1,2][size=3][b]Aspects[/b][/size] Half-Chinese Daredevil Martial Artist Quick Tempered Quick as Lightning Compulsive Daredevil The Weaker Sex Seeker of Secrets A Prize Beyond Rubies No Time for Love Got Your Back It's Just Crazy Enough to Work [size=3][b]Stress[/b][/size] [b]Health:[/b] [][][][][][][] [b]Composure:[/b] [][][][][][][] [size=3][b]Languages[/b][/size] Cantonese, English, French, Mandarin[r=2,2][size=3][b]Skills[/b][/size] [b]Superb (+5):[/b] Athletics [b]Great (+4):[/b] Fists, Resolve [b]Good (+3):[/b] Alertness, Endurance, Stealth [b]Fair (+2):[/b] Might, Mysteries, Resources, Survival [b]Average (+1):[/b] Contacting, Drive, Intimidation, Investigation, Sleight of Hand [size=3][b]Stunts[/b][/size] [ooc=Acrobat (Athletics)]You are able to perform any number of impressive acrobatic feats. Difficulties assigned for complex maneuvers while acting (e .g walking on a tightrope, doing brain surgery while hanging from a trapeze) are reduced by two. Falling rolls gain a +2 bonus. When used acrobatically, your Athletics skill can never be used to restrict another skill, only complement it.[/ooc] [ooc=Demoralizing Stance (Fists)]As a trained fighter, you are able to adopt a stance that makes it unequivocally clear how capable you are of handing someone his ass. Whenever displaying your fighting stance or techniques, you may roll Fists instead of Intimidation.[/ooc] [ooc=Linguist (Academics)]Normally, someone may only speak a number of additional languages equivalent to the value of his Academics skill. With this stunt, your character may speak five additional languages.[/ooc] [ooc=Lethal Weapon (Fists)]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=Martial Arts (Fists)]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=Mighty Leap (Athletics)]The character's leaping ability borders on the superhuman. The character may reduce any height related borders by up to three.[/ooc] [ooc=Slippery (Athletics)]You gain a +2 to all attempts to defend against knockback or push attacks, as well as any attempts to escape from bonds.[/ooc] [ooc=Safe Fall (Athletics)]The character can skip effortlessly down sheer surfaces without harm, allowing him to safely fall great distances. When the character falls, but is near a solid surface, such as the wall of a shaft, or has sufficient other things like ropes to offset his fall, all falls are treated as two categories shorter (and may be reduced another step with Athletics as normal).[/ooc] [ooc=Herculean Strength (Might)]The character is incredibly strong, capable of lifting great weights. All weight-based difficulties that don’t involve combat are reduced by two steps.[/ooc] [/table]
Background & Other Notes
Languages: English, Cantonese, Mandarin, French