Welcome to Gaia! ::

Newpark Games

Back to Guilds

Literate and semi-literate role-playing in original settings. NPG's unique dice system enables storytelling and eliminates power gaming! 

Tags: role-playing, storytelling, writing, gaming, hobby 

Reply Madness
Character Profiles Goto Page: [] [<] 1 2

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Aidan-Terran
Vice Captain

PostPosted: Fri Mar 19, 2010 11:58 pm


Name: Jack
Age: 30
Race: ...
Concept: Survivalist

Bio:
Jack is your usual "redneck"-type NRA member, likes to hunt. He's found some interesting things out there, in the forest, but never really though about what they might be.

He has a job in town, but doesn't always show up... 'course he gets regular payments from his grandfathers estate...

PRIMARY STATS
Strength: 3
Agility: 2
Stamina: 4
Intellect: 2
Will: 2
Perception: 3
Power: 1
Charisma: 2
Luck: 4

SKILLS
Arcane: 2
Athletics: 2
Awareness: 2
Combat - Melee: 2(-2)
Combat - Ranged: 2(-2)
Combat - Unarmed: 3 (-2)(focus: grappling)
Craft: 2
Defense: 3 (focus: hand-to-hand reversals)
Guile: 2
Influence: 2
Knowledge: 3 (focus: hunting/woodscraft)
Language: 3 (Latin Russian and Spanish)
Medicine: 3 (focus: First Aid)
Technology: 3 (focus: general repair)
Wilderness: 2

SECONDARY STATS
Life: 20 (-3)
Guts: 10
Threshold: 4
Critical Threat: 9
Defensive Limit: 4
Wait: 4
Last Resort: 1
Weapon Proficiencies: Handguns, Longarms, arcing
Armor Proficiencies: light

Armor
Physical: 0(2)
Elemental: 0
Biological: 0
Magical: 0

LIMIT EFFECT

Adrenal Armor
Pre-Requisite: None
Description: Resolve seems to toughen the skin...or at least the character doesn't react to the excessive amounts of abuse his body is taking.
Effect: Physical Armor increases by an amount equal to the character's Will.

THRESHOLD EFFECT

Bender (usually in a bar...)
Description: The character attempts to drown his sorrows in alcohol and forget his troubles in drugs and wild hedonism. He goes on a sin-spree where nothing is taboo and where horrible consequences can come from his wreckless behavior.
Effect: The long-term effects of the bender are up to the Judge and Player to decide; they can include new addictions, weight gain, memory loss, STDs, unwanted pregnancies, broken relationships, loss of one's job/resources, and a number of other unwanted side-effects.

EQUIPMENT
$1220 on hand (4/5/10)

Dune buggy-used
Max speed- 50mph
Roll cage- even if the character fails a Luck/technology roll taking a turn at full speed, they take only 1d4 points damage, IF they have their seatbelt buckled firmly.
Carry capacity-20 slots, 10 if there are two people in the seats


Duct Tape
Touted by many as the essential tool for fixing anything, one cannot deny the endurance and flexibility of this product...especially in improvised repairs and invention.

Lighter
With a single click of the external flint, this sturdy, metal device can produce a small flame that is sustained until shut off.
• 20 hours of constant flame. Produces an inconsequential flame that can start larger fires with enough fuel.


Flashlight
A sturdy, quality flashlight which provides illumination in dark places, giving some sense of visibility.
• Illuminates up to 25 feet brightly and 50 feet dimly in front of the flashlight.

Duffel
A durable canvass pack with many compartments, perfect for carrying equipment around in.

Remington Model 700
The Remington Model 700 is a well known American hunting rifle ideally suited for hunting large game such as deer, moose, and caribou, though it can certainly be fitted for more violent pursuits.
Range: 100/500
Ammunition: 5 (2 before reload)
Rate of Fire: Single
Enhancement Slots: 3
Damage: 2d10 Physical
Fail: 3
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d10 damage on an attack roll that shows a natural 20
Standard Rounds
Bullets come in a variety of shapes and sizes and each is designed for use within a specific weapon system.
100 (5 in weapon, 20 in quick-load bands in pockets)

S&W 629 Revolver
A powerful revolver which uses the .44 magnum cartridge, the 629 series has been seen widely in feature films and television due to its intimidating size and raw power.
Range: 50/100
Ammunition: 6
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d8 Physical
Fail: 3
Notes:
• +1d8 damage on an attack roll that shows a natural 19 or 20
• +2 to Guile feats made concealing the weapon
Standard Rounds
Bullets come in a variety of shapes and sizes and each is designed for use within a specific weapon system.
100 (6 in weapon, 12 in quick-loaders in pockets)

Axe
A wedge of sharpened metal at the end of a rod which amplifies force, the axe is designed for splitting wood but can easily be used to split skulls instead.
Wield: 2 handed
Damage: Strength + 1d6 Physical
Notes:
• If a natural 17, 18, 19, or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 2 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1d6 damage on an attack roll that shows a natural 19 or 20

Sledgehammer
A heavy weight on the end of a pole originally designed for driving stakes into the ground and breaking concrete...or bones.
Wield: 2 handed
Damage: Strength + 1d6 Physical
Notes:
• If a natural 18, 19, or 20 is rolled when attacking with this weapon, the bone supporting the damaged area will fracture and possibly break under additional pressure.
• +1d6 damage on an attack roll that shows a natural 19 or 20

Gun Cleaning Kit
All the tools needed to disassemble and clean firearms to insure reliable and safe firing.


-------------------------------------------------------------------------------------------

ADVANTAGES

Jack of All Trades
Description: Though he may not be particularly skilled in a single field, the character's expertise is spread across a wide range of abilities, allowing him the adaptability denied to specialists.
Effect: The character begins with 1 point in every skill.
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects."

Licenced
Description: Certain items require the character to possess a certain licence in order to purchase and use the item legally. This Advantage denotes the fact that the character has obtained such a licence.
Effect: The character possesses one of the following licences: (this Advantage may be purchased multiple times for multiple licences)
• A Firearms Licence
• A Driver's Licence
"An armed society is a polite society."

Weapon Proficiency (arcing)


ResourcesII
Description: The character has a source of regular income, whether it be a steady job, investments, or lottery winnings that provide him with additional starting money and a regular cash flow throughout the game.
Effect: Grants the character an extra $1000 per rank to start the game with and a $100 per rank deposited into his bank account every real-world week.
"Everything in excess! To enjoy the flavor of life, take big bites. Moderation is for monks."

Gut Instinct
Description: Something in the character's gut tells him when something's not right or when he's missed a vital piece of evidence.
Effect: Make a Perception+Intellect feat when a vital piece of information has been overlooked or to realize something seems out of place. The Judge will alert the successful player of his oversight via PM.
"I don't know, Jim. Call it cop instinct, but my gut tells me there's something here we're missing."

SPIRITUAL POWERS
n/a

Faults

Bad End
Description: Things are going to end badly for the character. He is going to die a lonely, painful death full of mental anguish...wasting away at the bottom of a well...tortured, flayed, and eaten by a coven of demonic cultists...things are going to end very badly for the character, and knowing this can put him in a very bad mood.
Effect: The character is going to die. Not only that, but it's going to be an awful way to go. Though none but the fates (aka the Judge) knows the exact circumstances, the character has a sense of impending dread...a sort of foreknowledge as to his appointed fate.

Spiritual Magnetism
Description: Something is strange and alluring about the character's spiritual essence. It draws supernatural entities and circumstances to it like a magnet...which always results in strange, madcap scenarios which have come to define the character's rather unorthodox life.
Effect: All manner of supernatural beings are drawn to the character which, more often than not, constantly puts his life and sanity in danger.

Addiction (smoker)
Description: There is some detrimental substance or experience that the character continually craves. It can be as harmless as a cup of coffee each morning, but the character physically needs this substance regularly in order to maintain a normal mental state.
Effect: Every hour the character goes without feeding his addiction in some way, his Threshold drops by 1. Points lost in this manner will be restored once the character fully indulges his addiction. The seriousness of an addiction varies by rank:
Rank 1: A relatively benign addiction or one that has no immediate consequences such as caffeine, cigarettes, or video games
PostPosted: Mon Mar 22, 2010 10:46 am


Name: Angela Witte (pro: 'whi'-'tee')
Age: 22
Gender Female
Hair&Eyes: Blonde&Blue (contacts:clear)
Nationality: American
Concept: Truth-seeker; SHRP agent

Bio: She had ALWAYS been smart. At least she had always been told that she was and, as a result, she never failed to remind others of that fact. Growing up with a constant feeling that she was surrounded by others who just could not understand the complexities of life she sought solace in the world of science-fiction, devouring page after page of best-selling and unknown authors alike, solving and completing the most heralded games of her generation, and scoffing at the attempts of hollywood to bring science to the silver screen.

Though she laughed at the possibilities of "hoodoo" and "creatures" she began her studies early at the University of Arizona and found herself eventually drawn to the diminishing faculty of Parapsychology. She kept to herself, engulfing her being in all that she could in that department, while taking the necessary classes on the side to complete her program in computer sciences. The two fields complimented one another as she soon discovered on many project outings as the parapsychology groups (and even the student organized extra-curricular committee of psychic research) began to rely more and more on the sciences at hand to monitor, record, and study the evidence of paranormal activity.

It was here among those that considered themselves her peers (though she never shared the sentiment) that she discovered her own physic manifestations. Never submitting herself to be tested she instead opted to use the labs and systems on her own free time measuring, recording, and eventually developing her own abilities.

Six months ago Anna's life changed as she ceased her studies (now an alumni of the University) and responded to a letter in person by traveling to NYC and meeting with someone she at first believed to be nothing more than a con-artist. However it did not take long for her to recognize the pure science behind the organization's research and immediately signed herself on without hesitation.

In that six months time span she received the training necessary for "worst-case scenario" (code for messy operations) and analysis of everything she had never imagined she would come across, before and after the messy operations were over. As well as being equipped for potential dangers, supplied with the equipment she needed for assignments, and additional training in terms of her own special abilities, Anna set out for Longshore, WA.



PRIMARY STATS
Strength: 1
Agility: 1+(1) =2
Stamina: 1
Intellect: 1+(4) =5
Will: 1+(3) =4
Perception: 1+(1 heightened senses) =2
Power: 1+(1) =2
Charisma: 1+(3) =4
Luck: 1+(2) =3

SKILLS
Athletics: 3
Focus: Running
Combat - Ranged: 3
Focus: Handguns
Craft: 3
Focus: Chemistry
Medicine: 3
Focus: Forensic Analysis
Knowledge: 3
Focus: Science
Observation: 3
Focus: Investigation
Technology: 3
Focus: Computers


SECONDARY STATS
Life: 5
Guts: 2.5
Threshold: 8
Critical Threat: 10
Defensive Limit: 2
Wait: 4
Last Resort: 1
Weapon Proficiencies: Ranged Weapons
Armor Proficiencies: Light Armor

ARMOR: 0

Physical: 0
Elemental: 0
Biological: 0
Magical: 0

LIMIT EFFECT

Bullet Time
Pre-Requisite: None
Description: Time seems to slow as the character's reflexes increase, allowing him to react rapidly but with a measure of careful foresight as he sees everything around him moving in slow motion.
Effect: Defense increases by an amount equal to the character's Intellect. He may also evade fast-moving objects (like bullets) with no penalty imposed. For the duration of this effect, Defense may not exceed double its unmodified base score (so a Defense of 2 could not exceed a Defense of 4.)

THRESHOLD EFFECT

Psychic Backlash
Description: The psychic frequencies running through the character's brain go haywire and his powers surge out of control...much to the detriment of those around.
Effect: Everyone within 10 yards of the character with a Will less than 5 will die instantly as their head explodes. These rampant psychic frequencies run wild for about half an hour as the character undergoes an almost epileptic seizure, screaming and flailing about in unimagineable pain.
This Threshold effect obviously requires the character to possess the Psychic Advantage before it can be taken.

EQUIPMENT (Carrying Capacity: 3[+5 backpack])

H&K USP
The USP was designed with all the features generally sought by police and military organizations in mind, its internal and safety features easily customizeable to varying department standards.
Cost: $1000
Purchase Restrictions: Firearms Licence
Size: 1
Range: 40/80
Ammunition: 18
Rate of Fire: Single
Enhancement Slots: 2/4
Damage: 2d6 Physical
Fail: 1
Notes:
• +1d6 damage on an attack roll that shows a natural 18, 19, or 20
• +2 to Guile feats made concealing the weapon
• Requires cleaning and maintenance half as often as other weapons
• High quality weapon grants a +1 bonus to attack rolls made with the weapon
[• Brightly illuminates up to 50 feet in a straight line, dimly illuminates an additional 100 feet in a straight line.]
enhancements
[• Provides a +2 bonus to accuracy when firing the weapon]
enhancements

Taclight
This flashlight, mounted to the weapon, provides light in dark areas without the added burden of wielding a flashlight.
Cost: $100
Purchase: None
Mod: 1
Notes:
• Brightly illuminates up to 50 feet in a straight line, dimly illuminates an additional 100 feet in a straight line.

Laser Sight
A red or green laser which points directly forward allowing the shooter to see precisely where his bullet will hit once fired.
Cost: $100
Purchase: None
Mod: 1
Notes:
• Provides a +2 bonus to accuracy when firing the weapon


Standard Rounds (x2)
Bullets come in a variety of shapes and sizes and each is designed for use within a specific weapon system.
Cost: $25 for a box of 100
Purchase Restrictions: Valid ID
Size: 0
Notes:
• Rounds are purchased with a specific gun type in mind (handgun, shotgun, etc.) and will not work with another gun type.

Duct Tape
Touted by many as the essential tool for fixing anything, one cannot deny the endurance and flexibility of this product...especially in improvised repairs and invention.
Cost: $5
Size: 0
Notes:
• Too many uses to name. Be creative.

Lighter
With a single click of the external flint, this sturdy, metal device can produce a small flame that is sustained until shut off.
Cost: $10
Size: 0
Notes:
• 20 hours of constant flame. Produces an inconsequential flame that can start larger fires with enough fuel.

Mirror
A small mirror with a variety of uses.
Cost: $10
Size: 0
Notes:
• Can be used for shaving, catching sunlight to signal others, looking around corners, identifying certain supernaturals, or a number of other uses.

Pepper Spray
An aerosol spray designed for personal defense which sends a stinging blast of an inflammatory agent right into the target's eyes.
Cost: $15
Size: 0
Notes:
• Forces target to make a Will feat a +5 Difficulty. Failure results in incapacitation for about 10 minutes and seething pain even if the target resists.


Epoxy Resin
Stronger than super-glue, this industrial quick-drying adhesive forms bonds which are almost impossible to break.
Cost: $30
Size: 0
Notes:
• Small bottle of solution with roughly 40 uses.

Backpack
A durable canvass pack with many compartments, perfect for carrying equipment around in.
Cost: $40
Size: 0
Notes:
• Grants an additional 5 slots to carrying capacity

Data Phone
Not only does it make and receive calls, but this amazing device contains a host of other useful features.
Cost: $500
Size: 0
Notes:
• Make and receive calls to any wireless device or landline.
• Access the internet.
• Use as a GPS
• Use as a portable translator
• Offers entertainment in the form of games, movies, and MP3s
• May not work in remote or underground areas where signal strength is weak.

Tool Kit
This kit has basic tools needed for simple repairs, improvised invention, and quick maintenance.
Cost: $30
Size: 1
Notes:
• Includes hammer, phillips-head screwdriver, flat-head screwdriver, wrench, pliers, wire pliers, nails, screws, tape measure, and level

Gun Cleaning Kit
All the tools needed to disassemble and clean firearms to insure reliable and safe firing.
Cost: $100
Size: 1
Notes:
• Includes all-caliber patches, bore solvent, patch savers, obstruction removers, brush adapters, bore and chamber brushes


Investigator's Kit
Contains a number of tools essential for forensic and crime scene investigators.
Cost: $50
Size: 1
Notes:
• Includes zip-loc bags, chalk, measuring tape, print powder, lifting tape, a magnifying glass, and caution tape.
• When used in tandem with extended investigations, causes feats to automatically critical on rolls of 19 and 20.


ADVANTAGES

Backing
Cost: 2
Pre-Requisite: None
Level: No
Description: The character is a member of an organization of some note, such as a fortune 500 company, the DPID, the Hatter Initiative, or the Neumann Institute.
Effect: As a member of this organization, the character is entitled to access that company's resources (so long as doing so benefits the organization in some way) and, in a pinch, can get the organization (or at least friends within) to back him up.
"No one fights just one part of a dragon; a single talon or a scale. If you engage one member, you engage the entire organization."

Clairvoyant
Cost: 3
Pre-Requisite: None
Level: No
Description: The character experiences chaotic, scrambled visions of the future in dreams or in random moments. These visions are often cryptic and require some puzzling and pondering to make heads or tails of.
Effect: The Judge decides when visions occur and describes them to the Clairvoyant character (usually over PM). These visions show both the future that will be and the future that may yet be, depending on the Judge’s discretion.
"I saw you...standing on the edge of a great chasm. Through the darkness of a pit there arose a great beast upon whose brow was written the seven names of God..."

Clouded Mind
Cost: 3
Pre-Requisite: None
Level: No
Description: Either through strict self-discipline, mental hyperactivity, or some form of madness, the character's thoughts are jumbled and chaotic, making them very difficult for psychics to read.
Effect: Attempts to read the character's mind will fail automatically if the psychic has an Intellect less than the character's Will. Otherwise, attempts are made at +5 Difficulty and even if successful, only random, disjointed thoughts can be discerned.
"I'm not picking up anything from his mind...all I'm getting are the names of former U.S. Presidents.

Fearless
Cost: 3
Pre-Requisite: Will > 3
Level: No
Description: A will of iron and a pervasive bravery define the character. Even when faced with terrifying spectres that would send other's minds reeling, the character remains resolute.
Effect: Damage to the character's Threshold is reduced by half (round down in the character's favor).
"I ain't afraid of no ghost."

Gut Instinct
Cost: 1
Pre-Requisite: None
Level: No
Description: Something in the character's gut tells him when something's not right or when he's missed a vital piece of evidence.
Effect: Make a Perception+Intellect feat when a vital piece of information has been overlooked or to realize something seems out of place. The Judge will alert the successful player of his oversight via PM.
"I don't know, Jim. Call it cop instinct, but my gut tells me there's something here we're missing."

Heightened Senses
Cost: 2
Pre-Requisite: None
Level: No
Effect: The character is capable of perceiving scents, sounds, tastes, and sights that would normally go unnoticed by others. Perception is permanently increased by 1 and all feats that involve the Perception stat or Observation skill decrease in Difficulty by 3.

Licenced
Cost: 1
Pre-Requisite: None
Level: No
Description: Certain items require the character to possess a certain licence in order to purchase and use the item legally. This Advantage denotes the fact that the character has obtained such a licence.
Effect: The character possesses one of the following licences: (this Advantage may be purchased multiple times for multiple licences)
• A Firearms Licence
• A Driver's Licence
Now all I need is my license to kill...

Psychic
Cost: 5
Pre-Requisite: Intellect > 3
Level: No
Description: Human beings typically only use 11% of their brain for memory, logic, and cognitive thought. For whatever reason, the character has been able to tap into a vast realm of lost potential and exhibits a measure of psychic abilities through it.
Effect: This Advantage may only be purchased once. The character may possess one of the following psychic powers:

• Hypnosis: Place others into a trance by undergoing a short ritual (that may or may not involve a golden watch swinging back and forth...). While in this trance, targets will comply with simple hypnotic suggestions until awoken. Suggestions may be permanently planted in a target's brain that will cause them to fall back into a hypnotic state or oblige previously issued commands when certain criteria are met ("you will think you're a duck every time you hear the word 'quack'"). Targets must be willing (though not necessarily cooperative) in order to be affected.
"Some call me a freak. Other's say I'm special. To me, I'm just...different."

Resources
Cost: 2
Pre-Requisite: None
Level: 3
Description: The character has a source of regular income, whether it be a steady job, investments, or lottery winnings that provide him with additional starting money and a regular cash flow throughout the game.
Effect: Grants the character an extra $1000 per rank to start the game with and a $100 per rank deposited into his bank account every real-world week.
"Whoever said money can't buy happiness obviously never drove one of these babies!"


SPIRITUAL POWERS

Psychokinesis
Cost: 3
Pre-Requisite: Psychic Advantage
Use: At-Will
Target: Other/Object/Self
Range: 50 yards
Duration: Up to 10 posts
Description: Using nothing more than the formidable powers of his mind, the character is able to move objects as though lifting them up with invisible hands.
Effect: The character may move up to Intellect x 100 lbs at once; this may either be a singular heavy object or several objects whose combined weight remains under this power's limit. Living creatures lifted by this power may still act on their turns, but may not move (which makes defensive feats that require dodging impossible, though blocking is still an option). By spending his Last Resort, the character can increase the weight limit of this power to Intellect x 1000 lbs.

Spirit Eyes
Cost: 3
Pre-Requisite: None
Level: No
Description: An ability which haunts and disturbs those who possess it, this supernatural power enables a character to see ghosts and other disembodied spirits with the naked eye.
Effect: The character may see any ghosts who are present with the naked eye. He may communicate with them freely, though others around may only hear his end of the exchange.
"I see dead people."

Telepathy
Cost: 1
Pre-Requisite: Psychic Advantage
Use: At-Will
Target: Other
Range: Intellect x 20 miles.
Duration: One conversation
Description: Thoughts, emotions, and sensory information can be transmitted to and from other living targets on psychic wavelengths through the use of this ability.
Effect: The character may freely send thoughts, feelings, and any input her senses pick up directly into the brain of a target. Willing targets may send these same frequencies back to the character once mind-to-mind contact has been established. The character may speak with up to (Intellect + Will) minds at once, but must have some estimation of the target's current location before telepathic contact may be established. Spending a Last Resort multiplies the distance and number of targets that a telepathic broadcast can reach by 10.

FAULTS:

Addiction chewing gum
Bonus: 200
Level: 1
Description: There is some detrimental substance or experience that the character continually craves. It can be as harmless as a cup of coffee each morning, but the character physically needs this substance regularly in order to maintain a normal mental state.
Effect: Every hour the character goes without feeding his addiction in some way, his Threshold drops by 1. Points lost in this manner will be restored once the character fully indulges his addiction.

Dark Secret
Bonus: 250
Level: No
Description: A hidden agenda, a horrible sin, or a secret shame plagues the character's conscience. If others were to find out about his dark secret, they would surely forsake him.
Effect: There is a significant secret known only to the player and Judge that the character needs to keep hidden in order to remain in good graces with his allies. If this secret ever got out, it would jeapordize not only his relationships, but possibly his life.

Eccentric
Bonus: 200
Level: No
Description: Strange habits, mannerisms, diet, obsessive compulsive tendencies, and an unconventional way of interacting with the world make the character something of an odd duck.
Effect: Due to the character's obvious strangeness, feats of a social nature suffer a +5 Difficulty. His strange habits can also get in the way of normal tasks, especially if he is obsessive compulsive.

Haunted Past
Bonus: 200
Level: No
Description: There are demons in the character's history, both metaphorical and literal. The deeds of the past influence the future and there are events that have yet to resolve themselves which will play a part in the days to come.
Effect: There are tragic and unresolved events in the character's backstory which the Judge may exploit for his current campaign - player and Judge should collaborate to work out the details of the character's history and what role they will play in the upcoming storyline.

Hemophiliac
Bonus: 1000
Level: No
Description: A blood disorder which prevents wounds from healing affects the character. His injuries heal with great difficulty, often bleeding with even the slightest provocation.
Effect: Each time the character recovers life through non-supernatural means, he recovers half the amount he would normally be entitled to.

Nemesis
Bonus: 300
Level: 3
Description: An old and recurring enemy comes in and out of the character's life, impeding his progress and acting as the antagonistic bane of his existence.
Effect: The Judge and player work together to create an enemy that is of equal or greater power and influence than the character.
Rank 3: +2500 Experience to spend creating a villain

Nightmares
Bonus: 200
Level: No
Description: Each night, the character is plagued by horrible nightmares. These nocturnal visions may or may not give him some psychic insight or vision of the future...in any case, they are disturbing and cause the character to lose great amounts of sleep each time he lays his head down to rest.
Effect: The character receives half as much rest as others do when sleeping. If operating with less than 6 hours of sleep each 24 hour period, the rules of sleep deprivation begin to affect the character (See the rules on sleep deprivation for more details)

Phobia
Bonus: 400
Level: No
Description: The character is plagued by a serious and crippling fear of something. His phobia goes beyond simply being uncomfortable or afraid of something - his fear paralyzes him, reducing him to a cowering, whimpering mess.
Effect: Make a Will feat at +5 Difficulty when the character encounters his fear. Failure will cause him to sieze up, paralyzed by fear and unable to take any action unless he makes a successful Will feat on his next turn. Failing this Will feat will induce a panic attack. In any case, he suffers a loss of 1d4 Threshold each time he encounters his fear.
Bathophobia - fear of depth (lakes, oceans, long hallways)
Pediophobia- Fear of dolls


Spiritual Magnetism
Bonus: 100
Level: No
Description: Something is strange and alluring about the character's spiritual essence. It draws supernatural entities and circumstances to it like a magnet...which always results in strange, madcap scenarios which have come to define the character's rather unorthodox life.
Effect: All manner of supernatural beings are drawn to the character which, more often than not, constantly puts his life and sanity in danger.

Visually Impaired
Bonus: 100
Level: 1
Description: A degree of blindness cripples the character's sight, necessitating the need for glasses or contact lenses.
Effect: The character's vision is bad and blurry, requiring him to wear glasses or contacts at all times. If he does not do so, all feats that require vision suffer a +2 Difficulty per Fault rank.

XP: 3050



Quote:

Bank: $6130 [+$300weekly(resources)]
XP: 50
Equip. Slots: 4/8
HP: 5
Threshold: 9

Robayn

Survivor

13,900 Points
  • Party Animal 100
  • Jolly Roger 50
  • Party Machine 500

Robayn

Survivor

13,900 Points
  • Party Animal 100
  • Jolly Roger 50
  • Party Machine 500
PostPosted: Mon Mar 22, 2010 12:01 pm


User ImageAngela's Nemesis

Name: Thomas Witte (pro: 'witt'-'tee')
Age: 22
Hair & Eyes: Dirty Blonde & Green
Nationality: American
Concept: opportunist; trust fund baby.

Bio: Thomas started his life as Thomas Greene of the Pheonix Greene family. Though they were far from the only Greene family in Pheonix Thomas grew with an exceptional aptitude to arrogance which fueled his belief that there was only one Greene family that was important - his. As he grew more and more intelligent he began to suspect that his parents were not his real parents but, when he finally found the proof for himself, he never spoke a word on the matter to them. Infact he really had no desire to as he recieved everything he ever desired from them from training in martial arts from a tutor, training in ancient forms of swordplay, and all the electronic equipment he wanted to tinker with.

Coming of age found him attending Arizona State, naturally, for though they were not his real parents he still loved them and did not wish to be far from them while he attented school (nor far from their wallets.) Arrogance, social popularity, and a rather large budget for partying quickly landed Thomas as one of the most popular students at the University - despite his interests on the side.

In his second year he met a group of people who had formed a student organized 'Paranormal Research' club of sorts and found himself drawn to it. Maybe it was because he'd always felt different from those around him, or maybe it was because of a dream he had, but he soon found himself one of the members. Shortly upon becoming a full-fledged member he met Angela Witte, young, sweet, and bright (although even more arrogant than even himself,) Angela Witte. The two bonded almost instantly and even began to compete with one another on their side projects. Thomas provided himself as a subject to the committee as he soon discovered he had some potential in Psychic abilities, though he never told Angela, and soon prided himself in the ability to hold one over on her while they continued to battle one another with both will and arrogance.

Their rivalry eventually drove them apart and their arrogance dug the separation even deeper. Neither of them could tolerate the other any longer and when Angela suddenly disappeared from Campus Thomas found himself thankful and releived compared to his peers who were, for the most part, concerned.

The same day that the club president recieved an email from Angela telling them all that she hadn't disappeared or been abducted Thomas received a care package from his parents. They sent love, cookies, new socks, and a letter admitting finally that he had been adopted. They wanted to tell him in person but because he seemed so busy with school (and obsessed with his need to beat and humiliate Angela) this was the easiest way to reach him. In the same envelope was a copy of his birth record, health information, and a letter and a picture from his birth parents - Richard and Liane Witte, also of Pheonix.

It might not have meant anything to the rich-kid playing student but for the last name. He knew these people not from their picture but from what he had heard Angela speak of when they weren't at eachother's throats. It was this knowledge that spurred him into leaving the University of Arizona as well. He didn't know where Angela was, or what he would do once he found her, but now that he knew that they were bonded through blood he knew he had to either find her.

All his life he had prided himself not only in his name, his stature, his social advantages and his looks, he'd also prided himself in his 'special'ness. He did not acknowledge other Greene families because his was the only one that mattered. Now there was another Witte, a blonde, fair, twenty-two year old Witte (his twin,) and he could not accept that. When he found his sister he did not know what he would do, whether he would become overcome with a long-lost sense of 'big brother' responsibility, whether their bitter rivalry would spark once more, or if he would simply have to get rid of her.

Along with a regular source of income from his parents Thomas earns a little extra on the side as he travels as a thrill-seeker and general dare-taker. Betting money on his ability to survive without letting them on to his extra abilities is one of the more entertaining pursuits he's taken on in his life.

PRIMARY STATS
Strength: 3
Agility: 4
Stamina: 1
Intellect: 3
Will: 5
Perception: 2
Power: 1
Charisma: 3
Luck: :1

SKILLS
Athletics: 2
Awareness: 2
Combat - Melee: 2
Combat - Unarmed: 3
Focus: Martial Arts
Craft: 2
Guile: 2
Influence: 2
Knowledge: 3
Focus: Science
Technology: 3
Focus: Electrical Engineering

SECONDARY STATS
Life: 5
Guts: 2.5
Threshold: 8
Critical Threat: 12
Defensive Limit: 4
Wait: 4
Last Resort: 1
Weapon Proficiencies: Melee Weapons
Armor Proficiencies: Light armor

Armor 5
Physical:
Elemental:
Biological:
Magical:

LIMIT EFFECT

Counter Quick
Pre-Requisite: None
Description: The character abandons defense, going all out on his enemy and striking back with vicious ferocity every time he is attacked.
Effect: The character may, as a reflexive action, freely counter any attack that targets him which he is in range to counter.

THRESHOLD EFFECT

Bender
Description: The character attempts to drown his sorrows in alcohol and forget his troubles in drugs and wild hedonism. He goes on a sin-spree where nothing is taboo and where horrible consequences can come from his wreckless behavior.
Effect: The long-term effects of the bender are up to the Judge and Player to decide; they can include new addictions, weight gain, memory loss, STDs, unwanted pregnancies, broken relationships, loss of one's job/resources, and a number of other unwanted side-effects.

EQUIPMENT (Carrying Capacity: 9/12 )

Nano-fiber Armor
Woven from incredibly dense and durable fibers, this material provides lightweight, comfortable, and reliable defense against bullets.
Cost: $1,500
Purchase: Valid ID (must not be a convicted felon)
Size: 2
Armor: +5 Physical Armor
Notes:
• Against Handguns, this armor has a 60% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 40% chance of stopping a bullet (roll after being hit)
• Imposes no Agility or movement penalties

Brass Knuckles
A series of brass rings worn over the knuckles to add power to a bare-fisted attack.
Cost: $15
Purchase Restrictions: Valid ID
Size: 0
Wield: 1 handed
Damage: Strength + 2 Physical
Notes:
• If a natural 20 is rolled when attacking with this weapon, the bone supporting the damaged area will fracture and possibly break under additional pressure.
• +1 damage on an attack roll that shows a natural success
• +5 to Guile feats for concealing the weapon

Katana
These masterfully crafted oriental swords are made by folding thin layers of steel to increase the sword's durability while keeping it lightweight.
Cost: $1,000
Purchase Restrictions: Valid ID
Size: 1
Wield: 1 handed
Damage: Strength + 1d8 Physical
Notes:
• If a natural success is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 3 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1d8 damage on an attack roll that shows a natural 19 or 20
• Weapon may be gripped with both hands to add +1d8 damage

Duct Tape
Touted by many as the essential tool for fixing anything, one cannot deny the endurance and flexibility of this product...especially in improvised repairs and invention.
Cost: $5
Size: 0
Notes:
• Too many uses to name. Be creative.

Backpack
A durable canvass pack with many compartments, perfect for carrying equipment around in.
Cost: $40
Size: 0
Notes:
• Grants an additional 5 slots to carrying capacity

Crowbar
A metal bar with curved ends, most often used for prying things open...occassionally used as a club.
Cost: $40
Size: 2
Notes:
• When used to pry something open, provides a +3 bonus to the required Strength check

Plating Underlay
Thick ceramic plates placed in pouches underneath a particular piece of armor to increase its effectiveness against ballistic assault.
Cost: $150
Size: 0
Notes:
• Increases Physical Armor by 1
• Increases Handgun Stoppage by 10%
• Increases Rifle Stoppage by 5%
• Adds an additional -1 penalty to Agility

C2 Tazer
A sleek blue-for-him or pink-for-her tazer which can incapacitate attackers with a concentrated burst of electricity.
Cost: $350
Size: 0
Notes:
• Range: 15 feet
• Damage: 1d6 Elemental
• Stuns target

Data Phone
Not only does it make and receive calls, but this amazing device contains a host of other useful features.
Cost: $500
Size: 0
Notes:
• Make and receive calls to any wireless device or landline.
• Access the internet.
• Use as a GPS
• Use as a portable translator
• Offers entertainment in the form of games, movies, and MP3s
• May not work in remote or underground areas where signal strength is weak.

Night Vision Goggles
Strapped to the head, these specs are capable of seeing in low-light scenarios in hues of black and green.
Cost: $2,500
Size: 1
Notes:
• Provides visual clarity in all but pitch darkness, eliminating penalties associated with darkness

Ghillie Suit
A full-body suit designed to resemble thick foliage, allowing the wearer to perfectly blend into his environment.
Cost: $60
Size: 1 (when unequipped)
Notes:
• Grants a +5 bonus to to Stealth checks
• Stealth checks that total to 20 or higher automatically count as critical successes

Camping Pack
A pack filled with the necessities for an extended stay in the great outdoors.
Cost: $200
Size: 2
Notes:
• Includes a personal tent, sleeping bag, canteen, utility knife, insect repellant, compass, water purification tablets, and wire saw.


ADVANTAGES

Resources
Cost: 2
Pre-Requisite: None
Level: 5
Description: The character has a source of regular income, whether it be a steady job, investments, or lottery winnings that provide him with additional starting money and a regular cash flow throughout the game.
Effect: Grants the character an extra $1000 per rank to start the game with and a $100 per rank deposited into his bank account every real-world week.
"Whoever said money can't buy happiness obviously never drove one of these babies!"

Charmed Life
Cost: 1
Pre-Requisite: Luck > 3
Level: 3
Description: Luck abounds in the character's life as even situations that look like they're going to go horribly bad often turn in his favor or turn out to be not as bad as originally believed.
Effect: The character is protected against a number Dare failures each real-world month equal to the rank of this Advantage. When applied, this Advantage allows him completely ignore the fact that the target Dare roll failed. This Advantage may be used once per feat.
"What can I say? I'm just lucky."

Combat Training - Unarmed
Cost: 2
Pre-Requisite: Combat-Melee, Combat-Ranged, or Combat-Unarmed > 3
Level: 3
Description: Rigorous training in the art of combat has honed the character's reflexes and instincts, making him a deadly force in battle.
Effect: Add an extra 1d6 damage (per rank) to one attack made against a single target each round.
"Training is nothing but the will to act."

Daredevil
Cost: 3
Pre-Requisite: None
Level: No
Description: As an adrenaline junkie and risk taker, the character is skilled at thinking on his feet and using that heady rush that occompanies danger to his advantage.
Effect: Any time an added Difficulty is imposed on a feat of a physical nature, the character receives an additional d20 to make the feat roll with.
"Man! What a rush!"

Fearless
Cost: 3
Pre-Requisite: Will > 3
Level: No
Description: A will of iron and a pervasive bravery define the character. Even when faced with terrifying spectres that would send other's minds reeling, the character remains resolute.
Effect: Damage to the character's Threshold is reduced by half (round down in the character's favor).
"I ain't afraid of no ghost."

Lethal Weapon
Cost: 4
Pre-Requisite: None
Level: No
Description: Whether through martial training, a talent for war, or even natural weapons integrated into the character's body, unarmed attacks from the character are much more deadly than those from other brawlers.
Effect: Default physical damage from unarmed attacks is equal to Strength x 3.
"Few men can say they've ever killed someone. Fewer can say they did it with their bare hands."

Licenced
Cost: 1
Pre-Requisite: None
Level: No
Description: Certain items require the character to possess a certain licence in order to purchase and use the item legally. This Advantage denotes the fact that the character has obtained such a licence.
Effect: The character possesses one of the following licences: (this Advantage may be purchased multiple times for multiple licences)
Valid Driver's Licence

Natural
Cost: 1
Pre-Requisite: None
Level: No
Description: The character has a knack for succeeding, often in a dramatic and significant way when he really needs to pull through.
Effect: A roll of 20 automatically counts as a critical success for the character.
"Hey, what can I say? Sometimes things just work out."

Psychic
Cost: 5
Pre-Requisite: Intellect > 3
Level: No
Description: Human beings typically only use 11% of their brain for memory, logic, and cognitive thought. For whatever reason, the character has been able to tap into a vast realm of lost potential and exhibits a measure of psychic abilities through it.
Effect: This Advantage may only be purchased once. The character may possess one of the following psychic powers:
• Mind Reading: Hear the surface thoughts of those nearby. The character hears all the thoughts of those nearby at once, so listening in on a single person can be difficult - like trying to hear a single conversation two tables away in a crowded restaurant. Focusing in like this requires an Intellect + Observation feat.
"Some call me a freak. Other's say I'm special. To me, I'm just...different."


SPIRITUAL POWERS

Kinetic Shock
Cost: 3
Pre-Requisite: Psychic Advantage
Use: At-Will
Target: Other
Range: 50 yards
Duration: One attack
Description: Though the character possesses psychokinetic abilities, he has no control over his absurd level of power. His power is less like a fine instrument and more like a blunt weapon.
Effect: Deals the character's Intellect score as Physical damage to a target. The target, being unable to see the raw, invisible kinetic force of the attack cannot defend himself against it. Additionally, targets must make an Agility + Athletics feat to keep their footing when attacked or be thrown back several feet and knocked prone.

Pyrokinesis
Cost: 5
Pre-Requisite: Psychic Advantage
Use: Varies
Target: Other
Range: 25 yards
Duration: Until flame goes out
Description: By exerting precise telekinetic control over the vibrations of molecules in the air, the character can control fire, creating and dousing flames at will.
Effect: Control over fire offers the character several unique abilities:
• Start fires of low initial intensity (roll 1d4 and compare to the chart below to determine the blaze's starting intensity) that will grow in power as fuel and oxygen are consumed. (Use: Periodically once every 30 minutes) )
• Increase or decrease the intensity of an existing fire by one degree. (Use: At-will)
• Ignite a living target; roll 1d6 to determine the flame's intensity level. The target will take Intensity x 2 points of Elemental damage each round they remain engulfed. (Use: Periodically (once every 10-15 minutes) )
• Create and throw a fireball (range in yards = (Strength + Athletics) x 5) that will deal Intellect + 2d12 points of Elemental Damage and has a 50% chance of igniting the target with a flame which has an intensity level of 4. (Use: Periodically (once every 10-15 minutes) )

FAULTS

Addiction
Bonus: 200
Level: 1
Description: There is some detrimental substance or experience that the character continually craves. It can be as harmless as a cup of coffee each morning, but the character physically needs this substance regularly in order to maintain a normal mental state.
Effect: Every hour the character goes without feeding his addiction in some way, his Threshold drops by 1. Points lost in this manner will be restored once the character fully indulges his addiction. The seriousness of an addiction varies by rank:
Rank 1: A relatively benign addiction or one that has no immediate consequences such as caffeine, cigarettes, or video games

Corrupted
Bonus: 400
Level: No
Description: Something in the character's soul has become twisted and corrupt, making him more susceptible to the influence and attacks of malevolent spiritual entities.
Effect: Agents of evil and chaos receive a -3 Difficult on all feats made against the character and a +5 bonus to any Will struggles against said character. Additionally, any wards or attacks that specifically target evil will harm the character as well, inflicting half of their full effect on him.

Death Wish
Bonus: 400
Level: No
Description: The character wants to die. He intentionally puts himself in harms way and takes unnecessary risks because either consciously or unconsciously, he wants his life to end.
Effect: At 0 Life, the character gets only one strike on his Stamina+Will save against death. If he fails before medically treated, he is permanently dead and cannot be resurrected.

Hallucinations
Bonus: 300
Level: No
Description: A chemical imbalance in the character's brain causes him to see, hear, and experience vivid illusions which, to him, are as real and tangible as every day life. As this condition persists, it becomes impossible to distinguish between what is real and what is imaginary.
Effect: At random moments, the character will experience hallucinations which will cause him to react in such a way as to adversely affect those around him or even himself. Occassionally, those with great psychic powers or the ability to see the future suffer from this disorder, only instead of seeing visions of no real significance, their hallucinations are laden with hidden meaning, predictions of the future, or insight into the mysteries around them.

Hemophiliac
Bonus: 1000
Level: No
Description: A blood disorder which prevents wounds from healing affects the character. His injuries heal with great difficulty, often bleeding with even the slightest provocation.
Effect: Each time the character recovers life through non-supernatural means, he recovers half the amount he would normally be entitled to.

Manic Depressive
Bonus: 350
Level: No
Description: Violent mood swings are the hallmark of the character's behavior. One minute, he will be happy, bright, and cheerful...the next, somber, sullen, and depressed. He is difficult to be around and his relationship are often fractured as a result.
Effect: The character experiences wild mood swings with little or no provocation which should be portrayed through role playing.

Sadist
Bonus: 200
Level: No
Description: The character enjoys causing others pain. Whether this comes from deep-seated insecurities or anti-social tendencies, the character's desire to inflict unnecessary suffering on others can be rather unnerving.
Effect: When an enemy reaches 0 Life or surrenders, the character must make a Will Feat or continue attacking them. The character may attempt a Will Feat after each successful attack to cease attacking the target. You may not target another enemy until you stop attacking the one you are focused on. Also, other characters who view this act are sure to think you are dangerous or mentally unstable.

Spiritual Magnetism
Bonus: 100
Level: No
Description: Something is strange and alluring about the character's spiritual essence. It draws supernatural entities and circumstances to it like a magnet...which always results in strange, madcap scenarios which have come to define the character's rather unorthodox life.
Effect: All manner of supernatural beings are drawn to the character which, more often than not, constantly puts his life and sanity in danger.


Quote:

Bank: $7320 [+$500 weekly(resources)]
XP: 50
Equip. Slots: 9/12
HP: 5
Threshold: 8
PostPosted: Sat Apr 03, 2010 12:11 pm


Name: Zoey Magellan
Age: 20
Sex: Female
Hair&Eyes: Ginger, heterochromia; Blue>Green
Nationality: American
Concept: Healer and Prophetess; Home grown fortune teller.

Bio: Born and raised in Plainview, Kansas, Zoey could tell you that there was nothing misleading about the town's name. She'd been earlier than expected by her parents when emerging from the watery womb and, as such, was born in their driveway. Growing up there from childhood she took a short reprieve of the small town to enlist at the closest college for some short, certifiable classes in childcare and then returned home.

Though she loves helping out at the local school, the load on the teachers with so many commutes and classes being merged into a single school built to accommodate the small town was impressive, her true passion lies in fortune telling. It began as a bad habit when she herself was of the middle school age, being gifted a new deck of tarot cards by one of her friends as a gag, and she'd never stopped. She considers herself skilled enough now to read fotunes for people though she doesn't make a profit of it - it's illegal in the state to charge money for such a thing - but that doesn't matter to her. When she reads the cards she feels connected.

Though sometimes that connection doesn't fade after a reading and, when she goes to bed too quickly, she has nightmares. Horrendous nightmares of things even the cards don't speak of. So, when she's not working with the kids, she drinks. It numbs the anxiety brought about by her sleep deprivation and the images left burning into her mind by the night terrors.

PRIMARY STATS
Strength: 2
Agility: 2
Stamina: 2
Intellect: 3
Will: 3
Perception: 4
Power: 2
Charisma: 3
Luck: 2

SKILLS
Arcane: 3
Focus: Scrying
Combat - Melee: 2
Craft: 2
Defense: 2
Influence: 3
Focus: Charm
Medicine: 4
Focus: First Aid
Observation: 3
Focus: Insight
Wilderness: 2

SECONDARY STATS
Life: 10
Guts: 5
Threshold: 6
Critical Threat: 11
Defensive Limit: 3
Wait: 4
Last Resort: 1
Weapon Proficiencies: Melee
Armor Proficiencies: Light

Armor 0
Physical: 0
Elemental: 0
Biological: 0
Magical: 0

LIMIT EFFECT

Critical State
Pre-Requisite:
Description: It becomes easier for the character to critically succeed as he pushes his body and mind to act at levels beyond his normal state of living.
Effect: Decreases the character's Critical Threat by 4, to a minimum of 2.

THRESHOLD EFFECT

Post-Traumatic Stress
Description: Permanently imprinted on the character's subconscious are the brutal, violent memories of his recent experiences. These hallucinations will visit him both by night and day, haunting him and causing him to act out against his unseen opressors.
Effect: The character experiences hallucinations and flashbacks that are set off by common things. His reaction to these visions is often violent and always inappropriate which leads others to view him as crazy and dangerous. He may end up killing loved ones in "self-defense" as his visions overwhelm him.

EQUIPMENT (Carrying Capacity: 9 )

Lighter
With a single click of the external flint, this sturdy, metal device can produce a small flame that is sustained until shut off.
Cost: $10
Size: 0
Notes:
• 20 hours of constant flame. Produces an inconsequential flame that can start larger fires with enough fuel.

Mirror
A small mirror with a variety of uses.
Cost: $10
Size: 0
Notes:
• Can be used for shaving, catching sunlight to signal others, looking around corners, identifying certain supernaturals, or a number of other uses.

Pepper Spray
An aerosol spray designed for personal defense which sends a stinging blast of an inflammatory agent right into the target's eyes.
Cost: $15
Size: 0
Notes:
• Forces target to make a Will feat a +5 Difficulty. Failure results in incapacitation for about 10 minutes and seething pain even if the target resists.

Backpack
A durable canvass pack with many compartments, perfect for carrying equipment around in.
Cost: $40
Size: 0
Notes:
• Grants an additional 5 slots to carrying capacity

Mobile Phone
A small device which can make and receive phone calls from anywhere on the planet that has a wireless signal.
Cost: $100
Size: 0
Notes:
• Make and receive calls to any wireless device or landline.
• May not work in remote or underground areas where signal strength is weak.

First Aid Kit
Contains the bare necessities for treating both light and serious wounds in an emergency situation.
Cost: $50
Size: 1
Notes:
• Includes bandages, gauze, disinfectant, scissors, syringe, cotton swabs, and a few painkillers

Stainless Steel Flask
Every alcoholic's best friend. Easily concealable, slim and sleek, no one would even know you were indulging if everyone didn't already know what a flask looked like.
Cost: $30

Cost: $225
Remainder: $745

ADVANTAGES

Clairvoyant
Cost: 3
Pre-Requisite: None
Level: No
Description: The character experiences chaotic, scrambled visions of the future in dreams or in random moments. These visions are often cryptic and require some puzzling and pondering to make heads or tails of.
Effect: The Judge decides when visions occur and describes them to the Clairvoyant character (usually over PM). These visions show both the future that will be and the future that may yet be, depending on the Judge’s discretion.
"I saw you...standing on the edge of a great chasm. Through the darkness of a pit there arose a great beast upon whose brow was written the seven names of God..."

Gut Instinct
Cost: 1
Pre-Requisite: None
Level: No
Description: Something in the character's gut tells him when something's not right or when he's missed a vital piece of evidence.
Effect: Make a Perception+Intellect feat when a vital piece of information has been overlooked or to realize something seems out of place. The Judge will alert the successful player of his oversight via PM.
"I don't know, Jim. Call it cop instinct, but my gut tells me there's something here we're missing."

Heightened Senses
Cost: 2
Pre-Requisite: None
Level: No
Description: Each of the character's 5 senses exceeds the rather dull limits of human capability, bordering more on the lines of a wild animal's sensitivity.
Effect: The character is capable of perceiving scents, sounds, tastes, and sights that would normally go unnoticed by others. Perception is permanently increased by 1 and all feats that involve the Perception stat or Observation skill decrease in Difficulty by 3.
"Do you hear that...?"

Licenced
Cost: 1
Pre-Requisite: None
Level: No
Description: Certain items require the character to possess a certain licence in order to purchase and use the item legally. This Advantage denotes the fact that the character has obtained such a licence.
Effect: The character possesses one of the following licences: Driver's Licence

Psychic
Cost: 5
Pre-Requisite: Intellect > 3
Level: No
Description: Human beings typically only use 11% of their brain for memory, logic, and cognitive thought. For whatever reason, the character has been able to tap into a vast realm of lost potential and exhibits a measure of psychic abilities through it.
Effect: This Advantage may only be purchased once.
Hypnosis: Place others into a trance by undergoing a short ritual (that may or may not involve a golden watch swinging back and forth...). While in this trance, targets will comply with simple hypnotic suggestions until awoken. Suggestions may be permanently planted in a target's brain that will cause them to fall back into a hypnotic state or oblige previously issued commands when certain criteria are met ("you will think you're a duck every time you hear the word 'quack'"). Targets must be willing (though not necessarily cooperative) in order to be affected.
"Some call me a freak. Other's say I'm special. To me, I'm just...different."


SPIRITUAL POWERS

Aura Perception
Cost: 5
Pre-Requisite: Perception > 3
Level: No
Description: With a Perception+Awareness feat, the character is able to attune his eyes to see the otherwise invisible oscillations of energy that surround and characterize a living individual. Each person’s aura is unique and can show a great deal about a person’s mood, personality, and ultimate destiny.
Effect: Requires a Perception+Awareness feat to switch from normal vision to “aura vision” for a minute or so.
Note: Aura Colors & Their Meanings
Blue primary tone: Composure & maturity; a particularly wise person
Red primary tone: Aggression & anger; a particularly violent person
Yellow primary tone: Creativity & vision; a particularly artistic person
Green primary tone: Liveliness & energy; a particularly fun person
Brown primary tone: Kindness & compassion; a particularly altruistic person
Orange primary tone: Happiness & joy; a particularly cheerful person
Pink primary tone: Love & emotion; a particularly amorous person
Gray primary tone: Sadness & depression; a particularly gloomy person
Purple primary tone: Fear & anxiety; a particularly worrisome person
Sickly Green primary tone: Desire & envy; a particularly greedy person
White primary tone: Purity & Innocence; a particularly blameless person
Black primary tone: Darkness & Corruption; a particularly wicked person
Blue secondary tone: This person is feeling sad, depressed, or lonely at the moment.
Red secondary tone: This person is feeling angry, irritable, or frustrated at the moment.
Yellow secondary tone: This person is feeling happy, amused, or comfortable at the moment.
Green secondary tone: This person is feeling jealous, worried, or guilty at the moment.
Brown secondary tone: This person has no strong feelings at the moment.
Orange secondary tone: This person is feeling courageous, inspired, or confident at the moment.
Purple secondary tone: This person is feeling fearful, apprehensive, or vulnerable at the moment.
Gold Fringe: A great destiny
Silver Fringe: A strong magical connection
Pale Fringe: Impending death
Crimson Fringe: Recently killed something sentient (within the last week)
Lavender Fringe: Recently had sex (within the last week)
White flecks throughout: Good morality
Black flecks throughout: Evil morality
Gray flecks throughout: Neutral morality
Concentration in the Head: The sage; denotes wisdom
Concentration in the Heart: The martyr; denotes passion
Concentration in the Arms: The warrior; denotes personal strength
Concentration in the Legs: The wanderer; denotes restlessness
Concentration in the Eyes: The seer; denotes one who can see auras or prophecies
Concentration in the Loins: The lover; denotes sexual desire
Looks like a flame around the body: This person is driven by emotion and is probably very spontaneous
Looks like a glow around the body: This person is driven by logic and is probably a planner
Looks like smoke encircling the body: This person balances logic and emotion pretty evenly
Two distinct auras: Indicates two souls inside the body somehow
Weak or pale colors: Indicates illness
Exceptionally bright colors: Indicates madness
Wildly fluctuating colors: Indicates an inhuman spirit such as a demon or petty god
Simple, primary colors: Indicates a base soul belonging to an animal or lesser creature

"My eyes see you to the soul...to the core of who you truly are."

Ritual - Scrying
Cost: 4
Pre-Requisite: Arcane Skill > 1
Use: Daily
Target: Object
Range: Touch
Duration: Visions will fade when the scryer turns away from the water. However, the plumbline will be drawn to the target until he is found.
Description: By chanting, meditating and holding a plumbline over a reflective surface (usually water), the character is able to determine the exact location of anyone or anything he desires, able to see his intended target through the glassy surface this ritual takes place over.
Effect: This ritual requires at least 1 hour of set-up/preparation before beginning. A Perception + Arcane roll at +10 Difficulty is required to see into the reflection and spy on the target. If successful, an image will appear in the mirror-like surface and the plumbline will point and pull towards the target's location until they are found. A number of factors can reduce the Difficulty of the character's required Perception + Arcane roll:
• The scryer knows exactly what his target looks like (Difficulty -1)
• The scryer has had direct contact with his target at least once in his lifetime (Difficulty -1)
• The scryer has had direct contact with his target at least once in the past 3 months (Difficulty -1)
• The scryer has had direct contact with his target at least once in the past week (Difficulty -1)
• The scryer has strong feelings towards the target person (close friends, sworn enemies, etc.) or has owned the target object (Difficulty -2)
• The target has an item that belongs to the scryer nearby (Difficulty -1)


FAULTS

Hemophiliac
Bonus: 1000
Level: No
Description: A blood disorder which prevents wounds from healing affects the character. His injuries heal with great difficulty, often bleeding with even the slightest provocation.
Effect: Each time the character recovers life through non-supernatural means, he recovers half the amount he would normally be entitled to.

Nightmares
Bonus: 200
Level: No titillating
Description: Each night, the character is plagued by horrible nightmares. These nocturnal visions may or may not give him some psychic insight or vision of the future...in any case, they are disturbing and cause the character to lose great amounts of sleep each time he lays his head down to rest.
Effect: The character receives half as much rest as others do when sleeping. If operating with less than 6 hours of sleep each 24 hour period, the rules of sleep deprivation begin to affect the character.

Addiction
Bonus: 200
Level: 2
Description: There is some detrimental substance or experience that the character continually craves. It can be as harmless as a cup of coffee each morning, but the character physically needs this substance regularly in order to maintain a normal mental state.
Effect: Every hour the character goes without feeding his addiction in some way, his Threshold drops by 1. Points lost in this manner will be restored once the character fully indulges his addiction. The seriousness of an addiction varies by rank:
Alcohol

Exp: 1600
1500 spent on power points.
100EXP remaining.

Robayn

Survivor

13,900 Points
  • Party Animal 100
  • Jolly Roger 50
  • Party Machine 500

Robayn

Survivor

13,900 Points
  • Party Animal 100
  • Jolly Roger 50
  • Party Machine 500
PostPosted: Wed Jun 30, 2010 2:48 am


Name: Eva VolkovUser Image
Age: 26
Hair&Eyes : Black, violet dye job& Blue
Nationality: Russian-American
Concept: Violently angry, Guardian

Bio: Every bit her father's daughter, Eva Volkov grew with her mother in a small town in Kansas, USA. She never felt close to the woman, the stark differences between their appearances being but one of many things they differed on. Eva was easily the unruly child, causing mischeif and mayhem wherever she could and making her mother's life all that much more difficult for a single mother. Trouble at school, fights with other kids, and even stabbing a teacher in the hand with a pencil - "She wouldn't stop touching my face!"

The brightest spot in her childhood was in her half sister, Jolene. Flaxen, cream colored hair that caught the light like gold in it's smooth, long locks and eyes so pale they looked grey when the light caught them. Her older sister by two years placed Jolene as a constant mediator between Eva and their mother, she had the calm, healing touch of an angel when she came to them, and Eva knew she'd love her forever. Jolene was always delicate because of her condition, "brittle bones" the doctors called it, and when the kids at school had dangerous games on the mind Eva would put them to the ground before the thoughts to hurt Jolene crossed them.

When Eva was twelve she was sent away. Her mother had received a letter from Eva's father and whatever was in that letter had Eva's bags packed and the girl ready to go before the school day was out.

The sunlight was warm and it irritated her eyes as she walked, a sullen and scathing look to any passer-by that might thing to stare at the two girls, and Eva reached for her sister's hand for comfort. Another day and another fight, this time Eva had taken a sharp elbow to the head and a kick to her face before the school teacher broke it up, and now she was suffering a bleeding lip, swollen jaw, and a painful headache. Eva didn't look forward to the look on their mother's face when she saw the condition her youngest was in again, the comments she always had on how a lady should behave and how she shouldn't, and then going to bed without dinner as a punishment. Mostly she didn't want to go to bed without dinner.

That was the least of her concerns, however, when they came around the tall shrubs that lined their property from their neighbour's. Suitcases, two of them, and Eva's recognizable winter coat. It was the middle of summer.

"Mom!" It was Jolene's voice. Her hand had already tightened at the sight and, sensing the anxiety in her little sister, had already begun pulling her forward to investigate.


Eva didn't go inside. She could hear well enough from the patio of the home what was happening. When the dark car had pulled up and the man in a suit stepped out, some sort of chaperon to see her to her Father (wherever that would be), Eva tried to run. She was grabbed, of course, and despite the desperate crying and begging of both girls she was gone before the Sun was down.

She ended up all the way in Russia not soon after, being raised by her father for whatever reasoning he had. Eva doesn't remember. She tried to escape once, running off from her father's modest apartment in Moscow and trying to find an American Embassy (it worked in that movie, right?) but she only found cold streets. That was the last thing she remembered until she was older, much older, and by that point she was completely grown.

Her father told her there had been an accident and, because of it, she'd never remember those twelve years again. She took it fairly well. Now that she was old enough to be a legal citizen in either country she could leave of her own free will and so she did - back to the USA. Her American was rusty, and her accent fairly thick, but she was able to track down the information she was looking for. Her sister.

Eva found her in a hospital bed in the same hometown they'd grown up in. She remembers the panic and the fear that had taken her home so quickly, the dread upon entering the ICU in search of her sister, and then the rage when she discovered her condition. It didn't take her long to remember how to get back to her childhood home, a building now inhabited by her half-sister and her abusive boyfriend, and even less to enter without him knowing it.

Something came over her that night, something dark and angry, and she killed him. The thought of what he had done to his sister, the not knowing if she would survive, gave her the strength she needed to over power him. By the morning every trace of him was gone, including his vehicle, nothing for the local police to find and put towards evidence - not that they were particularly eager to find out what had happened to the man who'd put Jolene in the hospital.

When her sister was finally able to come home Eva remained with her, helping her every way she could and, though she had never asked, Eva eventually told Jolene what she had done.

"Good." She had said, and with a promise between the two of them to never speak of it the business was taken care of.

PRIMARY STATS
Strength: 4 [6]Darkside
Agility: 2
Stamina: 3 [4]Darkside
Intellect: 2
Will: 4
Perception: 3 [5]Darkside
Power: 1
Charisma: 4
Luck: 3

SKILLS
Athletics: 2 [6]Darkside
Darkside Focus: Endurance
Combat - Melee: 2
Combat - Unarmed: 3 [7]Darkside
Focus: Martial Arts
Darkside Focus: Grappling
Craft: 2
Defense: 2 [
Guile: 2
Influence: 2
Language: 2
Medicine: 2
Observation: 2

SECONDARY STATS
Life: 15 [20]Darkside
Guts: 7 [10]Darkside
Threshold: 4
Critical Threat: 11
Defensive Limit: 2 [3]Darkside
Wait: 4
Last Resort: 1
Weapon Proficiencies: Melee
Armor Proficiencies: Light

Armor
Physical:
Elemental:
Biological:
Magical:

LIMIT EFFECT

Counter Quick
Pre-Requisite: None
Description: The character abandons defense, going all out on his enemy and striking back with vicious ferocity every time he is attacked.
Effect: The character may, as a reflexive action, freely counter any attack that targets him which he is in range to counter.

THRESHOLD EFFECT

Change of Heart
Description: All the bad experiences he's recently faced have forced the character to come to terms with the fact that he may not have made the best choices in the past. He rethinks his path in life, abandoning the past for the future.
Effect: Lose 500 points of Experience. This can reduce the character's total experience into negative numbers.

EQUIPMENT (Carrying Capacity: 5/11 )

Concealable Vest
This light vest can be worn under regular clothes to provide protection against surprise attacks.
Cost: $400
Purchase: Valid ID (must not be a convicted felon)
Size: 1
Armor: +3 Physical Armor
Notes:
• Against Handguns, this armor has a 40% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 10% chance of stopping a bullet (roll after being hit)
• Imposes no Agility or movement penalties

Improvised Arcing Weapon
The item's original design was not to be made a weapon, but a weapon it shall be! Includes items like a bowling pin, a chair, a wrench, a meat cleaver, etc.
Cost: Circumstantial
Purchase Restrictions: None
Size: Not intended to be carried for extended use
Wield: Varies
Damage: Strength + 1d4 Physical for 1 handed items, Strength + 2d4 Physical for 2 handed items
Notes:
• +1d4 damage on an attack roll that shows a natural 20

Improvised Close Quarters Weapon
The item's original design was not to be made a weapon, but a weapon it shall be! Includes items like a roll of quarters, a straight razor, rings, glass shards, etc.
Cost: Circumstantial
Purchase Restrictions: None
Size: Not intended to be carried for extended use
Wield: Varies
Damage: Strength + 1d4 Physical
Notes:
• +1d4 damage on an attack roll that shows a natural 20
• +5 to Guile feats for concealing the weapon

Brass Knuckles
A series of brass rings worn over the knuckles to add power to a bare-fisted attack.
Cost: $15
Purchase Restrictions: Valid ID
Size: 0
Wield: 1 handed
Damage: Strength + 2 Physical
Notes:
• If a natural 20 is rolled when attacking with this weapon, the bone supporting the damaged area will fracture and possibly break under additional pressure.
• +1 damage on an attack roll that shows a natural success
• +5 to Guile feats for concealing the weapon

Clawed Glove
Long metallic claws are affixed to either the fingers or the knuckles of this glove to inflict slashing wounds on a target.
Cost: $50
Purchase Restrictions: Valid ID
Size: 0 (1 when unequipped)
Wield: 1 handed
Damage: Strength + 4 Physical
Notes:
• If a natural 19 or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 2 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +2 damage on an attack roll that shows a natural success

Bullwhip
This length of leather was the first man-made object to break the speed of sound and is capable of cutting just as deeply as any sword.
Cost: $30
Purchase Restrictions: Valid ID
Size: 1
Wield: 1 handed
Damage: Strength + 1d6 Physical
Notes:
• If a natural 19 or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 1 point of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• If a natural 19 or 20 is rolled when attacking with this weapon, the flail entangles the target, preventing it from acting or moving while ensnared. The target may free itself with an Agility + Athletics feat (made at the end of its turn).
• +2 damage on an attack roll that shows a natural 18, 19, or 20

Duct Tape
Touted by many as the essential tool for fixing anything, one cannot deny the endurance and flexibility of this product...especially in improvised repairs and invention.
Cost: $5
Size: 0
Notes:
• Too many uses to name. Be creative.

Lighter
With a single click of the external flint, this sturdy, metal device can produce a small flame that is sustained until shut off.
Cost: $10
Size: 0
Notes:
• 20 hours of constant flame. Produces an inconsequential flame that can start larger fires with enough fuel.

Mirror
A small mirror with a variety of uses.
Cost: $10
Size: 0
Notes:
• Can be used for shaving, catching sunlight to signal others, looking around corners, identifying certain supernaturals, or a number of other uses.

Pepper Spray
An aerosol spray designed for personal defense which sends a stinging blast of an inflammatory agent right into the target's eyes.
Cost: $15
Size: 0
Notes:
• Forces target to make a Will feat a +5 Difficulty. Failure results in incapacitation for about 10 minutes and seething pain even if the target resists.

Epoxy Resin
Stronger than super-glue, this industrial quick-drying adhesive forms bonds which are almost impossible to break.
Cost: $30
Size: 0
Notes:
• Small bottle of solution with roughly 40 uses.

Handcuffs
Steel wrist cuffs connected with a short length of chain, this restraining device is an essential part of any law enforcement officer's equipment.
Cost: $30
Size: 0
Notes:
• Requires a Strength of 5 or higher to attempt breaking free
• Bound target must accumulate (10 - Strength) successful Strength feats, made on his turn each round in order to break free.

Backpack
A durable canvass pack with many compartments, perfect for carrying equipment around in.
Cost: $40
Size: 0
Notes:
• Grants an additional 5 slots to carrying capacity

Crowbar
A metal bar with curved ends, most often used for prying things open...occassionally used as a club.
Cost: $40
Size: 2
Notes:
• When used to pry something open, provides a +3 bonus to the required Strength check

Mobile Phone
A small device which can make and receive phone calls from anywhere on the planet that has a wireless signal.
Cost: $100
Size: 0
Notes:
• Make and receive calls to any wireless device or landline.
• May not work in remote or underground areas where signal strength is weak.

$775


ADVANTAGES

Combat Training
Cost: 2
Pre-Requisite: Combat-Melee, Combat-Ranged, or Combat-Unarmed > 3
Level: 5
Description: Rigorous training in the art of combat has honed the character's reflexes and instincts, making him a deadly force in battle.
Effect: Add an extra 1d6 damage (per rank) to one attack made against a single target each round.
"Training is nothing but the will to act."

Daredevil
Cost: 3
Pre-Requisite: None
Level: No
Description: As an adrenaline junkie and risk taker, the character is skilled at thinking on his feet and using that heady rush that occompanies danger to his advantage.
Effect: Any time an added Difficulty is imposed on a feat of a physical nature, the character receives an additional d20 to make the feat roll with.
"Man! What a rush!"

Fearless
Cost: 3
Pre-Requisite: Will > 3
Level: No
Description: A will of iron and a pervasive bravery define the character. Even when faced with terrifying spectres that would send other's minds reeling, the character remains resolute.
Effect: Damage to the character's Threshold is reduced by half (round down in the character's favor).
"I ain't afraid of no ghost."

Iron Palm
Cost: 3
Pre-Requisite: Combat-Unarmed > 2
Level: No
Description: Through years of martial training, the character has built up not only thick skin, but the ability to channel his inner life-force through his hands and feet, protecting them from self-inflicted damage when attacking.
Effect: The character's hands and feet may be used to block weapons without recourse (though they may bleed and bruise, the character will take no actual damage). He may punch through blocks of wood, crack bricks, etc. without injuring himself.
"Wooden boards, concrete blocks, even rebar. Ain't nothing I can't punch through with enough time."

Licenced
Cost: 1
Pre-Requisite: None
Level: No
Description: Certain items require the character to possess a certain licence in order to purchase and use the item legally. This Advantage denotes the fact that the character has obtained such a licence.
Effect: The character possesses one of the following licences: (this Advantage may be purchased multiple times for multiple licences)
• A Driver's Licence
Now all I need is my license to kill...

Lethal WeaponDarkside
Cost: 4
Pre-Requisite: None
Level: No
Description: Whether through martial training, a talent for war, or even natural weapons integrated into the character's body, unarmed attacks from the character are much more deadly than those from other brawlers.
Effect: Default physical damage from unarmed attacks is equal to Strength x 3.
"Few men can say they've ever killed someone. Fewer can say they did it with their bare hands."

Heightened SensesDarkside
Cost: 2
Pre-Requisite: None
Level: No
Description: Each of the character's 5 senses exceeds the rather dull limits of human capability, bordering more on the lines of a wild animal's sensitivity.
Effect: The character is capable of perceiving scents, sounds, tastes, and sights that would normally go unnoticed by others. Perception is permanently increased by 1 and all feats that involve the Perception stat or Observation skill decrease in Difficulty by 3.
"Do you hear that...?"

Never Say DieDarkside
Cost: 2
Pre-Requisite: Will > 3
Level: No
Description: Despite his broken, battered body, the character's will to live is unbreakable. It is his stout resolution that pushes him beyond the breaking point, beyond death to keep fighting through the pain.
Effect: At 0 Life, roll Will + Stamina. If successful, the character instantly regains 1/4 of his total Life. This Advantage may be used a number of times per day equal to the character's Will score.
"Would you just die already?!"



SPIRITUAL POWERS

Dark Side
Cost: 3
Pre-Requisite: None
Use: Daily
Target: Self
Range: Personal
Duration: 1d8 hours or until the character performs a successful Will feat to end the effect.
Description: There is a dark and twisted side to the character with phenomenal strength, endurance, and supernatural capabilities. Unfortunately, this side has its own personality and a cruel, perverse agenda...not to mention a seething hatred for its good side. The character's dark side will be unique in appearance, and may look nothing like him (such as with Dr. Jekyll and Mr. Hyde or the typical werewolf) or may be similar in appearance with malevolent features distinctly its own (such as with Bleach's Ichigo and No-Name)
Effect: Upon purchasing this power during character creation, the player is given an additional 5 Stat points, 10 Skill points, and 8 Power points with which to purchase additional prowess for the character, accessible only when he is taken over by his dark side. These added points can push the character beyond his normal human limitations.
Often, there is a trigger such as anger or desperation that activates this ability which the character has no control over. If the player wishes to add this aspect to this Power, he should take the Dark Side Trigger Fault.

FAULTS

Amnesiac
Bonus: 300
Level: No
Description: A large portion of the character's memory is missing. Exactly what happened during the expanse of time is a mystery, though fragments of lost memories appear from time to time when sufficiently provoked by something familiar to them.
Effect: The Judge is allowed to fill in a large part of a character's missing backstory, using this blank canvas for his own ends. The character's player cannot protest anything placed in this missing space...this is a Fault after all.

Bad End
Bonus: 500
Level: No
Description: Things are going to end badly for the character. He is going to die a lonely, painful death full of mental anguish...wasting away at the bottom of a well...tortured, flayed, and eaten by a coven of demonic cultists...things are going to end very badly for the character, and knowing this can put him in a very bad mood.
Effect: The character is going to die. Not only that, but it's going to be an awful way to go. Though none but the fates (aka the Judge) knows the exact circumstances, the character has a sense of impending dread...a sort of foreknowledge as to his appointed fate.

Corrupted
Bonus: 400
Level: No
Description: Something in the character's soul has become twisted and corrupt, making him more susceptible to the influence and attacks of malevolent spiritual entities.
Effect: Agents of evil and chaos receive a -3 Difficult on all feats made against the character and a +5 bonus to any Will struggles against said character. Additionally, any wards or attacks that specifically target evil will harm the character as well, inflicting half of their full effect on him.

Dark Side Trigger - Anyone hurting Jolene.
Bonus: 200
Level: No
Description: When the character experiences anger, fear, sexual arousal, or sees a certain thing, his dark side takes over.
Effect: A specific (and fairly common stimulus) determined by the player at character creation automatically activates the Dark Side spiritual power whether the character wants to or not. Obviously, the character must first have purchased the Dark Side Spiritual Power in order to take this Advantage.

Hemophiliac
Bonus: 1000
Level: No
Description: A blood disorder which prevents wounds from healing affects the character. His injuries heal with great difficulty, often bleeding with even the slightest provocation.
Effect: Each time the character recovers life through non-supernatural means, he recovers half the amount he would normally be entitled to.

Manic Depressive
Bonus: 350
Level: No
Description: Violent mood swings are the hallmark of the character's behavior. One minute, he will be happy, bright, and cheerful...the next, somber, sullen, and depressed. He is difficult to be around and his relationship are often fractured as a result.
Effect: The character experiences wild mood swings with little or no provocation which should be portrayed through role playing.

Masochist
Bonus: 700
Level: No
Description: The character enjoys receiving pain. Perhaps this is due to feelings of worthlessness, guilt, or invulnerability, but the character delights in having harm inflicted upon their body.
Effect: When you are able to defend against an attack, you must first make a Will feat. If successful, you may defend freely. If unsuccessful, you take a penalty to the defense Feat equal to your Will stat.

Sadist
Bonus: 200
Level: No
Description: The character enjoys causing others pain. Whether this comes from deep-seated insecurities or anti-social tendencies, the character's desire to inflict unnecessary suffering on others can be rather unnerving.
Effect: When an enemy reaches 0 Life or surrenders, the character must make a Will Feat or continue attacking them. The character may attempt a Will Feat after each successful attack to cease attacking the target. You may not target another enemy until you stop attacking the one you are focused on. Also, other characters who view this act are sure to think you are dangerous or mentally unstable.

Bonus Exp: 3350

1800 - Powerpoints
1500 - Statpoints

50
Reply
Madness

Goto Page: [] [<] 1 2
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum