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Mercurius James
Captain

PostPosted: Fri Oct 31, 2008 11:47 am


Copy/Paste the following code into your character profile. You will use the information provided in this guide to fill out each individual field.

(Picture)
[b]Name: [/b]
[b]Age: [/b]
[b]Race: [/b]
[b]Concept: [/b]

[b]Bio: [/b]

[u]PRIMARY STATS[/u]
[b]Strength: [/b]
[b]Agility: [/b]
[b]Stamina: [/b]
[b]Intellect: [/b]
[b]Will: [/b]
[b]Perception: [/b]
[b]Power: [/b]
[b]Charisma: [/b]
[b]Luck: [/b]

[u]SKILLS[/u]
[b]Arcane: [/b]
[b]Athletics: [/b]
[b]Awareness: [/b]
[b]Combat - Melee: [/b]
[b]Combat - Ranged: [/b]
[b]Combat - Unarmed: [/b]
[b]Craft: [/b]
[b]Defense: [/b]
[b]Guile: [/b]
[b]Influence: [/b]
[b]Knowledge: [/b]
[b]Language: [/b]
[b]Medicine: [/b]
[b]Technology: [/b]
[b]Wilderness: [/b]

[u]SECONDARY STATS[/u]
[b]Life: [/b]
[b]Guts: [/b]
[b]Threshold: [/b]
[b]Critical Threat: [/b]
[b]Defensive Limit: [/b]
[b]Wait: [/b]
[b]Last Resort: [/b]
[b]Weapon Proficiencies: [/b]
[b]Armor Proficiencies: [/b]

[u]Armor[/u]
[b]Physical: [/b]
[b]Elemental: [/b]
[b]Biological: [/b]
[b]Magical: [/b]

[u]LIMIT EFFECT[/u]

[u]THRESHOLD EFFECT[/u]

[u]EQUIPMENT (Carrying Capacity:___)[/u]


[u]ADVANTAGES[/u]


[u]SPIRITUAL POWERS[/u]
PostPosted: Fri Oct 31, 2008 12:15 pm


Name: Gabriel Flueret/Jean Valentine
Age: 24
Nationality: French
Gender: Male
Concept: Innocent/monster agent
Bio:
Location: Chartres Cathedral Vault
Time: 2:45 PM, 3 weeks ago
In the dark under vaults of the cathedral, two robed men walked slowly down a dark corridor. The younger of the two, Father Luc Gilles looked excited as he led the way. He’d been looking forward to showing off his latest find ever since he’d come in months earlier. Father Paulo Rassini looked much more grim as he followed the younger priest. He’d seen the type of monsters that these vaults contained and was nowhere near as trustful that all of what went on down here was part of god’s plan. Still, any dissent would mean excommunication from the order and he’d not risk his superior position he’d worked years to achieve for that.
The eerie silence was broken by Father Luc’s low voice. “We’re drawing close now, sir. This is the one of which I told you.”
“You said a great many things, Father Luc,” replied Father Paulo sternly, “Some of which might border on the heretical.”
“No, no, no! No heresy here,” stated Luc emphatically. “Only the failure of Project Sameal turned out to be heresy. What I have found here is a successful subject!”
Father Paulo looked at him quizzically. “It was my understanding that all of the children of that project died of the mental trauma and no superhuman abilities were reported. All involved were expelled from the order and condemned for their sins.”
“Yes, that’s what I thought as well,” replied Luc. “But a few months ago we found a young policeman working on a case investigating a serial killer who’s killed hundreds indiscriminately in the Paris region. He turned himself in when he realized that he himself was the killer he sought. He escaped prison shortly thereafter, but our agents were able to track him down and bring him here.”
Paulo still looked confused. “So now we have a serial killer down here?”
“Yes, but not just any serial killer,” said Luc, “This has to be the only survivor of Project Sameal. He exhibits all of the desired traits: amazing athletic abilities, regeneration, superb senses, deadly combat abilities. He was found on the steps of the Boniface orphanage 22 years ago, the same time that Project Sameal disbanded.”
“Yet he also possesses the profane madness of the other children, which led to them all murdering each other. How can this relic be of any use to us now?”
“While the other children were consumed by the madness, he was able to partition it off into a separate personality. It’s much easier to control both when each thinks he’s getting his own way. We also have him taking Iblis 5.”
“Is that really wise, Father Luc? Does he know what it’s doing to him?”
“He thinks it’s a sedative to control his dark side. Don’t worry about it too much, we can always take him off of it if there’s any-ah! But here we are!’ Father Luc stopped outside of a large iron door in the side of the corridor. “Let’s meet our new agent.”
Father Luc opened the door, revealing a sparse room, brightly lit by fluorescent bulbs. It was little better than a cell, with a bookshelf and a computer at a desk seemingly the only forms of entertainment. An athletic looking youth, simply dressed sat reading on the thin bed. As the two priests entered, he looked up and smiled.
“Ah, Father Luc!” exclaimed the young man. “You have returned again to visit. Thank you for the books and the computer, they help me pass the time while I serve penance here.”
“Hello, Gabriel,” responded Luc, “This is Father Paulo. I brought him to see you here before we let you back out into the real world.”
A look of sheer terror suddenly passed over Gabriel’s face.
“No! I can’t go out! If I get out, he gets out too! I came here because you said you could help me atone by isolating myself, now you want to unleash him back upon the world?!”
Father Luc remained calm. “Now, now, Gabriel. Do you really think hiding down here is doing just penance? Think of all we’ve done for you, could still do for you. If you follow our orders, we could rid you of your horrors forever. You could return to your old life, be with your friends on the Paris police force. Don’t you want that, Gabriel?”
Gabriel looked disturbed. “I see your point, but I could never allow him back into the world. If I get out, he will kill again and I won’t risk that, even to save myself.”
Luc frowned. “Now, Gabriel, we are trying to be nice here,” he continued, a bit of a dark edge coming into his voice, “We have offered to do everything in our power to help you and we demand very little in return. While letting him free may cause tragedy, without your skills, millions more will be damned because we can’t accomplish the work of god without both of your help. It’s true he will kill, but those will be the martyrs for the greater good. Can’t you see that Gabriel?”
Gabriel turned away from Luc and started sobbing.
Luc continued to talk to Gabriel as he lay there. “You will gain redemption for your sins this way Gabriel. You will realize this too. Or don’t you want to be a force for good in the world? Do you want to stay here locked up letting your abilities go to waste? If you don’t accept our offer, I’m sure he will. And if he does, I see little reason to help you overcome him.”
Gabriel sat up suddenly. “No!” he pleaded. “Can’t you see Jean would just use you? You can’t give into him!”
Luc cooly studied the frantic young man. “You know what you have to do then, Gabriel.”
Gabriel looked up, pleading, tears running down his face. Seeing no sympathy, he slowly nodded.
“Good boy,” said Luc, reverting back to the friendly demeanor he’d shown at the start of the meeting. “I shall send someone to help you pack and brief you on your first mission soon. You’ll be going to America, isn’t that exciting? Bon Voyage, Gabriel.”
With that, Luc led Paulo out of the room and locked the door behind him. Father Paulo couldn’t help but wonder if this was the right thing to do, but he knew how desperately the Order needed someone of this young man’s skills. He nodded to Father Luc, handing him a writ of approval from the Vatican as the two walked slowly back down the corridor.


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

SKILLS
Gabriel:
Arcana 2
Athletics: 3 (Acrobatics)
Combat - Armed: 1
Combat - Ranged: 2
Combat - Unarmed: 1
Craft: 1
Defense: 3 (When Cornered),
Guile: 4 (Stealth)
Influence: 4 (Charm)
Knowledge: 3 (History)
Language: 4 (French, English, Italian, Latin)
Medicine: 3 (First Aid)
Obsevation: 4 (Investigation)
Technology: 1
Wilderness: 1
Jean:
Arcana 1
Athletics: 8 (Acrobatics, Jumping)
Combat - Armed: 1
Combat - Ranged: 1
Combat - Unarmed: 9 (Against Armed, Street Fighting)
Craft: 1
Defense: 8 (When Cornered, Interception)
Guile: 5
Influence: 3 (Seduction)
Knowledge: 1
Language: 4 (French, English, Italian, Latin)
Medicine: 1
Obsevation: 5 (Interrogation)
Technology: 1
Wilderness: 1


SECONDARY STATS
Life: 15 (Dark Side 20)
Guts: 7(Dark Side 10)
Threshold: 6
Critical Threat: 11
Defensive Limit: 4
Wait: 4
Last Resort: 1
Weapon Proficiencies: Handguns
Armor Proficiencies: Light Armor

Armor
Physical: 3
Elemental:
Biological:
Magical:

LIMIT EFFECT
Rage
THRESHOLD EFFECT
Attempted Suicide
EQUIPMENT (Carrying Capacity:___)
H&K USP with Handgun Scope and Laser Sight
Concealable Vest
300 Standard Rounds for H&K USP
Flashlight
Handcuffs
Mobile Phone
Backpack
Investigator’s Kit
$30

ADVANTAGES
Accelerated Healing (-1200 BP)
Backing
Jack of All Trades (-600 BP)
Multiple Skill Sets (Rank 1)
Resources 1
License (Firearms) (-150 BP)
Dark Side Advantages:
Lethal Weapon
Never Say Die
Combat Training

SPIRITUAL POWERS:
Dark Side: Gabriel is cursed to share a body with Jean Valentine, a hedonistic sociopath who looks almost exactly like Gabriel but with a completely different personality. Jean delights in the horrific, cares little for the law or others and is diabolically obscene. While Gabriel might capture a villain and bring him to justice discretely and mercifully, Jean is likely to kill the target for no other reason that he thinks it’s fun and will likely also cause as much collateral damage as possible. Jean seems to have a mysterious agenda which Gabriel is ignorant of. For some reason he seems happy to “help” Gabriel on missions given to him by the Celestine Order, which leaves Gabriel a bit unnerved when he wakes up to find the man he’s searching for torn into two pieces on opposite sides of the room.
Falling Star Dance (-450 BP)
FAULTS :
Addiction (Strange Pills) (+200) (They told him they’d help keep Jean in check but who knows what they really do?)
Amnesiac (+300 BP) (Who knows what Jean has done in the past…)
Corrupted (+400 BP) (Even Gabriel carries some of the taint of Jean’s deeds)
Dark Side Trigger: Being Hurt (+200 BP) (“Ahhh the pain! I can’t hold him back! NooooahahahahahahHHAHAHAHAHA!”)
Owned (+300 BP): Gabriel is reliant on the Celestine Order to the level that they can even cause him to act against his own interests and betray those he cares about. If he ever fails to follow an order from his masters, his backing and resources cease to function and he loses access to the mysterious pills he has grown addicted to. The church is unlikely to take betrayal lightly, so other agents are likely to be sent out to “deal” with Gabriel should he cease acting in the Order’s interest.
Multiple Personalities (+500 BP): Jean Valentine is not only a dark version of Gabriel, he is an entirely different person, pursuing different goals and everything one does is not necessarily known by the other.
Death Wish (+400 BP) (Wouldn’t it be better for the world if he was gone?)
Suicidal 1 (+150 BP) (I should liberate humanity from us both…)

(100 Unspent BP)

EmberT1ger


Rakinu417
Vice Captain

PostPosted: Fri Oct 31, 2008 2:03 pm


Angela Destris
Name: Angela Destris (Joseph Marten)
Age: 14 (38)
Gender: Female
Hair & Eyes: Red Hair and Green Eyes
Nationality: American
Concept: DPID's Safety Net

Bio: The story begins with Joseph Marten. Joseph had a natural knack for just about anything he tried. Unfortunately, it is uncommon for talent like that to go unnoticed. Joe noticed that there were strange unexplainable events going on, and decided he was going to discover the meaning behind them. His persistence got him noticed by DPID, who immediately dug their claws in and roped him into the organization. He rose through the ranks rather quickly and was trusted with investigations and materials that were of extreme importance. Eventually, his direct superior, always more than a little paranoid, looked into options to prevent a mole from gaining access to top-secret archives. He asked for Joseph to retire, in a sense, and keep the encryption code from falling into the wrong hands. Joseph agreed not knowing exactly what his superior had in mind. Joseph was going to undergo a process that would lay his consciousness into the subconscious mind of another. After much consideration, a girl protected by the Witness Protection Program and DPID itself was chosen for the operation.

Angela Destris, previously Angela Derrow, was only a few years old at the time. Her parents had been the victims of a struggle among the undead for power. Neither one survived, but Angela was given a chance in a foster home under close watch of DPID. It just so happened the records had been going through Joe's department at that time.

The plan was to have Joe's mind surface only to recover the encryption codes in the year 2010. However, a traumatic experience involving a close encounter with a werewolf triggered Joe's presence earlier than expected. Angela may not have recovered enough of her sanity to return to a normal life had Joe not been there to explain just about everything. Angela, being the smart girl that she is, kept up the charade of a normal girl despite being aware of a second presence in her mind, and that the world she lived in was a lie. That wasn't to say that she felt it was an invasion of her privacy, let alone her sanity, but she got used to the idea rather quickly. Despite Joe's wishes for Angela to stick to school and studying, Angela feels the need to be very independent and disobedient. When the need arises though, Angela and Joe have managed to develop a method to exchange roles. Joe wishes to interfere with Angela's life as little as possible, so he often takes his seat in the subconscious mind. There are times that Angela needs Joe to come to the forefront and let him deal with the situation. After all, it's not truly her fault that she is where she is.

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

SKILLS
Arcane: 0/3
Athletics: 2/3
Combat - Melee: 0/1
Combat - Ranged: 0/4
Combat - Unarmed: 1/3
Craft: 2/2
Defense: 1/3
Guile: 1/1
Influence: 1/3
Knowledge: 1/3
Language: 1/2
Medicine: 1/1
Observation: 1/4
Technology: 1/3
Wilderness: 0/1

SECONDARY STATS
Life: 10
Guts: 5
Threshold: 7
Critical Threat: 11
Defensive Limit: 2
Wait: 4
Last Resort: 1
Weapon Proficiencies: Handguns (Joe only)
Armor Proficiencies: Light (Joe only)

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

LIMIT EFFECT
Clarity- +1 accuracy bonus to all feats

THRESHOLD EFFECT
Emotional Scar- Must take a new flaw without gaining EXP

EQUIPMENT (Carrying Capacity: 4 )
Pepper Spray - $15
Mirror - $10
Backpack - $40
Data Phone - $500
Digital Camera- $250

Cash: $25
In Bank: $160

ADVANTAGES

Jack of All Trades: Start with a 1 in all skills - 4 points (only on Josephs's skill set)
Multiple Skill Set: Gain a second allocation of accessible skills - 1 point
Natural: A roll of 20 is automatically considered a critical success - 1 point
Eidetic Memory: Perfect photographic memory. - 4 points
Backing: Sort of. Angela/Joe is under the protection of DPID - 1 point

SPIRITUAL POWERS


FAULTS
Child (600) : Only 14 years old and still bound by the rules of her foster parents, movie and television ratings, and high school drama.
Necrophobia (400): Angela is excessively terrified of the dead. She and Joe have reasoned it might have something to do with her parents' deaths.
Spiritual Magnetism (100): Angela might have gotten off easy had DPID simply left her alone. However, something about her (or maybe him) really stirs up trouble behind the Veil.
Wrong Body (150)- While Joe is in control of the body, he suffers the increased difficulty to perform physical actions.
PostPosted: Sat Nov 01, 2008 5:20 pm


User Image - Blocked by "Display Image" Settings. Click to show.

Name: Claire D'Aubigne

Age: 24

Race: Human

Hair & Eyes: Blonde/Hazel

Nationality: French

Concept: Parishioner/Journalist

Bio:

“Petite Fille! Come to dinner! Your papa will soon be home!”

She could remember her mothers voice so keenly, even though her spirit had passed on many years ago along with her father.

Claire looked at herself in the mirror and observed the young woman looking back at her. She was a beautiful girl, a well brought up girl, and a frightened girl. Everything about her seemed normal, but her eyes… her piercing hazel eyes held something that a normal person wouldn’t notice – but since Claire knew those eyes so well, it took her back to relive those darkest moments.

“Papa!” Claire ran down the corridor as her father opened the door to enter their estate. He was so handsome and so very strong looking. A tall man about 6'2 with dark skin and hazel eyes. He was her hero - her world. It was him who taught her everything she knew - for her father was the one who home schooled her while he wasn't off working. The white ruffles around her dress swayed and the light blue ribbon that loosely tied her hair halfway back got lost in the distance from the kitchen to the door. Her light blonde curls bounced about her face as her nine year old frame jumped into her fathers arm.

“Pitite Fille! You look beautiful…” There was a sadness in his voice, but his gaze was tense, “Tonight is a big night… Where is your mother?”

“She’s in the Kitchen brewing some tea! She sent me to fetch you… Papa… Are you sad?”

“Why would you ask such a thing?”

“Because you are crying…” Her father hadn’t realized, but his cheeks were tear stained and tears were brimming his eyes while one managed to escape and slip down his tan cheek.

Her father tucked his face down and wiped his cheek on his coat and sat her down, “Claire…” This was something he only called her when she was in trouble – or if there was something heavy on his mind, “Go fetch your mother… And then I want you to do something very important for me, alright?” Claire nodded, fear and incomprehension displayed on her facial expressions, “Good, Petite Fille… I need you to take this…” He reached into his coat pocket and pulled out a sealed letter with a red symbol upon it. Sometimes Claire had seen the symbol when she was sneaking into her father’s home office. He also handed her a small, rusted cross that hung on a thin gold chain, “Go out the back door, head toward the church, and meet Mme. Sully at the train station, alright?”

Claire nodded and frowned, looking at her father. He brought her into a tight hugged and she could feel his lips press against the top of her head. She hugged him back and did as asked when he let her go – but not before saying, “I love you, papa.” Claire ran down the corridor and into the kitchen, “Papa needs you mama. He’s in the foyer.” Before her mother could ask questions, she was out the door and running toward the station.

Once she reached the station, which was only a few blocks from her house, she saw Mme. Sully, her father’s pretty secretary within the church. Mme. Sully was wearing a black dress and had suitcases packed. Their eyes met and Mme. Sully ran over to her, picked her up into her arms, and kissed her on the cheek. Claire wrinkled her nose and hugged the woman back. She always enjoyed Mme. Sully’s company because there was always a treat for her within one of her pockets. Claire reached into her pockets and found no such treats this time and Mme. Sully knew what the disappointment was about.

“Come now, Claire. Don’t be upset. I have a treat for you – just not in my pocket this time. Are you ready?”

“Where are we going?”

“It’s a surprise… Your parents will meet us there tomorrow. Come now, give me your hand. Do you have the special things your father gave you?” Claire nodded, “Good! Keep those on you at all time. Claire, It’s very important that you do not lose those, alright? Let’s go…”


There was a knock at her door causing her to look away from the mirror and out of those hazel eyes. She collected herself and walked to the front door of her apartment. She was essentially ready for the day – she just needed to put her clothes on. Work didn’t start for another two hours so she had time to collect her things. She opened the door a crack, holding her robe close around her, “Yes?”

“Kiddo! Hey! I have a job for you…” It was her boss, Mr. DeNicola, “Have you ever heard of Braxton, Louisiana?” He shoved a file through the crack of the door before letting him it. He whistled at her as he viewed her robe, “I see I came at the right time…”

Claire rolled her eyes and opened the file, “Braxton, Louisiana… Perhaps I have heard of it.” She further viewed the files and both her brows arched, “Is zhis some sort of joke? You want me to go to Louisiana?”

“No joke, Kiddo… God, your accent kills me every time I hear it. Why the hell are you single…” Mr. DeNicola was around 50 and divorced several time. She never took anything he said seriously when it came to her own dating life or appearance.

“Shut up and get to zhe point…”

“Alright, Alright… So some weird s*** goes on down there and we need to broaden our horizon. Get a story… any kind of story. And this is the perfect thing to set us apart from the rivaling papers. Come on… You have the talent. Plus, you’re French or something right?”

Clair frowned while her eyes still gazed at the papers, reading some of the brief history. She looked up at Mr. DeNicola and tossed the file on the table and finally closed the door, “How come I have a strange feeling zhis has somezhing to do with Nicole.”

“Partly… But don’t let it get you down. She needs to work things out with Leon and getting the ‘thing’ that Leon has his eyes on all the time out of the office will do the both of them some good. And plus, this is your way to have some vacation time and still do some kick-a** work. Please, just do it as a favor for me. Everything is paid for and your papers are processed. Your plain leaves tomorrow. Get going…” He slapped her on the bottom before rushing out of the apartment.

Claire sighed and the sinking feeling came back to her. She hated being told where to go on a moments notice… It hurt and made her worry. She picked up the file again and began to read a little more about the location of the town. It seemed she had some packing to do.


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

SKILLS
Athletics: 1
Arcane: 3
Combat - Melee: 0
Combat - Ranged: 0
Combat - Unarmed: 2
Craft: 0
Defense: 2
Guile: 3
Influence: 4
Knowledge: 3
Language: 1
Medicine: 1
Technology: 1
Wilderness: 0

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

Armor Proficiencies:


Armor
Physical:
Elemental:
Biological:
Magical:

LIMIT EFFECT
Psychic Backlash
Pre-Requisite: Character must possess the Psychic Advantage
Description: Chaotic waves of psychic energy begin pulsing from the character as his mind panics and races, losing all restraint and control over its phenomenal power.
Effect: Nearby enemies and NPCs with a Will less than the Character's Power automatically perish as their heads explode in a gruesome mess. Nearby allies may resist this effect with a Will+Power feat. Failure results in the same grizzly end for them.

THRESHOLD EFFECT

Emotional Scar
Description: The trauma that the character has suffered causes him to develop a permanent emotional scar. This can manifest itself as a fear, habit, or simple quirk...but this new psychosis stays with the character permanently.
Effect: The character must take a new Fault but gains no Experience bonus for it.

EQUIPMENT (Carrying Capacity:_4_)

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

Portable Translator
An electronic device with the ability to receive words on a keypad in one language and translate them either written or orally into another language.
Cost: $200
Size: 0

Notes:
• Translate freely from one language to another
• Does not allow the user to read characters he does not recognize
• Can only translate current, recognized languages and modern dialects

Knife
Quick, deadly, and easy to conceal, butterfly knives, switchblades, and even butcher knives are a favorite weapon of those intending to cut something up.
Cost: $20
Purchase Restrictions: Valid ID
Size: 0
Wield: 1 handed
Damage: Strength + 2 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.
• +1 damage on an attack roll that shows a natural success
• +5 to Guile feats for concealing the weapon

Money Remaining: $680


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..."

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.
• 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

Faults

Pacifist
Bonus: 500
Level: No
Description: A gentle and caring soul, the character refuses to take the lives of others, even when his own life is threatened. He never starts a fight and if forced into conflict, he seeks the most peaceful resolution possible and only ever shoots to wound, never to kill.
Effect: The character can never take the life of another, even accidentally - doing so will reduce his Threshold to 0.

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.

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

Bonus Fear Points
1000
-500 (Charisma)
-500 (Intellect)
= 0

Jovielle Bodine


Lord Of The Forest
Crew

PostPosted: Mon Nov 03, 2008 4:08 pm


User Image
Name: Lucas Ingle and Bejourn
Age: Twenty
Hair & Eyes: Short, black curls and dark gaping holes where his eyes should be.
Nationality: American
Concept: A Shadow and his Boy.
EXP: 100
PP: 1
Money: $560

Bio:

The last thing Lucas Ingle ever saw was a looming face, cruel, terrible, and ruthless before all he knew was darkness. A child of twelve, Lucas was officially attacked and brutally tortured by what they had classified as a one time shot of an upcoming serial killer. It appeared that in the year that passed the assailant was not going to strike again, leaving everyone who had once been on the edge of their seats once again ignorant of all the horror of what had actually taken place. His trauma was mistaken, the so called monster was not a form of dealing with the post traumatic stress of the event that blinded him. What had happened was a complete incident of breaking barriers.

He was walking home when he heard strange sounds of struggle, obviously between two or more persons. Cautious at first, but then more curious he went to investigate. Before he could recognize what thing had mauled him, Lucas was already revolted by the disgusting stench of the thing. His shouts were nothing with no one around to hear, but seemed to heighten the excitement the demon was having, apparent that it was now ignoring its previous opponent for this opportune chance of pleasure. With deep gashes along his body, Lucas was roughly turned over and stared into the face of what he was positive was the Devil. Then it raised it’s hands and curled back it’s long claws and smiled. Needless to say, it made a satisfying pop as it dug through his eye sockets. The pain that came was more than Lucas could ever have been prepared and impossible to bear. A low growl and the sounds of a fight ensued and he was left screaming in the dirt, clawing in desperation for a hand hold. He promptly passed out, listening to the fading screams from two very distinct beings.

The doctors effectively diagnosed there was little they could do to repair the traumatic damage to his eyes. They had little to work with thanks to whatever tool the assailant had used. Lucas was unconscious for the most part of the aftermath. When he awoke, he took the revelation of his permanent blindness hard. But he had become conscious of the new presence that was around him, emanating from his shadow. He didn’t like it at first. In fact, he was afraid. Until it started to talk.
“That whitecoat is coming again. You know what that means.”

He did. The bandages were changed on a routine and each one was painful. He didn’t say or think anything back, keeping his peace as his ruined eyes were once again revealed to the world and then concealed behind pure, white bandages.

“What are you?” Lucas asked, trying not to stutter. He hated being alone with it.
“A spirit.”
“Was that you who...?” God, please say no.
“No, it was not,” It was a deep, resonating voice, never showing true compassion, answering each question with increased agitation.
“Your in my shadow. Why?”
“Because I lost,” That makes no sense, what?
“I can’t see.”
“...No, you cannot.”
“I need to go to the bathroom.”
“Then call the whitecoat.”
“No, tell me where it is.”


It followed afterwards that to everyone’s astonishment, Lucas was able to find his way with almost supernatural clarity. He was able to walk the halls of the hospital, aware of his surroundings for the most part, following the paths along the wall and gaining enough courage to walk without support. In truth, it was the shadow demon, Bejourn he later learned, guiding him, giving him the exact length’s and width’s of the rooms and obstacles for Lucas to bypass. It would often occur, most times, that Bejourn would purposely give Lucas the wrong directions and sending him into walls and closets. But for the most part he is complacent with Lucas, although he remains as mysterious as he allows. The two have perfected this guidance system, Lucas becoming more efficiently mapping mental images of area’s and Bejourn becoming more of a reliable partner, even if it is more than a forced mutual. He currently lives with his cousin and his roommate in Braxton, Louisiana.
PRIMARY STATS
Strength: 2
Agility: 3
Stamina: 3
Intellect: 3
Will: 3
Perception: 3
Power: 4
Charisma: 1
Luck: 1
SKILLS
Arcane: 4 (Identifying Paranormal Encounters: Being a paranormal being himself, Bejourn is able to relate to Lucas on most of anything he runs into.)
Athletics: 3 (Endurance: Lets flee for a while longer.)
Combat - Melee: 2
Combat - Ranged:
Combat - Unarmed: 3 (Grapples: Being blind doesn’t help in beating down thugs, so throw them too the ground and make a run for it!)
Craft:
Defense: 5 (Escape!)
Guile:
Influence: 3 (Charm: Hi, my name’s Lucas. Can you tell me where I live?)
Knowledge:
Language:
Medicine:
Observation: 4 (Analyzing the Environment: Bejourn knows exactly what Lucas might need to know.)
Technology:
Wilderness:

SECONDARY STATS
Life: 15
Guts: 7
Threshold: 6
Critical Threat: 12
Defensive Limit: 2
Wait: 4
Last Resort: 1
Weapon Proficiencies: Close-Quarters
Armor Proficiencies: Light Armor

Armor
Physical:
Elemental:
Biological:
Magical:

LIMIT EFFECT

Adrenaline
Pre-Requisite: None
Description: Something snaps in the character's brain that causes a chemical to pump strength and desperate vitality through his body in an attempt to survive.
Effect: Strength or Agility increases by 1d4.

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:_5_)

Stab Armor
While it may not provide great protection against firearms, Stab armor provides great protection against knives and slashing attacks.
Cost: $300
Purchase: Valid ID (must not be a convicted felon)
Size: 1
Armor: +2 Physical Armor
Notes:
• Against Handguns, this armor has a 10% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 0% chance of stopping a bullet (roll after being hit)
• Against bladed weapons, this armor has an 75% chance of stopping the attack (roll after being hit)
• Imposes no Agility or movement penalties

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.




ADVANTAGES

Psychic Link
Cost: 2
Pre-Requisite: None
Level: No
Description: For whatever reason, two characters share an empathic link with one another through which they communicate and sense one another's current state.
Effect: The character shares a psychic bond with another (or even a group of characters) who has this Advantage (this link is established at character creation). The characters with this bond may speak freely to one another from anywhere on the planet, know one another's current emotional, physical, and spiritual state, and roughly discern each other's current location.

Prescience
Cost: 2
Pre-Requisite: Perception > 3
Level: No
Description: Speed, sharp senses, and paranoia all combine to make the character constantly aware of his surroundings. Because of this, he has an almost preternatural sense for danger.
Effect: The character may react against danger he cannot perceive or would otherwise be completely unaware of with no extra penalty (outside of what would normally be imposed; he may react as though he was aware of the danger). Additionally, a sense of foreboding and menace comes over the character whenever danger is lurking nearby.


SPIRITUAL POWERS
Living Shadow
Cost: 5
Pre-Requisite: None
Use: At-Will
Target: Self
Range: Personal
Duration: Permanent
Description: The character's shadow has been consumed and replaced by a demonic entity which takes the shape of the character's shadow. The character's shadow often acts contrary to its master's motions, teasing and taunting him when no one else is looking. Despite the mental trauma such a doppelganger can produce, its interest in self-preservation leads it to defend and aid its master from time to time...because like it or not, the two are attached and as the fate of one goes, so does the other.

FAULTS

Blind
Bonus: 800
Level: No
Description: For whatever reason, the character's sight has been removed. All he sees is darkness; the color and light of the world are lost to him.
Effect: All feats that require vision automatically fail. Additionally, the character cannot perceive shapes, colors, distance, or any of the world's finer details. This Fault may not be removed by way of Faith Healing from another player character.

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.

Pacifist
Bonus: 500
Level: No
Description: A gentle and caring soul, the character refuses to take the lives of others, even when his own life is threatened. He never starts a fight and if forced into conflict, he seeks the most peaceful resolution possible and only ever shoots to wound, never to kill.
Effect: The character can never take the life of another, even accidentally - doing so will reduce his Threshold to 0.

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.
PostPosted: Tue Nov 04, 2008 7:29 pm


Name: Aven Cross
Age: 23
Race: Caucasian
Concept: Hunter

Bio: Aven cross is not a part of any organized party that fights back the darkness. In fact he is totally unaware that such things even exist. Hunting monsters and spirits has been a family trait for three generations before him.
You it is also a family trait to loose ones memory after a very traumatic event. As happened to his father when he was five years old. One day his father just never came home. With no mother to speak of he was taken as a ward of the state and raised in foster care. His father did finaly put the pieces together and find Aven at the age of sixteen living with a preacher and his lovely wife. It seemed Aven had a happy enough home and was a stable boy. It was a hard decision for his father but he did come back into Avens life.
After the reestablishment of the cross family Aven was trained in the ways of the family business. When he was twenty his father died. For the past three years he has been on his own doing the only thing he knows to do. Hunt the things that go bump in the night.
((left a few things pretty open for you MR GM so you can write in the stuff you need to *wink wink*))
PRIMARY STATS
Strength: 3
Agility: 3
Stamina: 3
Intellect: 2
Will: 3
Perception: 3
Power: 4
Charisma: 2
Luck: 1

SKILLS
Arcane 3
Athletics: 2
Awareness: 3
Combat - Melee: 3
Combat - Ranged: 3
Combat - Unarmed:
Craft: 2
Defense: 3
Guile: 2
Influence:
Knowledge: 1
Language:
Medicine:
Technology:
Wilderness:

SECONDARY STATS
Life: 15
Guts: 7
Threshold: 5
Critical Threat:
Defensive Limit: 3
Wait: 4
Last Resort: 1
Weapon Proficiencies:
Armor Proficiencies:

Armor
Physical: 2
Elemental:
Biological:
Magical:

LIMIT EFFECTCounter 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 EFFECTForced Amnesia
Description: The memories of trauma are too painful for the character's mind to bear, causing him to intentionally forget all events surrounding his trauma...including important and vital information about himself.
Effect: The character forgets everything beyond a certain point (determined by the Judge) and may even lose his own identity in the process.


EQUIPMENT (Carrying Capacity:___)

Glock Pistol
In the 1980s, Glock produced the first series of pistols made primarily from synthetic materials, resulting in a gun that was both powerful and cheaper to manufacture.
Cost: $500
Purchase Restrictions: Firearms Licence
Size: 1
Range: 30/60
Ammunition: 15
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d6 Physical
Fail: 2
Notes:
• +1d6 damage on an attack roll that shows a natural 19 or 20
• +2 to Guile feats made concealing the weapon

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
Ironsights
A metal attachment at the end of the gun's barrel which allows the shooter to accurately estimate just where his bullet will go once fired.
Cost: $50
Purchase: Valid ID
Mod: 1
Notes:
• Provides a +1 bonus to accuracy when firing the weapon

Stake
In Vampire fiction, the only way to kill a bloodsucker is to drive a stake through his heart. In reality, driving a stake through the heart will kill anything.
Cost: $5
Purchase Restrictions: None
Size: 0
Wield: 1 handed
Damage: Strength + 3 Physical
Notes:
• +1 damage on an attack roll that shows a natural success
• +5 to Guile feats for concealing the weapon
• Attacks with this weapon can only be made using a stabbing motion, limiting its flexibility and imposing a +2 Difficulty to hit with 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

Stab Armor
While it may not provide great protection against firearms, Stab armor provides great protection against knives and slashing attacks.
Cost: $300
Purchase: Valid ID (must not be a convicted felon)
Size: 1
Armor: +2 Physical Armor
Notes:
• Against Handguns, this armor has a 10% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 0% chance of stopping a bullet (roll after being hit)
• Against bladed weapons, this armor has an 75% chance of stopping the attack (roll after being hit)
• Imposes no Agility or movement penalties

Hollow Point Rounds
A dimple in the head of this bullet causes it to fragment upon impact, resulting in a larger hole and more damage to the target.
Cost: $70 for a box of 100
Purchase Restrictions: Valid ID
Size: 0
Notes:
• Enemies wearing armor take 1 dice less damage than they normally would.
• Unarmored enemies take 1 dice more damage than they normally would.

Silver Bullet
This bullet is cast from silver or at least coated in a layer of silver to deal damage to supernatural entities repulsed by the material's spiritual purity.
Cost: $100 for 10
Purchase Restrictions: None
Size: 0
Notes:
• Exceptionally rare and difficult to find in normal circumstances; must often be custom made
• Evil or unholy enemies take double damage from silver bullets.

Rope
50 feet of sturdy nylon fiber woven rope with countless uses.
Cost: $20
Size: 1
Notes:
• Capable of supporting up to 2000 lbs of weight

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

EMF Meter
Used for detecting electromagnetic fields, this meter is also used by amateur and professional ghost hunters for detecting the presence of nearby spirits.
Cost: $40
Size: 0
Notes:
• Detects the presence and strength of electromagnetic fields (including those put out by both unmanifested spirits and electrical devices) within 30 feet.

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

nvestigator'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.

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



ADVANTAGES
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."

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."

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
• A Boating Licence
• A Pilot's Licence
Now all I need is my license to kill...

Pure of Heart
Cost: 3
Pre-Requisite: Power > 3
Level: No
Description: A certain spiritual pureness pervades the character's essence. It's not that she is morally perfect, but rather a good soul who naturally repels the darkness.
Effect: Supernatural entities who are evil in nature face a +2 Difficulty to maneuvers made directly against the character with this attribute and suffer 1d4 Magical damage each time they directly harm him.
"She's a rare soul. You know, the kind that never let the dirt and the muck of this world stick to it."


Resources
Cost: 2 lv 2
Pre-Requisite: None
Level: Yes; max 10
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
Faith Healing
Cost: 5
Pre-Requisite: Pure of Heart Advantage
Use: Varies
Target: Other
Range: Touch
Duration: Permanent (or at least until target is injured again)
Description: By laying hands on an injured or ailing target and saying a quick word of prayer, the character is able to perform miracles of healing, casting out disease, curing blindness, healing injuries, and even raising the dead.
Effect: A Power + Arcane roll is required to use this power. There are several effects to choose from when using this power on a target:
• Target recovers Power x 1d4 points of lost Life. (Use: At-Will)
• Reduce the level of a Poison by an amount equal to the character's Power score (Use: Periodically (twice every hour) )
• Cure common (power=1), uncommon (power=2), deadly (power=3), rare (power=4), or exotic (power=5) diseases completely (Use: Daily)
• Cause the lame to walk, the blind to see, and the deaf to hear; heal physical ailments completely (Use: Monthly)
• Bring the recently dead (no more than 7 days dead) back to life at 1/4 their total Life points, cured of all ailments (Use: Yearly)

Ritual - Warding
Cost: 2
Pre-Requisite: Arcane Skill > 1
Use: Daily
Target: Object
Range: Touch
Duration: Until Ward is destroyed
Description: Wards are material constructs such as a line of salt or the sign of a crucifix which repel certain supernatural creatures. There are literally hundreds of wards, each with varying degrees of effectiveness against different types of supernatural beings. This ritual allows the character to construct such a ward in order to keep unwanted supernaturals from entering a location or passing a certain line.
Effect: The character decides what level of Ward he would like to construct - from level 1 to 10 (the level of the ward may not exceed his Arcane skill rank). Roughly 10 minutes of preparation per Ward level and an Intellect + Craft feat with a Difficulty equal to the Ward's level are required to successfully create a ward. Failure reduces the Ward's intended level by 1 and the character rolls again until the ward is successsfully constructed or reaches a level of 0.
A ward is always built with a specific type of supernatural creature in mind and as such, is useful only against that type of entity. Other supernaturals will be unaffected by the ward unless one is layed down specifically for them. For example, a line of salt might stop a ghost from crossing, but would have no effect against a Vampire. Wolfsbane might keep a Were at bay, but a Fairy would have no problem approaching.
But no Ward is 100% effective all the time...any creature can ignore a Ward if its level is less than their Will stat. Particularly powerful entities can even reduce the level of a Ward by an amount equal to their Will by spending their Last Resort.
The level of a ward automatically increases if:
• The Ward is built with a specific supernatural creature in mind (level +2 against specific creature)
• The Ward's creator has the Pure of Heart Advantage (level +1)
• The Ward is constructed on holy ground (a church, cemetary, temple, or other religious site) (level +1)
• The Ward is constructed on or near a major Ley Line (level +2)
• The Supernatural encounters the ward during the day (level +1)

Faults:
Addiction
Bonus: 200
Level: Yes; max 3
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: CANDY

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.

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.

Nemesis
Bonus: 300
Level: Yes; max 3 LV 2
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 1: +0 Experience to spend creating a villain

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.

Aven cross


Silent Angel of Fate

PostPosted: Wed Nov 05, 2008 5:34 pm


User Image

Name: Kisho Zen
Age: 29
Race: Japanese American
Concept: a fallen Buddha

Bio:
When the last Buddha died, the Ninth Buddha, he told his follower this one line: "The time of the end has come. Fear not, for all shall be Nirvana." The buddhist monks took this to mean that the next Buddha would fall from the divine path and lead them astray into a dismaying nothingness. So they set off to find the next Buddha. Within a week(not real time) of the Buddha's death he was supposed to reincarnate into his next body. This body was always suppose to return to the place where the first Buddha died. But this time was different. Though all of the monks could feel his presence they could not find him.

Kisho was born in Kyoto, Japan. He was born into a prestigious Buddhist family. His grandfather owned one of the most important shrines in Japan. As he grew up, he was taught in the way of Zen Buddhism, different from the past lives of the Buddha. He went to Tokyo U and graduated with and doctrate in Buddhist studies. He went over to America and taught at Harvard.

But then, he learned about what would be the start of his misfortunes. His grandfather was thrust through a stake and burned along with the entire shrine to ash. His father, who was a police chief, was killed and massacred in public by a terrorist group and shot so many times that his body was identify but any means. His mother was raped by multiple times, decapitated, and her entrails and limbs where hung on the light poles of the street of their house was on.

He didn't notice the connection between them at first, but then it hit him. Ever since he was a child, he had been prone to unusual seizures. Ever time he has a seizure some die. But not only that. He experiences their deaths as if it where himself while in this state. Then he remembered something his grandfather said: "Don't fear those who stray from your path. The shall never find Nirvana." Then it hit him, he was the Buddha. And the people who had done the killing, were the fallen monks, whose duty was to destroy the tenth Buddha. He now dropped Harvard and decided to go in search for the Gate to Nirvana, a legendary gate that grants a mortal the knowledge to save the world from all suffering. But will he?

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

SKILLS
Athletics: 0
Arcane: 4
Combat - Melee: 0
Combat - Ranged: 0
Combat - Unarmed: 0
Craft: 0
Defense: 5
Guile: 0
Influence: 4
Knowledge: 4
Language: 4
Medicine: 0
Observation 0
Technology: 0
Wilderness: 0

SECONDARY STATS
Life: 10/10
Guts: 5/5
Threshold: 8/8
Critical Threat: 11
Defensive Limit: 2
Wait: 4
Last Resort: 1
XP: 100
Power Points: 0
Stat Points: 0
Weapon Proficiencies: none
Armor Proficiencies: none

Armor
Physical: 1
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 4).

THRESHOLD EFFECT

Seizure
Description: Both mind and body cannot stand the strain that has been forced upon them and the character convulses into an epileptic seizure, violently throwing himself about.
Effect: For roughly 10 minutes, the character spasms and flails, wildly thrashing around unconsciously. During this time, he will do himself a great deal of harm if no one is able to hold him down; (1d4 points of damage each minute he goes unaided).

EQUIPMENT (Carrying Capacity:_2_)
Money: $1000
None

FAULTS

Pacifist
Bonus: 500
Level: No
Description: A gentle and caring soul, the character refuses to take the lives of others, even when his own life is threatened. He never starts a fight and if forced into conflict, he seeks the most peaceful resolution possible and only ever shoots to wound, never to kill.
Effect: The character can never take the life of another, even accidentally - doing so will reduce his Threshold 0.

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.

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.

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.

Cursed
Bonus: 300
Level: No
Description: A supernatural curse has been placed on the character; one that amplifies his failures and makes success a difficult thing to come by. Not only that, but things seem to go wrong in his presence; light bulbs burn out, dishes fall to the floor, and all sorts of "accidents" make life exceptionally difficult.
Effect: Feat rolls that show a number below 10 on a d20 cannot be affected by a Dare feat.


ADVANTAGES
Astral Form
Cost: 3
Pre-Requisite: None
Level: No
Description: In order to interact with the spirit world, the character is capable of stepping out of his body (leaving it helpless) to take on a form of pure spirit.
Effect: While in his Astral Form, the character maintains all his stats, skills, and abilities. However, he becomes capable of seeing and interacting with the invisible world of spirits...in exchange for becoming unable to affect the material world so long as he is outside of his comatose body.

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

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).

Pain Tolerance
Cost: 3
Pre-Requisite: Will > 3
Level: Rank 1
Description: Using meditative techniques such as those practiced by the Fakirs of India and firewalkers who trek hundreds of feet across burning coals, the character is able to resist not only pain, but the ill effects of bodily damage.
Effect: Negative effects on the character due to pain or fatigue may be completely ignored. Additionally, the character possesses a natural +1 (per Advantage rank) bonus to Physical Armor.

Pure of Heart
Cost: 3
Pre-Requisite: Power > 3
Level: No
Description: A certain spiritual pureness pervades the character's essence. It's not that she is morally perfect, but rather a good soul who naturally repels the darkness.
Effect: Supernatural entities who are evil in nature face a +2 Difficulty to maneuvers made directly against the character with this attribute and suffer 1d4 Magical damage each time they directly harm him.

SPIRITUAL POWERS
PostPosted: Mon Nov 17, 2008 8:54 pm


Wu Maoji

Name: Wu Maoji
Age: old
Race: Human
Concept: philosopher

Bio: Maoji grew up in China in its Tang Dynasty as the son of Wu Huangdi, one of the consultants for emperor Taizong, who was in charge of providing the emperor with a potion that will grant him immortality. Huangdi spent his life on the elixir for Taizong and, as the emperor's life came closer to a close, he spent more and more time on it until it consumed his thoughts. Eventually as he got closer to completing it, he started needing something to test it out on, so he used his only son. Who better to gain immortality than a family member, but he never quite had it right and the tests were starting to take a toll on Maoji's body and mind. His sight began to weaken until he could hardly see at all and his voice grew so hoarse it hurt to talk, he also found he could think about deeper concepts on higher levels.
One morning Maoji found that his father was gone with no explanation to why he left, then after searching for his father for three days Wu Maoji learned that his father had been killed. Huangdi, given the assignment to create a potion that allows the drinker to live forever, had failed to produce this elixir and was killed by the new emperor Gaozong three days after Taizong's death when Gaozong took the throne. Feeling lost Maoji returned to his father's lab; his father had been working night and day on the elixir and had mentioned that he was close to breaking the secret. When he got there, sitting on the work table was a bottle of a green translucent substance and a note scribbled underneath it. It read:
I finally learned the missing
piece but I only had enough
to make two bottles, I'm
taking one to the Emperor
now, he has been sick for
too long and I hope I make
it in time, if not I don't know
what will happen to me...

His father completed it. Those thoughts raced through Maoji's head with both excitement and disbelief. How did he know whether it was finished or just another failed attempt? There's only one way to find out, he thought as he reached for the bottle and drank it's contents. He didn't feel any different, so he went back home and got on with his life.
At first he didn't believe it worked. He still aged like he normally would and his eyesight was worse than it had ever been before. Shouldn't the potion have fixed that? It wasn't until emperor Zhongzong took China, as humans call it today, that he realized that he shouldn't be living this long. Apparently the potion still allowed the drinker to age, it just kept the body from dieing of age. That was when Maoji started wandering the looking for a meaning to his eternal live and as he did so he developed his mind so he could use it to help him see and speak, for he was completely blind and mute at this point. He has traveled the world for many years and, although he can't remember parts of his past, he still remembers his purpose: To find a way to end the curse given to him by the gods and escape the gruesome death waiting for him


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

SKILLS
Arcane: 4 (Potions, Telekinesis, Telepathy, Technopathy, Mind Control)
Athletics: 1
Awareness: 2
Combat - Melee:
Combat - Ranged:
Combat - Unarmed:
Craft: 3 (Computers)
Defense: 4 (Unseen Attacks)
Guile: 5 (Hearing everyone's location, Avoiding security devices, Moving silently, Knowing enemies' physique)
Influence: 2
Knowledge: 5 (Programming, Hacking, Ancient History, Physics, Formulas, Chemistry)
Language:
Medicine:
Technology: 4 (Computers)
Wilderness:

SECONDARY STATS
Life: 15
Guts: 7.5
Threshold: 10
Critical Threat: 12
Defensive Limit: 1
Wait: 4
Last Resort: 1
Weapon Proficiencies: Close Quarters
Armor Proficiencies: Heavy

Armor
Physical: 4
Elemental:
Biological:
Magical:

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 4).

THRESHOLD EFFECT
Forced Amnesia
Description: The memories of trauma are too painful for the character's mind to bear, causing him to intentionally forget all events surrounding his trauma...including important and vital information about himself.
Effect: The character forgets everything beyond a certain point (determined by the Judge) and may even lose his own identity in the process.

EQUIPMENT (Carrying Capacity: 4)
Police Baton x 2
This weapon telescopes out to become three times its carrying size. Made from durable composite metals, it can be a highly effective weapon in trained hands.
Cost: $30
Purchase Restrictions: Valid ID
Size: 0
Wield: 1 handed
Damage: Strength + 3 Physical
Notes:
• If a natural 19 or 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

Smoke Bomb (small sized) x 3
A thick cloud of gray or colored smoke pours from the grenade, obscuring visibility within the area of effect.
Cost: $20 (hand grenade)
Purchase Restrictions: Valid ID for hand grenade
Size: 1 for 3 grenades
Kill Zone: 500 feet (outdoors); 1,000 feet (indoors)
Lethal Zone: 5,000 feet (outdoors); no lethal zone indoors
Casualty Zone: 20,000 feet (outdoors); no casualty zone indoors
Notes:
• All targets within the kill Zone are rendered completely blind so long as they remain within the area of effect.
• All targets within the Lethal Zone are partially blind, unable to see more than 15 feet in front of them.
• All targets within the Casualty Zone are partially blind, unable to see beyond 40 feet.

Flak Jacket
Worn by military infantry, this body armor provides great protection, even against heavy fire.
Cost: $800
Purchase: Valid ID (must not be a convicted felon)
Size: 3
Armor: +4 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 50% chance of stopping a bullet (roll after being hit)
• Agility -1 when equipped


$80
ADVANTAGES
Genius
Cost: 5
Pre-Requisite: Intellect > 4
Level: No
Description: There is no denying it; the character is a certifiable genius in his particular area of study, his intelligence and aptitude far exceeding that of normal men.
Effect: The character may select 3 skills he favors the most. Each of these Skills then may have a number of specialties equal to the Skill's current rank (if the skill increases later on in the game, the character does not receive additional specialties).

Immortal
Cost: 6
Pre-Requisite: None
Level: No
Description: This rare supernatural quality is rarely found among humans. However, every rare once in a while, a person will be born who remains young even as those around him wither and die.
Effect: The character cannot die from any natural cause; he must be willfully killed by another or die in some sort of accident in order to perish. Those with this trait also have an additional 8 skill points to spend due to their age and experience.

Living Receiver
Cost: 2
Pre-Requisite: None
Level: No
Description: Transmissions to cell phones, radios, televisions, and other devices using invisible frequencies are constantly being intercepted and played in the character's brain.
Effect: Allows the character to intercept cell phone, radio, television, and other broadcast signals with a Will + Luck feat. This gift can also be a curse, however...as there is no way to "turn off" this ability and transmissions are constantly being intercepted, making concentration difficult while receiving such noise.

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.

Technopath
Cost: 5
Pre-Requisite: None
Level: No
Description: The character is able to mentally "speak" to machines, asking them to comply with his requests or share information with him. Those with this ability often make cryptic references to the Pattern Spinners; invisible white spiders that supposedly comprise the intelligence and "soul" of every complex machine.
Effect: Allows the character to mentally speak to nearby machines. The target device may or may not cooperate with his request based on how feasible it is and the Pattern Spinners' willingness to cooperate.

SPIRITUAL POWERS
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
Blind
Bonus: 800
Level: No
Description: For whatever reason, the character's sight has been removed. All he sees is darkness; the color and light of the world are lost to him.
Effect: All feats that require vision automatically fail. Additionally, the character cannot perceive shapes, colors, distance, or any of the world's finer details. This Fault may not be removed by way of Faith Healing from another player character.

Mute Rank 2
Bonus: 200
Level: Yes; max 2
Description: The character's vocal faculties have been damaged, preventing him from communicating vocally as others do.
Effect: Effects vary by rank:
Rank 1: The character cannot speak above a hoarse whisper, his voice cracking painfully if he attempts to do so.
Rank 2: The character cannot speak at all, his voice completely robbed from him.

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.

Pacifist

Bonus: 500
Level: No
Description: A gentle and caring soul, the character refuses to take the lives of others, even when his own life is threatened. He never starts a fight and if forced into conflict, he seeks the most peaceful resolution possible and only ever shoots to wound, never to kill.
Effect: The character can never take the life of another, even accidentally - doing so will reduce his Threshold to 0.

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

Nogard3


Aidan-Terran
Vice Captain

PostPosted: Mon Nov 24, 2008 12:16 pm


Name: Carla Mendelson
Age: 24
Nationality:American
Concept: unaffiliated pyro-kinetic

Bio:
Carla never really had any trouble in her life, until she was attacked. The shrinks either told her that the image she had of her attacker was warped by the trauma, or that the person was wearing a mask and costume, but she knew better. She had been attacked by an 8 ft tall, dark-red, horned-and-tailed demon. About a week after the attack, she started taking personal defense courses, and bought herself a small pistol. She also went through all the rigamarol to get a Permit to Carry Concealed, and a light armor vest, figuring that it might help if that thing had friends.

Since then, she's seen a little too much at the blood bank where she works as a part-time receptionist. She started to notice that some of the "donors" would be taken into the locked back room, and come out without the usual wrap on their arm. Also, she found out that some donors mysteriously disappear right after they visit... and are either found bloodless in the river, or not found at all.

That was when she bought herself a small axe, and started to carry it with her regularly. After all, you can't really be too prepared, and guns make lots of noise...and her old knife just wouldn't cut it against that freaking thing...

Also, she has noticed that small objects tend to move where ever she thinks they should be, usually coming to her when she needs them. Since this first started happening, she started to practice with it, and has gotten quite good with it, able to move relatively small objects easily. Of course, there was one time when she went camping with a friend, and they got caught in a snow storm, without matches to light the fire...she got desperate, and suddenly, an intense pain tore through her head, and a nearby branch caught fire. Since then, she's tried, off and on, to light other things, but it hasn't happened, yet.

other than that, she's led a normal life...until now.

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

SKILLS
Athletics: 2
Awareness: 2
Combat - Melee: 3--skill focus: close combat
Combat - Ranged: 5--skill focus: pistol
Combat - Unarmed:
Craft:
Defense: 5--focus: hand-to-hand
Guile: 4--focus:slieght-of-hand
Influence:
Knowledge:
Language:
Medicine:
Technology:
Wilderness:

SECONDARY STATS
Life: 15
Guts: 7
Threshold: 6 (-2)
Critical Threat: 11
Defensive Limit: 2
Wait: 4
Last Resort: 1
Weapon Proficiencies: handguns, arching weapons, close combat weapons
Armor Proficiencies: light

Armor
Physical: +3
Elemental:
Biological:
Magical:

LIMIT EFFECT
Counter Quick
The character may, as a reflexive action, freely counter any attack that targets him which he is in range to counter.

THRESHOLD EFFECT
Seizure
For roughly 10 minutes, the character spasms and flails, wildly thrashing around unconsciously. During this time, he will do himself a great deal of harm if no one is able to hold him down; (1d4 points of damage each minute he goes unaided).


EQUIPMENT (Carrying Capacity:_11_)

money (13weeks @ Feb 20 '09) +1300 + (15 weeks since last @ Jun 3) 1500= $2920

Knife
Dmg: Strength + 2 Physical/ natural 19/20 on attack roll, blow causes serious bleeding. target loses 1 Life point at the beginning of his turn each round until treated. Effects are cumulative.
+1 dmg on a natural success
+5 to Guile feats for concealing the weapon

Axe
Dmg: Strength + 1d6 Physical
Natural 17, 18, 19, or 20 on attack roll, causes serious bleeding. Target loses 2 points of Life at the beginning of his turn until treated. Effects are cumulative.
+1d6 dmg on natural 19 or 20

Concealable Vest
+3 Physical Armor
Handguns: 40% stop chance (roll after being hit)
Rifles:10% stop chance (roll after being hit)

Beretta M9
Dmg: 2d6 Physical
Fail: 2
+1d6 dmg on a natural 19 or 20
+2 to Guile feats made to conceal
Ammunition: 15

Standard Rounds (2 boxes, 200 rnds)

Ironsights: +1 accuracy bonus

Rope
50 ft.-Capable of supporting up to 2000 lbs of weight

Backpack
Grants an additional 5 slots to carrying capacity

First Aid Kit Cost: $50
Includes bandages, gauze, disinfectant, scissors, syringe, cotton swabs, and a few painkillers

Gun Cleaning Kit
Includes all-caliber patches, bore solvent, patch savers, obstruction removers, brush adapters, bore and chamber brushes

Data Phone

ADVANTAGES
Licenced
permit to carry concealed

Resources I
extra $1000 per rank to start
$100 per rank every real-world week.

Psychic
Telekinesis: Move small objects that weigh no more than 20 lbs and are no more than 40 feet away.


Faults
Phobia
Aerophobia: Fear of flying
Ophidiophobia: Fear of snakes

Spiritual Magnetism
All manner of supernatural beings are drawn to the character which, more often than not, constantly puts his life and sanity in danger.

SPIRITUAL POWERS

Psychokinesis
Start fires of low initial intensity (roll 1d4 and compare to the chart below to determine the blaze's starting intensity)
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) Deals Intellect + 2d12 points of Elemental Damage/50% chance of igniting at intensity level 4. (Use: Periodically (once every 10-15 minutes) )

Fire Intensity Levels
1: Match
2: Candle
3: Torch
4: Small campfire
5: Large campfire
6: Bonfire
7: Forest Fire
8: Wildfire
9: Blazing Inferno
PostPosted: Thu Dec 11, 2008 6:01 pm


User Image - Blocked by "Display Image" Settings. Click to show.Name: Svelte
Age: “Late-Twenties” Approximately 7000 years old.
Nationality: Vague Middle-Eastern Descent, very passable for many cultures.
Concept: Antediluvian-Amnesiac-…? Dabbler of the Arcane; Enslaver of Demons.
Image by Thadeoradicarlous, link leads back to full image at his Deviantart Pages.

Bio:
Ancient Sumeria, Circa 5000 B.C. …
Ilusha-hegal, Svelte later in life, served as a priestess for a small temple of Inanna in the city-state of Eridu. Inanna, the Sumerian Goddess of sexual love, fertility, and warfare… all of which Ilusha-hegal practiced. With glee…

Ilusha’s memory of these times fails her, but pieces so strong in their visions remind her. Her life started with a farming family, her own family, working the earliest irrigated fields the ancient Sumerians pioneered nestled on the ancient banks of the Euphrates in the earliest times before the great flood. There was love there… it was a good start. By luck or ill-fortune she came to be a temple priestess for the goddess Inanna based on looks alone at the demands of the local priest-king…

Slavery, though the terms changed through the years, the concept still exists even today. Most these days are far better treated in developed countries at least…

She ‘suffered’ as a hierodule for a time, but soaked up much of arcane lore she had access to while in favor, her personality changing drastically just to survive. Occasionally use of her knowledge allowed her to perform miracles for the common folk in the name of their gods. Of course this was also to garner their support to secure her own position. By the time she fell out of favor she had long been recklessly consorting with darker beings for ruinous powers, playing games with shades and darkness to supplant her former masters. A game she had devoted her life to. Through contracts and bargains with all manners of petty spirits, Ilusha gained for herself a youthful eternity to live and the means to ruin the lives of her fertile little homeland…

“I even helped bring about the deluge.” Ilusha chattered to an Egyptian consort one cool night, “I am certainly a frightening and mighty sorceress of my times. Your priests tread carefully around me. I am sure they plead the pharaoh night and day to get rid of me.” Ilusha’s lips twisted cruelly and her eyes glinted as her head slowly pivoted to the unlucky slave, “Nothing a little shade in the dark can not cure. I’m quite sure you will not tell anyone, my pet…”

Ilusha spent the early millennia of her life in ancient times seemingly just to forget it, being plagued by bouts of amnesia, jumping forward in time in alternating periods of deep sleep, hibernating for decades or centuries at a time. She has been quite active however during history, making friends, enemies and sacrifices as if life was going out of style. Certainly, it often was for her, spending decades trying to recover her memory and abilities after each slumber. She vaguely remembers the times of the Peloponnesian Wars, the rise and fall of the Roman Empire and the crucifixion of Christ. She harbors a few fond memories of the Middle East, especially approving of the climate changes, as well as having lived in various parts of the Mediterranean before traveling to the British Isles and finally through them to the New World. All the while her past catching up to her, forcing her to change her name and story many times to suit her new environments…

But new times bring new vices and new pleasures! Isn't technology wonderful!?



PRIMARY STATS
Strength: 1
Agility: 3
Stamina: 2
Intellect: 3
Will: 5
Perception: 3
Power: 4
Charisma: 7
Luck: 1

SKILLS
Arcane: 7 ??? (the Silver Scale) and ??? (the 13th House)
Athletics: 3 Endurance
Combat - Melee: 3 Knives
Combat - Ranged: 1
Combat - Unarmed: 3 Shades: Shadow Manipulation
Craft: 3 Performance
Defense: 3 Shades: Shadowplay
Guile: 3 Theft
Influence: 3 Charm
Knowledge: 3 Arcane Lore
Language: 4 Ancient Semitic Languages; Arabic, French, Italian, English – Native: Sumerian
Medicine: 3 Anatomy
Observation: 3 Insight
Technology: 1
Wilderness: 1

SECONDARY STATS
Life: 10
Guts: 5
Threshold: 8
Critical Threat: 12
Defensive Limit: 3
Wait: 4
Last Resort: 1
Weapon Proficiencies: Close Quarters - Melee
Armor Proficiencies: Light

Armor
Physical: 3
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.


Inspiring Presence
Pre-Requisite: Charisma > 3
Effect: Difficulty for all feats is decreased by 3 for all nearby allies.



THRESHOLD EFFECT
Post-Traumatic Stress
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:_4_)
Knife
Quick, deadly, and easy to conceal, butterfly knives, switchblades, and even butcher knives are a favorite weapon of those intending to cut something up.
Cost: $20
Purchase Restrictions: Valid ID
Size: 0
Wield: 1 handed
Damage: Strength + 2 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.
• +1 damage on an attack roll that shows a natural success
• +5 to Guile feats for concealing the weapon

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.

Waterproof Matches
A book of matches which will light when struck, even if wet.
Cost: $5
Size: 0
Notes:
• 100+ matches in the box. Produces an inconsequential flame that can start larger fires with enough fuel.

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

Svelte's Hookah Set:
Grand Total: $300
-Durable and Compact Carrying Case with Storage Space
A durable case for Svelte's Hookahs and ample storage space for the preservation of tobacco.
Cost: ---
Size: ?
Notes:
• Stores a single full-sized hookah and one handheld hookah
• Stashes for storing tobacco and accessories.
• Further secret stashes for hiding other smoking paraphernalia.

-Sleak, Custom Dual Piped Hookah
One of Svelte's prized possessions and while not overly large, it is ornately tooled in golds, platinums and other precious metals.
Cost: Part of Set*
Size: ---
Notes:
• Very Ornate and done up in Precious Metals.
• Functional too. Smokes Tobacco.

-Sleak, Custom Portable Hookah
Like Svelte's dual piped version, this one is handheld and much smaller.
Cost: Part of Set*
Size: ---
Notes:
• Very Ornate and done up in Precious Metals.
• Functional too. Smokes Tobacco.

Tobacco Blends (4 lbs)
Cost: $50 per lb.
Size: ?
Notes:
• Usually sold in 4, 8 and 16 oz (1 lb), Smoking Tobacco comes in a variety of blended flavors and with a trendy pouch to put it in.


"Rabbit"
One of Svelte's unmentionable items for curbing addictions.
Cost: $60
Size: 0
Notes:
• Stimulating in all the right places!

"Butterfly"
One of Svelte's unmentionable items for curbing addictions.
Cost: $50
Size: 0
Notes:
• For those times when handsfree is key.

"Egg"
One of Svelte's unmentionable items for curbing addictions.
Cost: $30
Size: 0
Notes:
• Pocketsized backups can be fun too!

"Easter Basket"
A versatile soft case filled with accessories and supplies.
Cost: Total $125
Size: 0
Notes:
• Velvet pouches for storage of devices.
• Storage for cleansers and lubricants.
• Stores replacement parts and batteries.
• Ribbons and non-adhesive tape "Pleasure Tape".


$160 Cash on hand.
$3100 in Gold Coinage (20; $100 per Coin).
+$100 Weekly.
Start 03/27/10:
04/03/10 - Coin.
06/05/10 - 9 Coins.
09/20/10 - 11 Coins.


ADVANTAGES
Best Under Pressure
Cost: 3
Pre-Requisite: None
Level: No
Effect: The character has two Limit Effects.


Fearless
Cost: 3
Pre-Requisite: Will > 3
Level: No
Effect: Damage to the character's Threshold is reduced by half (round down in the character's favor).


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.


Immortal
Cost: 6
Pre-Requisite: None
Level: No
Effect: The character cannot die from any natural cause; he must be willfully killed by another or die in some sort of accident in order to perish. Those with this trait also have an additional 8 skill points to spend due to their age and experience.


Jack of All Trades
Cost: 4
Pre-Requisite: None
Level: No
Effect: The character begins with 1 point in every skill.


Natural
Cost: 1
Pre-Requisite: None
Level: No
Effect: A roll of 20 automatically counts as a critical success for the character.


Pain Tolerance
Cost: 3 for rank 1, 1 for every rank afterwards
Pre-Requisite: Will > 3
Level: Yes; max 5
Effect: Negative effects on the character due to pain or fatigue may be completely ignored. Additionally, the character possesses a natural +1 (per Advantage rank) bonus to Physical Armor.
"Of course I feel pain. My nerves send distress signals to my brain like everyone else. But unlike you, I choose not to be affected by my pain."
Rank 3 - +3 Natural Physical Armor


Resources
Cost: 2
Pre-Requisite: None
Level: Yes; max 10
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.

Posted start date: 03/27/10.


SPIRITUAL POWERS
Black Lotus Kiss
Cost: 5
Pre-Requisite: None
Use: Periodically (once every 10 minutes)
Target: Other
Range: Touch (kiss)
Duration: One instant
Effect: Drains an amount of Life from the target equal to the character's Power x 1d4, recovering this amount of lost Life in the process. If the character is already at full life, she will gain 3 extra points of Life above her total (which disappear after 15 minutes).


Carrier
Cost: 3
Pre-Requisite: None
Use: Daily (per disease)
Target: Other
Range: 10 yards
Duration: Until target is cured or dead
Effect: The character collects diseases, adding them to his repertoire as he becomes infected. He is capable of passing each of these diseases on once per day to any target within 10 yards. Beginning characters start the game with their choice of two common and one uncommon disease.
Collected Diseases:
Typhoid – Common
Viral Pneumonia – Common
Black Death (“Plague or extinct Viral Hemorrhagic Fever, the debate goes on… it’s probably the fever. Trust me on this.”) - Uncommon


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.
Cannibal Requirement Self-Triggered; Supernaturals trigger involuntary switch.

Dark Side, “Ilusha-Hegal” Bonus:
+3 to Power Stat
+2 to Charisma Stat
+5 to Arcane Skill
+5 to Unarmed Combat Skill
+Accelerated Healer


Living Shadow
Cost: 5
Pre-Requisite: None
Use: At-Will
Target: Self
Range: Personal
Duration: Permanent
Effect: A living shadow has several unique properties which may be used by its owner at will.

• It may stretch up to 100 yards away from the character and slink under doors, around corners, and up walls.
• The shadow may speak to the character in a whisper that only he can hear, sharing secrets its discovered and serving as an effective scout.
• Under normal circumstances, the shadow is immune to physical, elemental, and biological damage.
• At the cost of a drop of blood (1 Life point), the shadow may become corporeal and capable of interacting with the physical world for about a minute. In this form, it loses its invulnerability to physical and elemental damage but remains immune to biological damage. It uses the character's Stats and Skills for the purposes of attacking and defending against attack, inflicting the character's Power x 3 as Physical damage in melee combat.
• Any damage sustained by the shadow is taken from the character's Life points.
• When hiding within another shadow in the environment, the character's shadow is effectively invisible and cannot be detected by any known means.
• The entity feeds on the shadows cast by other objects and people. By depriving them of their shadows (which will slowly reappear over the course of a month), it can recover 2d6 points of lost Life for the character. This particular ability may be used once daily.


Pheremones
Cost: 3
Pre-Requisite: None
Use: At-Will
Target: Area of Effect
Range: 25 yards
Duration: For as long as the target remains near the character. Effects will fade within 10 minutes after leaving the character's presence.
Effect: The character specifies an emotion he wishes the target to feel and the Judge determines how strongly based in that state the target currently is on the scale below. The character may then move his target either up or down the scale a number of degrees equal to his Charisma score. Targets may resist each degree of movement with a Will feat (rolling all feats at once).


+5: Unequivocally
+4: Very strongly
+3: Strongly
+2: Definitively
+1: Slightly
0 : Neutral
-1: Slightly opposite target emotion
-2: Definitively opposite target emotion
-3: Strongly opposing target emotion
-4: Very strongly opposed to target emotion
-5: Opposite of target emotion


Tongues
Cost: 4
Pre-Requisite: None
Use: At-Will
Target: Self
Range: Personal
Duration: One conversation
Effect: The character may speak in and understand any language. He may only speak and hear these languages - he cannot read or write them.

Possession – Requires switch to use.

FAULTS
Addiction
Bonus: 200
Level: Yes; max 3
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
Rank 2: A fairly serious addiction that can have detrimental effects on one's body and relationships; alcoholism, sex addiction, gambling, etc.
Rank 3: A powerful and destructive addiction that turns the character into a junkie, always craving his next fix. Most serious drug addictions fall into this category.
400 – Sex Rank 2

Amnesiac
Bonus: 300
Level: No
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.

Cannibal
Bonus: 500 per Spiritual Power
Level: No
Effect: The Spiritual Power that this Fault is attached to does not recharge as per its Use stat. Instead, it recharges only after the character has eaten at least 1/4 lb of human flesh. This Fault may be taken a maximum of 3 times.
500 – Carrier
500 – Dark Side (When self-triggered)

Cursed
Bonus: 300
Level: No
Effect: Feat rolls that show a number below 10 on a d20 cannot be affected by a Dare feat.

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 jeopardize not only his relationships, but possibly his life.
Murder and Vice

Dark Side Trigger
Bonus: 200
Level: No
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.
200 – Supernaturals (+Nemesis)

Hallucinations
Bonus: 300
Level: No
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. Occasionally, 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.

Haunted Past
Bonus: 200
Level: No
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
Effect: Each time the character recovers life through non-supernatural means, he recovers half the amount he would normally be entitled to.

Kleptomaniac
Bonus: 300
Level: No
Effect: In public settings, the Judge makes random Guile checks for the character and notifies him later as to whether he stole anything or not. Of course, if the character is ever caught stealing, the consequences (both legal and personal) can be grim.

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.

Nemesis
Bonus: 300
Level: Yes; max 3
Effect: The Judge and player work together to create an enemy that is of equal or greater power and influence than the character.
900 - Rank 3: +2500 Experience to spend creating a villain.
900 - Rank 3: +2500 Experience to spend creating a villain.

Nightmares
Bonus: 200
Level: No
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)

Possessed
Bonus: 200 per power
Level: No
Description: The character's spiritual powers are the direct result of outside entities dwelling inside his body, lending him their powers. Switching between powers requires a switch of dominant spirits and personalities.
Effect: Each of the character's powers is the result of a different spirit living within his body. If he wishes to use a power, he must let this spirit become dominant, it's personality overwhelming his own. Switching between powers/spirits requires a successful Will feat (made as a reflexive action).
200 - Tongues

Phobia
Bonus: 400
Level: No
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.
400 - Merinthophobia- Fear of being bound or tied up.
400 - Pupaphobia - Fear of puppets.
400 - Taphephobia: Fear of being buried alive.

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
Effect: All manner of supernatural beings are drawn to the character which, more often than not, constantly puts his life and sanity in danger.



Fault XP Tally:
Total 8650 XP from Faults
6150 XP Spent on Power Points
2500 XP Spent on 2 Pts Cha, 1 Pt Pow, 2 Pt Will
0 Unspent Fault XP

Hlyn
Vice Captain

L_is_for_LOSER_17

PostPosted: Tue Dec 23, 2008 1:37 pm


User Image
Name: goes by Madame (properly, Mary Sophus Arturo)
Age: 26
Race: Caucasian
Concept: Self-Proclaimed Psychic and That Weird Girl Who Stares at You for No Reason

Bio:
"... Mary, are you still there?" The voice wheedled on the other end of the line, blaring through the phone carefully cradled between a woman's shoulder and ear. For a moment, the only sound was the click of the Rubik's cube in her hands as she twisted it at random, counting the tries it took to solve it on accident. 1074,... 1075,... 1076,...

"Mary?"

Fingers arched around the toy as the woman's focus wavered. Coolly she purred into the phone, "Yes, Father, Mary is here." A second clicked by as she glared at her toy before her voice snapped, "What do you want, Father?"

The male voice petered through weakly on the receiver, "I'm sorry to bother you again, but I've found another psychiatrist..." At no immediate response, but a curious pause in the clatter of the Rubik's cubes twistings, he prodded, "This one looks like he'll be able to fix your-"

A snarl. "Fix what?" Jade eyes narrowed and the pupils tightened skinnying into pinpricks in her iris as her mood darkened further. The woman hissed, "Fix what, Henry?"

"I-I di- I didn't mean it l-like that!"

"How did you mean it, Henry?"
Her fingers were methodically and mercilessly twisting the little cube back into a state of perfection, each move thoughtlessly undone, her mind racing to give her the simplest solution for this toy and to ending this conversation with her Father. Ending this conversation that popped up like clockwork every three months. "Did you mean that after thirty-two previous doctors and in no uncertain terms a refusal on my part for even one more uptight, brain-picking ninny to come near my head with the intent to examine it you did not realize that even vaguely gesturing towards such an offensive thing as someone in the mental health profession," she scoffed, "Wouldn't be construed as in insult, especially when you so carefully apply the term 'fix' to the equation, outright implying a fault where none exists? I don't care what you say, do, or think-- There's nothing wrong with my head."

The man didn't answer, and satisfied with her end of the conversation, Madame hung up, returning to her game. The instant the wireless rang again she shifted her toy to one hand and as gracefully as one could expect from someone sitting with their legs on a desk and balancing the chair they sit in on only two legs as well, she threw the phone out the window. She counted five seconds, and was deeply pleased to hear a screech from an unsuspecting and innocent passer-by as the phone crashed somewhere near the poor pedestrian on the side walk.

To no visible guest, she groused, "Oh come on, it was funny." Her lips pooched out in a thoughtful pout and her pupils dilated as her mood swung up and her mind shifted to some place different, some place not here, even as her hands continued to crank and puzzle out the cube between them. "Honestly, I disappear into the desert for one year with no memory of my actions and everyone decides the voices in my head aren't real, fabricated as a social defence mechanism through desperation in the wilderness." She rolled her eyes and snorted. Deep in her throat she hummed and crooned, "But we know better, don't we?"


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

SKILLS
Arcane: 2
Athletics: 1
Awareness: 2
Combat - Melee: 0
Combat - Ranged: 1
Combat - Unarmed: 0
Craft: 2
Defence: 0
Guile: 2
Influence: 2
Knowledge: 3
Language: 2 (English, Russian)
Medicine: 0
Technology: 4 (Invention)
Wilderness: 0


SECONDARY STATS
Life: 15
Guts: 7 and 1/2
Threshold: 5
Critical Threat: 11
Defensive Limit: 3
Wait: 4
Last Resort: 1
Weapon Proficiencies: Flails
Armor Proficiencies: Magical

Armor
Physical: 1
Elemental: 1
Biological: 1
Magical: 1

LIMIT EFFECT
Prime Defence
THRESHOLD EFFECT
Forced Amnesia
EQUIPMENT (Carrying Capacity:___)
Bullwhip
Data Phone
Duct Tape
Gas Mask (just in case)
Lighter
Mag Light
Mirror
Tool Kit
Waterproof Matches
Backpack
$130

ADVANTAGES
Clairvoyant
Clouded Mind
Heightened Senses

SPIRITUAL POWERS
Post Cognition
Cost: 5
Pre-Requisite: None
Use: Periodically (once every hour)
Target: Field
Range: Line of sight
Duration: A few minutes of important events replaying
Description: Every event leaves an imprint in the fabric of the reality that surrounds it. Using this principle, the character is able to see events that have already taken place at a particular location, the spectral images of what happened playing around him like a three dimensional video replay. These replays are both auditory and visual in nature, though only the character with this power is capable of seeing them.
Effect: The character may look back into a locations past a number of days equal his Power score. Spending his Last Resort will allow him to look back a number of days equal to twice his Power + Intellect.

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.
(Oh come on, like it even matters what happened that year I was missing in the desert. I'm back now, aren't I?)
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.
(Give me a minute, I have to go and count the number of toilets in the bathroom. Pass me the gas mask.)
Kleptomaniac
Bonus: 300
Level: No
Description: The character has an irresistible compulsion to steal. The value of what's being taken isn't even a question - something in the character's brain compels him to take what isn't his. At times, he may not even realize he is doing so until he arrives back at his apartment with a pocket full of stolen candy bars from the local supermarket.
Effect: In public settings, the Judge makes random Guile checks for the character and notifies him later as to whether he stole anything or not. Of course, if the character is ever caught stealing, the consequences (both legal and personal) can be grim.
(Where'd I get this? Ah... hmm, I don't really remember.)
Multiple Personalities
Bonus: 500
Level: No
Description: The character's psyche has fractured into a number of other dissociative personalities, each with its own unique mannerisms, beliefs, history, and goals which may differ greatly from the character's core personality.
Effect: Any number of personalities (generally less than 10, however) may inhabit the character's mind, emerging under duress or when a certain stimulus provokes them forth. Each of these personalities has its own set of motivations and beliefs which can ruin the character's reputation, relationships, and even put his life in danger.
(I'm not Mary. I'm Madame. Mary's decided to take a leave of absence, if you don't mind.)
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)
(It's probably just eating too much sugar before bed... They don't mean anything...)
Phobia (Iatrophobia - Fear of Seeing the Doctor)
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 paralyses 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 seize up, paralysed 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.
(No! I just-- Let go of me! I am NOT going in to have another bobblehead pick at my brain! Let me go! Please!)
PostPosted: Tue Dec 23, 2008 5:17 pm


User Image

Name: Dr. Richard Karsh
Age: Claims late twenties to early thirties (depending on who he's talking to), appears to be in his early to mid twenties
Gender: Male
Hair & Eyes: Sandy blond hair, light blue-gray eyes
Nationality: Australian, recently immigrated to the United States
Concept: Surgeon and forensic pathologist

Bio:

Richard rubbed his temples, willing the headache that had settled somewhere between his eyebrows to settle down and go quietly away. The harsh lights of the airport, the cacophony of his fellow travelers, and the crying and complaining of their children certainly didn't help.

He closed his eyes and sighed. Customs, regardless of era or country, was always a pain. He unwrapped yet another toffee, hoping it would distract him from his headache.

Thirty minutes later, he handed his Australian passport to the customs agent, who mechanically took it from him. The man flipped through the little book, taking in the many stamps in numerous languages.

"Quite the traveler...Dr. Karsh," he said, taking a quick glance at Richard's photograph, then back up to his face. "UK, China, Turkey, Israel...last trip was to Paris, I see. How was that?"

Richard fought the paranoia that threatened to set his brain into alarm mode. It's fine, he told himself. The man's just being friendly, and probably bored out of his unfortunate mind. No one knows you've moved.

"Quite lovely," he said politely. So long as the streets aren't running with blood instead of wine...

The officer nodded absently, not really paying attention, which was just as well since Richard's less pleasant recollections from his most memorable time in Paris decided to assault him at precisely that moment.

"...all in order," he heard the officer say as though from a great distance. Richard shook himself from the screams of revolutionaries and the smell of heads on pikes, and managed a smile as he took his documents back.

It was drizzling slightly when he set foot in America for the umpteenth first time. The first thing that met his eyes was the long line of taxis waiting to take passengers off to goodness knew where--definitely much less climactic than seeing the Statue of Liberty for the first time while sailing in to New York City. He wrapped his thin leather jacket more tightly around himself, looking around for his contact.

"Dr. Karsh?"

Richard spun around and saw a short, strongly built woman with a very square jaw walking toward him and waving. He smiled and held his hand out to her.

"Ah, you must be Dr. Irene Stanton, head of surgery," he said, giving her hand a firm shake.

She nodded and smiled. "That would be me. Just Irene, though--none of this formality here." She led Richard toward a small red sedan idling a few yards down the curb, the paint peeling ever so slightly with rust. They hopped in and set off, making some small talk as they drove through the small city. It was entirely unremarkable--just what he was looking for.

Dr. Stanton watched him peering out the window for a few minutes before casually asking, "So what brings one of the best surgeons in Australia to Longshore?"

Richard thought fast, but the flight had worn down both his energy and his creativity, so he simply said, "Mills. I find them fascinating," with a rather facetious smile as he gestured out the window. Dr. Stanton laughed, but didn't press the point.

Though Richard Karsh was one of the best damn surgeons in Australia, and now the United States, if not the whole world. He had to be, he thought to himself, after several centuries of practice.

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

SKILLS
Arcane: 2
Athletics: 2
Awareness: 4
Combat - Melee: 2
Combat - Ranged: 4 Focus: Handguns
Combat - Unarmed: 1
Craft: 2
Defense: 4 Focus: Escape
Guile: 4 Focus: Deception
Influence: 2
Knowledge: 4 Focus: Natural sciences
Language: 1
Medicine: 5 Focus: Surgery (pathology)
Observation: 3 Focus: Forensics
Technology: 3 Focus: Medical technology
Wilderness: 2

SECONDARY STATS
Life: 10
Guts: 5
Threshold: 7
Critical Threat: 11
Defensive Limit: 3
Wait: 4
Last Resort: 1
Weapon Proficiencies: Handguns, close combat weapons
Armor Proficiencies: Light armor

Armor
Physical: +3
Elemental:
Biological:
Magical:

LIMIT EFFECT

Regeneration

THRESHOLD EFFECT

Seizure

EQUIPMENT (Carrying Capacity:6)

Gun Cleaning Kit
Tool Kit
First Aid Kit
Mobile Phone
Flashlight
Standard Rounds (handgun)
Duct Tape
Concealable Vest
Knife
Walther PPK

ADVANTAGES

Immortal
Jack of All Trades
(Skill) Control (Medicine)
Astral Form
Clouded Mind
Healer
Heightened Senses
Licensed (Gun)
Prescience

SPIRITUAL POWERS

Tongues

FAULTS

Dark Secret
Compulsive Liar (except in his professional work)
Haunted Past
Nemesis (Rank 3)
Spiritual Magnetism
Addiction (Rank 1, addicted to Heath bars. Yes, Heath bars. Dr. Karsh thinks they're the yummiest things ever created and keeps at least half a bag's worth in his pockets at all times.)


3750 XP from faults:
3600 spent on Power Points, 150 on an additional weapon proficiency
0 XP remaining
$45 remaining

Sable Rhapsody


CYB3R_Fr34k_5H0W
Crew

PostPosted: Sun Feb 08, 2009 6:39 am


( Drawing coming soon )
Name: Chronos Kuledge
Nickname: Cyk ( pronounced "sick" )
Age: 18
Height: 5'10"
Weight: 165 lbs
Race: Caucasian of a European Blend
Concept: An empath with a fixation with time and a love of danger, he sells his services to street groups and other willing buyers to cause havoc for other groups in exchange for cash and/or favors. He has hatred for religion in general, especially the Catholic Church.
Description: Short, spiky blond hair with brown eyes. Typically wearing a navy blue jean jacket over a black t-shirt and similar navy blue jeans with some black biker boots that have some straps on it for decoration.

BIO:

Theme Song: "Sell Your Soul" - Hollywood Undead

The streets of Chicago, Illinois are a horrible place to grow up, there is no doubt about that. With harsh lessons and even harsher consequences, a young mother raised a newly born child with an unnerving fate from "god." This, at least, was forced into her mind from the beginning by the pastor who was the sire, deeming her unfit for the realm within his neighborhood and banished her from the warmth of the church as well as the once loving arms of her fellow church-goers. Feeling completely exiled, she left the area, forced to find accommodation away from the church that was her literal home. Her lack of job experience and life experience kept her from successfully holding onto a job, and for some reason no one wanted to prostitute a pregnant girl, especially at sixteen years of age. Her only reminder of the time she spent there now resided within her womb, tearing apart her aching heart as she stumbled down the streets in search for anything to give her hope. The lights became increasingly blurry as time had passed, her stomach growing until it felt like it would burst. Moving from cardboard box to dumpster in the corner, she continued to press forward, starving for attention and crying out for a way to live.

Upon a bleak day where the sky seemed to cry for her existence, an elderly male had discovered her unconscious body upon his stoop, exhausted from travel and lack of food. Being from the military, he sat his bags down under the awning and easily lifted her into his arms as if he wasn't in his late sixties. Immediately, he brought her inside and laid her upon his couch and wrapping her within a heated comforter. From there, she rested for the rest of the evening until the early morning hours where she woke up suddenly to find herself inside a place she had never been. Nervous and terrified, she backed herself into a corner when the male came to investigate. Her voice carried through the house like an amphitheater, forcefully tugging at the strong strings that held his heart. She watched as he turned to her right and entered the kitchen. A couple minutes or so pass and he walks back into the room, his sturdy frame and detailed body showed through the tank top and pair of flannel sleep pants as set a plate on the floor. Looking upon the plate she could see a sandwich with some type of meat. The inside only lit up when the cars outside would pass by, and even at three in the morning. As the light passes by, she could see that it revealed a glistening trail that ran down his cheeks to his firm jaw. He then turned away, sulking back into the bedroom around the corner of the wall to her left. Quickly, she consumed the small meal like a starving hyena that had just killed it's prey.

The following morning had arrived, and the militant man rose to begin his day as he normally does at six in the morning. He saw her hugging a pillow upon his couch, seeming to be at ease for the first time in a long time. Her dark brown hair glistened in the sunlight from the small amount of moisture that laid upon it. Her slightly olive toned skin wrapped around a petite body that carried a heavy burden from past experiences of masochism and abuse. From that moment on, he took care of her as well as helped her raise the child that she eventually bore. His house, filled with books and stories were all she ever indulged in, many of the ones she choose were those of Greek Mythology. Thus how Chronos gained his name for he lasted through time despite the hardship they endured. She also believed he would be the creator of a new life that she never got to have. Chronos never got to know his mother for she died upon the age of 18. Irony, it seemed, as she was struck by a drunk that took the wheel on a winters night when the world celebrates it's survival of another year. In honor of his late mother, the elderly man, Dimitri, took him in and raised him as his own.

Only knowing his mother through the small diary she kept, he grew an instinctive anger and hatred for religion, though Dimitri tried his best to teach him otherwise. More often then not, Chronos would only come back to his house to sleep every so often. Unlike his mother, he was eager to be out on the streets and learn their ins and outs. He quickly learned how to fight from Dimitri after an encounter with a street gang that left him battered, bloody, and with a severely bruised ego. As his life continued on, he found that his diary of his late mother continued to be written in, continuing the story of what her life was like as she grew up and what she had endured. It was strange to him that it continued to be filled, literally watching the words being inscribed upon the pages. This became the only source of life for him, as life just never seemed to really give him the satisfaction he wanted. However, he respected life and never wanted to take that gift away from anyone, and that he knew he wasn't intended to have received something so precious. In his eyes, he'd relieve his soul to someone new once his mother's diary had been finished. But if fate deemed that it was his time to give up his existence, he would gladly do so to not only be with his mother, but to know that someone better fitting than him would be reincarnated in his place. And so he became a mercenary of sorts, working for local gangs, small-time mafia bosses, and even the police on occasion in exchange for money or favors. So he'd destroy supports on certain buildings, or threaten people to pay their debts to certain people. His apt ability to take care of the job and be able to escape made him become a valuable commodity to the street wars that occurred all the time.

His capabilities came suddenly when he was running from a group of thugs that were chasing him. As he found himself caught in a dead end, something just seemed to click in his brain and things suddenly became clearer and easier to read. He could already move incredibly fast due to the physical training he underwent with Dimitri, but in fact he found himself dodging things he shouldn't be able to dodge when things meant the most. He could jump into the air and move around as if he could glide and found the rush to be even more intoxicating than ever before and found himself so taken with it he'd fight to live just to experience it again.

One of the things he found himself capable of was something he never thought was something he should have: empathy. He could feel and understand the emotions of others without meaning to. Not at any type of extensive degree by any means, but if someone was angry, he didn't just know it, he felt it. He found himself even becoming angry when nothing had angered him at all, or sad when someone else was. It drove him crazy when he found himself having difficulty completing a task set out for him because of it.


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

SKILLS
Arcane: 0
Athletics: 4
Awareness: 2
Combat - Melee: 1
Combat - Ranged: 0
Combat - Unarmed: 4
Craft: 0
Defense: 4
Guile: 1
Influence: 2
Knowledge: 2
Language: 0
Medicine: 0
Technology: 1
Wilderness: 0

SECONDARY STATS
Life: ( 3 x 7.5 ) 22
Guts: 11
Threshold: ( 2 + 1 ) 3
Critical Threat: ( 13 - 4 ) 9
Defensive Limit: ( 2 + 1 ) 3
Wait: 3 ( 2 - Limit Effect )
Last Resort: 1
Weapon Proficiencies: Martial Arts
Armor Proficiencies: None

ARMOR
Physical:

Stab Armor
While it may not provide great protection against firearms, Stab armor provides great protection against knives and slashing attacks.
Cost: $300
Purchase: Valid ID (must not be a convicted felon)
Size: 1
Armor: +2 Physical Armor
Notes:
• Against Handguns, this armor has a 10% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 0% chance of stopping a bullet (roll after being hit)
• Against bladed weapons, this armor has an 75% chance of stopping the attack (roll after being hit)
• Imposes no Agility or movement penalties

Elemental: none
Biological: none
Magical: none

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 4).

Speed
Pre-Requisite: None
Description: As panic spreads at the thought of impending death, the character begins to move faster either to escape or overcome his oppressors.
Effect: Decreases Wait by 1

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: 6) ( Note: Items with a "+++" are items he carries on him at all times. "+++++" are items in his backpack. Otherwise listed weapons are just what he typically uses and are for my reference. )

$1000 - $990 = $10 in-hand cash.

WEAPONS

Thrown Weapon "+++"
Bladed discs resembling a star or small knives perfectly balanced for throwing.
Cost: $25 for 12 ( Purchasing 24 )
Purchase Restrictions: None
Size: 1/10
Range: (Strength + Athletics) x 5
Ammunition: N/A
Rate of Fire: Single
Enhancement Slots: 0
Damage: Strength + 1d4 Physical
Fail: 0
Notes:
• The weapon is silent and makes no noise when firing.
• Does not require regular cleaning or maintenance

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

MISC.

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.

Bolt Cutters "+++++"
A pair of heavy, heavy pliers used for cutting through metal bolts and padlocks.
Cost: $30
Size: 2
Notes:
• Bipass a check to pick a lock by cutting the lock off completely. Works only on padlocks.

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

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.


ADVANTAGES

Best Under Pressure
Cost: 3
Pre-Requisite: None
Level: No
Description: While some may prefer a stress-free environment, the character does his best work when pushed to the breaking point.
Effect: The character has two Limit Effects.
"I'm at my best when I'm at my worst."

Charmed Life ( Rank 1 )
Cost: 1
Pre-Requisite: Luck > 3
Level: Yes; max 5
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."

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 accompanies 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!"

Strong Lungs
Cost: 1
Pre-Requisite: Stamina > 3
Level: No
Description: Normally, a character can hold his breath for (Stamina) minutes/rounds and make one Stamina feat for an extra minute. With this advantage, he can go twice as long.
Effect: The character with this advantage can hold his breath for twice as long as normal; (Stamina)x2 minutes and make one Stamina feat for an extra minute before losing consciousness and asphyxiating.
"He's been holding his lungs going on 6 minutes now. I know Navy Seals who can't match that."

Quick
Cost: 5 ( 750 XP )
Pre-Requisite: Agility > 4
Level: Yes; max 3
Description: With great speed and reflexes, the character is able to move more quickly than others, giving him the advantage of speed.
Effect: Reduces the character's Wait by 1 per rank, to a minimum of 1.
"Damn, that guy's fast!"

Tough
Cost: 4 ( 600 XP )
Pre-Requisite: Stamina > 3
Level: No
Description: The character is exceptionally durable, able to take much more punishment than others and remain standing.
Effect: Life is calculated as Stamina x 7.5 (round down).
"Go ahead. Gimme yer best shot."


SPIRITUAL POWERS

Falling Star Dance
Cost: 3 ( 450 XP )
Pre-Requisite: None
Use: At-Will
Target: Self
Range: Personal
Duration: Until landed
Description: The character is capable of extraordinary feats of acrobatics and flexibility, able to leap to absurd heights, control the direction of her fall, and perform amazing stunts while airborne.
Effect: Vertical jump = Agility x 10 feet. Horizontal jump = Agility x 20 feet. While airborne, the character is capable of controlling the horizontal direction of her fall and can perform flips, twists, and turns at perfect Olympian level without any degree of acrobatic training.

FAULTS

Addiction - Alcoholism - Rank 2
Bonus: 200 x 2 = 400
Level: Yes; max 3
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
Rank 2: A fairly serious addiction that can have detrimental effects on one's body and relationships; alcoholism, sex addiction, gambling, etc.

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.

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.

Pacifist
Bonus: 500
Level: No
Description: A gentle and caring soul, the character refuses to take the lives of others, even when his own life is threatened. He never starts a fight and if forced into conflict, he seeks the most peaceful resolution possible and only ever shoots to wound, never to kill.
Effect: The character can never take the life of another, even accidentally - doing so will reduce his Threshold to 0.
PostPosted: Mon Mar 09, 2009 1:56 pm


(Svelte's Nemesis)

Name: Trenton "haven't-thought-of-a-last-name-yet" (Algiliarept; [derived from theology's demon: Agaliarept])
Age:
Race:
Concept: Businessman (Demon)

Bio:
I rainchecked MJ on this. ;D

PRIMARY STATS
Strength: 2
Agility: 3
Stamina: 3 (4; DS)
Intellect: 3 (4; DS)
Will: 3 (4; DS)
Perception: 3
Power: 3 (5; DS)
Charisma: 3
Luck: 2

SKILLS
Arcane: (7 Sp: The 13th House, Sp: The Path of Embers; DS)
Athletics: 3 Sp: Endurance
Observation: 3 Sp: Psychoanalysis
Combat - Melee:
Combat - Ranged: 4 Sp: Handguns
Combat - Unarmed:
Craft:
Defense: 4 Sp: Willpower
Guile: 3 Sp: Theft
Influence: 4 Sp: Manipulation
Knowledge: 3 Sp: Finance
Language: 2 German, Italian; Native: English (3 Sumerian, Sp: Ancient Semitic Languages; DS)
Medicine:
Technology: 3 Sp: Computers
Wilderness:

SECONDARY STATS
Life: 15 (30; DS)
Guts: 7.5 (15; DS)
Threshold: 6 (8; DS)
Critical Threat: 11
Defensive Limit: 3
Wait: 4
Last Resort: 1
Weapon Proficiencies: Handguns
Armor Proficiencies: Light Armor

Armor
Physical: 5 - Armor (+2 Innate; DS)
Elemental:
Biological:
Magical:

LIMIT EFFECT
Regeneration
Pre-Requisite: None
Description: Though the body may be injured, the character's spirit is strong enough to keep him fighting. As his spirit is lifted with each minor victory, his body seems to respond in turn with additional strength and vitality.
Effect: Recover 1 point of lost Life for each successful feat rolled while under this effect. If rolling multiple d20, recover 1 point of Life for each d20 that displays a success.


THRESHOLD EFFECT
Murderous Rampage
Description: Something snaps within the character's brain and all the rage, bitterness, and torment welled up inside him are released as he callously murders his fellow man in cold blood.
Effect: The character will brutally murder a number of people equal to 10 - Will. These killings cannot be done in self-defense; they are either pre-mediated acts or crimes of passion.


EQUIPMENT (Carrying Capacity:_5_)
Resources (r6)
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
Referenced as: B1 - for items carried

Backpack –“Laptop Case”
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
Referenced as: B2 - for items carried

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.

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
Worn consistently

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: 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
Carried in B2

Standard Rounds
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.
Amount: 4 Boxes (Handgun)
Carried in B1
Amount: 1 Box (Handgun)
Carried in B2

Suppressor
This device greatly reduces the sound emitted by a gun firing by letting the gas from the fired round out slowly instead of all at once.
Cost: $800
Purchase: Valid ID
Mod: 2
Notes:
• Only those within 50 feet of the weapon who have a Perception of 3 or more may make a Perception + Awareness check to hear it firing.
Carried in B2

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
Mounted on USP

Laptop Computer
A portable data processor which can access the internet, store important data, and run a variety of useful programs.
Cost: $1,500
Size: 1
Notes:
• Allows the user to access the internet, store and process data as well as run a host of useful programs
Carried in B2

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.

Digital Camera
A lightweight, handheld camera capable of taking high quality photographs complete with zoom, flash, and digital upload capabilities.
Cost: $250
Size: 0
Notes:
• Takes high resolution photographs
• Can store hundreds of pictures at one time
• Can take short 3-5 minute video clips
Carried in B2

Rope
50 feet of sturdy nylon fiber woven rope with countless uses.
Cost: $20
Size: 1
Notes:
• Capable of supporting up to 2000 lbs of weight
Carried in B1

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.
Carried in B1

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
Carried in B1

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
Carried in B1

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
Carried in B1

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
Carried in B2

Cash on hand: $1,380

ADVANTAGES
Immortal
Cost: 6
Pre-Requisite: None
Level: No
Description: This rare supernatural quality is rarely found among humans. However, every rare once in a while, a person will be born who remains young even as those around him wither and die.
Effect: The character cannot die from any natural cause; he must be willfully killed by another or die in some sort of accident in order to perish. Those with this trait also have an additional 8 skill points to spend due to their age and experience.
"I was there when Rome fell. I watched as the plague swept Europe. I fought in the American Revolution. And now I stand before you on the precipice of history in the making."

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...?"

Resources
Cost: 2
Pre-Requisite: None
Level: Yes; max 10
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!"
Rank 6

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."

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 specters 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."

Licensed
Cost: 1
Pre-Requisite: None
Level: No
Description: Certain items require the character to possess a certain license in order to purchase and use the item legally. This Advantage denotes the fact that the character has obtained such a license.
Effect: The character possesses one of the following licenses: (this Advantage may be purchased multiple times for multiple licenses)
• A Firearms License
• A Driver's License
• A Boating License
• A Pilot's License
Now all I need is my license to kill...
x2 (Driver’s and Firearms)

Artifact
Cost: 3
Pre-Requisite: None
Level: Yes; max 5
Description: An item of supernatural significance is in the character's possession. Whether this item is an heirloom, the finding of an archeological dig, or a gift from a mysterious benefactor, it provides the character with a measure of eldritch power...perhaps at a cost.
Effect: Players should provide a viable explanation of how their character acquired this valuable property. The power of the artifact is directly related to the rank of this Advantage:
Rank 1: An interesting, but not particularly powerful item.
Rank 2: The artifact provides a useful effect.
Rank 3: There is real power to the item.
Rank 4: A powerful effect that often comes with a heavy (and unseen) cost.
Rank 5: This artifact is ancient with power mortal minds can scarcely fathom.
"It's quite a remarkable find...my team found it buried in the Valley of Kings. But for some strange reason, our guide was terrified of it..."

Rank 5 - Ancient Sumerian Book of spells, bound in a cliche amalgamation of human and demon skins. Written of course in virgin's blood and detailing the complete (omnibus version) compilation of spells and rituals for the 13th House (deals with demons and whatnot). Very cliche, probably a "klaatu verada niktu" case. ;D


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.
Trigger: Svelte, "Ilusha-Hegal"
Possession
Cannibal


Tongues
Cost: 4
Pre-Requisite: None
Use: At-Will
Target: Self
Range: Personal
Duration: One conversation
Description: A supernatural entity inhabiting the character's psyche or perhaps a special form of telepathy allows the character to speak fluently in any known language.
Effect: The character may speak in and understand any language. He may only speak and hear these languages - he cannot read or write them.
Possession

Pheremones
Cost: 3
Pre-Requisite: None
Use: At-Will
Target: Area of Effect
Range: 25 yards
Duration: For as long as the target remains near the character. Effects will fade within 10 minutes after leaving the character's presence.
Description: Chemicals in the character's skin produce scents which go undetected by the conscious mind yet have a profound effect on the target's subconscious, tangibly altering his emotional state.
Effect: The character specifies an emotion he wishes the target to feel and the Judge determines how strongly based in that state the target currently is on the scale below. The character may then move his target either up or down the scale a number of degrees equal to his Charisma score. Targets may resist each degree of movement with a Will feat (rolling all feats at once).
Quote:

+5: Unequivocally
+4: Very strongly
+3: Strongly
+2: Definitively
+1: Slightly
0 : Neutral
-1: Slightly opposite target emotion
-2: Definitively opposite target emotion
-3: Strongly opposing target emotion
-4: Very strongly opposed to target emotion
-5: Opposite of target emotion


FAULTS
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.

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.

Kleptomaniac
Bonus: 300
Level: No
Description: The character has an irresistible compulsion to steal. The value of what's being taken isn't even a question - something in the character's brain compels him to take what isn't his. At times, he may not even realize he is doing so until he arrives back at his apartment with a pocket full of stolen candy bars from the local supermarket.
Effect: In public settings, the Judge makes random Guile checks for the character and notifies him later as to whether he stole anything or not. Of course, if the character is ever caught stealing, the consequences (both legal and personal) can be grim.

Possessed
Bonus: 200 per power
Level: No
Description: The character's spiritual powers are the direct result of outside entities dwelling inside his body, lending him their powers. Switching between powers requires a switch of dominant spirits and personalities.
Effect: Each of the character's powers is the result of a different spirit living within his body. If he wishes to use a power, he must let this spirit become dominant, it's personality overwhelming his own. Switching between powers/spirits requires a successful Will feat (made as a reflexive action).
Dark Side
Tongues


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.

Wrong Body
Bonus: 500
Level: No
Description: Through strange magic or a diabolical curse, the character's spirit has switched bodies with someone else. The body he now resides in is not his original body. As such, it remains difficult to control and the relationships and obligations of this body are expected to transfer to the character who does not share his host body's memories or sense of responsibility.
Effect: Feats of a physical nature suffer a +2 Difficulty. Additionally, circumstances will arise where those who are familiar with the character's new body, but not its current inhabitant, expect certain things which can lead to conflict, both comedic and dramatic. Likewise, the one who inhabits the character's true body may not treat it with the same respect the character does...and if he's ever returned to his original flesh, he may find it a very different place than he left it...

Cannibal
Bonus: 500 per Spiritual Power
Level: No
Description: Though he may love or loathe himself for the act, the character's spiritual powers are recharged only through the act of cannibalism.
Effect: The Spiritual Power that this Fault is attached to does not recharge as per its Use stat. Instead, it recharges only after the character has eaten at least 1/4 lb of human flesh. This Fault may be taken a maximum of 3 times.
Dark Side

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.

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 relationships 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.

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 jeopardize not only his relationships, but possibly his life.

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.

DARK SIDE POWERS
Tough
Cost: 4
Pre-Requisite: Stamina > 3
Level: No
Description: The character is exceptionally durable, able to take much more punishment than others and remain standing.
Effect: Life is calculated as Stamina x 7.5 (round down).
"Go ahead. Gimme yer best shot."

Pain Tolerance
Cost: 3 for rank 1, 1 for every rank afterwards
Pre-Requisite: Will > 3
Level: Yes; max 5
Description: Using meditative techniques such as those practiced by the Fakirs of India and firewalkers who trek hundreds of feet across burning coals, the character is able to resist not only pain, but the ill effects of bodily damage.
Effect: Negative effects on the character due to pain or fatigue may be completely ignored. Additionally, the character possesses a natural +1 (per Advantage rank) bonus to Physical Armor.
"Of course I feel pain. My nerves send distress signals to my brain like everyone else. But unlike you, I choose not to be affected by my pain."
Rank 2




+2500 Nemesis Bonus.
+4700 Fault Bonus
-500 on Stat Points.
-6600 on Power Points

Hlyn
Vice Captain

Nogard3

PostPosted: Wed Mar 17, 2010 11:01 am


Ben
Name: Ben (Benvolio) Reice
Age: 14
Race: Human
Concept: Child
Experience: 50

Bio: George grew up in a rich family. He had two dogs named Pit, and Joe. He loved his parents very much. They loved him too. One day a meteor fell from the sky and killed his family. Superman flew down and saved his own life, but couldn’t save his parent’s life because the Joker took them away…
Or at least that’s how he would tell it if you asked him… on a Monday.
If you asked him on a Friday he might tell the truth… maybe.
The truth is that when he was just old enough to remember his parents died in front of his eyes. A thief had broken into his house and killed his parents, when the man realized what he had done and found young Ben he took the boy with him. For about three years, until he was almost seven, he lived with the man, traveling where he went, stealing like he stole. Then he was finally found stealing from some woman and was taken to child services where it was discovered he was some missing child of two dead people he could barely remember and was shipped off to foster care somewhere. He hated his past, even more when others knew about it, and would constantly try to forget it, but the memory of his two immortal parents, laying on the floor in front of where he was hiding, could not be shaken from it. Somewhere between when he was eight or nine he realized that he could hear a lot of stuff others couldn’t. He could always hear different kinds of voices, everywhere he went, speaking in different kinds of ways about different kinds of things. He would listen in most of the time, until one day he heard his own voice. How could it be, he wasn’t talking; was he? It took him a while to figure out who was talking to him, but when he did he felt oddly relived to find that it was none other than his own shadow. It didn’t bother him that his shadow was talking to him, everything else did, it was what his shadow was saying that bothered him. Always saying, “take this!” or “take that!”, “My wouldn’t you like one of those!” He couldn’t get it to shut up! Always nagging and nagging, until he would wake up and find himself somewhere else, and his shadow would be silent for a few moments more, then it would resume its nagging. He didn’t dare believe he was crazy, but then again it didn’t seem like anyone else had the problems that he had.

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

SKILLS
Arcane:
Athletics:
Awareness: 5
Combat - Melee:
Combat - Ranged:
Combat - Unarmed:
Craft:
Defense:
Guile: 5
Influence: 3
Knowledge:
Language: 5
Medicine:
Technology: 3
Wilderness:

SECONDARY STATS
Life: 10
Guts: 5
Threshold: 6
Critical Threat: 12
Defensive Limit: 3
Wait: 4
Last Resort: 1
Weapon Proficiencies: Close Quarters Weapons, Handguns
Armor Proficiencies: Light

Armor
Physical:
Elemental:
Biological:
Magical:

LIMIT EFFECT
Regeneration
Pre-Requisite: None
Description: Though the body may be injured, the character's spirit is strong enough to keep him fighting. As his spirit is lifted with each minor victory, his body seems to respond in turn with additional strength and vitality.
Effect: Recover 1 point of lost Life for each successful feat rolled while under this effect. If rolling multiple d20, recover 1 point of Life for each d20 that displays a success.

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: 7)
$275

Knife
Quick, deadly, and easy to conceal, butterfly knives, switchblades, and even butcher knives are a favorite weapon of those intending to cut something up.
Cost: $20
Purchase Restrictions: Valid ID
Size: 0
Wield: 1 handed
Damage: Strength + 2 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.
• +1 damage on an attack roll that shows a natural success
• +5 to Guile feats for concealing the weapon

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

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.

Rope
50 feet of sturdy nylon fiber woven rope with countless uses.
Cost: $20
Size: 1
Notes:
• Capable of supporting up to 2000 lbs of weight

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.

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.

Walkie Talkie
A portable communications device which can be used to speak with others on the same radio frequency.
Cost: $50
Size: 0
Notes:
• Communicate with all users with a device tuned to the same frequency
• 22 mile range

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.

GPS
The Global Positioning System is a portable device that uses satellites to track the user's location and provide step-by-step directions from his current position to his desired location.
Cost: $200
Size: 0
Notes:
• Provides detailed directions from the user's current position to his desired location

Digital Camera
A lightweight, handheld camera capable of taking high quality photographs complete with zoom, flash, and digital upload capabilities.
Cost: $250
Size: 0
Notes:
• Takes high resolution photographs
• Can store hundreds of pictures at one time
• Can take short 3-5 minute video clips



ADVANTAGES
Language Prodigy
Cost: 4
Pre-Requisite: Intellect > 4
Level: No
Description: A phenomenal trait which allows the character to instantly learn any spoken language simply by listening to casual conversation. Some argue its origins are psychic while others maintain that it is simply the product of an extremely rare and gifted mind.
Effect: The character may permanently learn any language simply by hearing it spoken in casual conversation. Roughly an hour of observation is required before the character may make an Intellect + Languages feat. Success means he learns the language. Failure means he may try again after another hour of listening. His knowledge of the language applies only to its spoken application however; he will be clueless as to how to read or write the language.
"Parlez-vous français? Sprechen Sie Deutsch? ¿Hablas español? Because I do."

Greenspeak
Cost: 3
Pre-Requisite: None
Level: No
Description: The character is able to telepathically speak with the primal elemental spirits which reside inside the trees, rocks, and rivers.
Effect: Allows the character to speak mentally with nearby natural structures. Each object has its own personality which mirrors its form; rocks are stubborn and old-fashioned, flowers are vain and flighty, and so on.
"Nature has a voice and she speaks to those with the ears to listen."

Animal Language
Cost: 4
Pre-Requisite: None
Level: No
Description: The character may verbally speak to animals and be understood. Conversely, he may understand the barks, whines, and mewlings of an animal as audible speech.
Effect: Communicate with any natural animal normally as though you were conversing with a person.
"What's that girl? Timmy fell down the well...again?"

Technopath
Cost: 5
Pre-Requisite: None
Level: No
Description: The character is able to mentally "speak" to machines, asking them to comply with his requests or share information with him. Those with this ability often make cryptic references to the Pattern Spinners; invisible white spiders that supposedly comprise the intelligence and "soul" of every complex machine.
Effect: Allows the character to mentally speak to nearby machines. The target device may or may not cooperate with his request based on how feasible it is and the Pattern Spinners' willingness to cooperate.
"Hack into a secure data network? Well, I suppose I could ask."

FALTS
Child
Bonus: 600
Level: No
Description: The character is immature and underage, ranging in age from 5-15 years old.
Effect: Strength, Stamina, and Agility may not permanently exceed 3 as the character's body has not yet fully developed. Other restrictions like lack of a complete education, the inability to enter certain establishments, and the social stigma of being a child also apply.

Multiple Personalities
(Care-free, Corrupted, Closed-off)
Bonus: 500
Level: No
Description: The character's psyche has fractured into a number of other disassociative personalities, each with its own unique mannerisms, beliefs, history, and goals which may differ greatly from the character's core personality.
Effect: Any number of personalities (generally less than 10, however) may inhabit the character's mind, emerging under duress or when a certain stimulus provokes them forth. Each of these personalities has its own set of motivations and beliefs which can ruin the character's reputation, relationships, and even put his life in danger.

Compulsive Liar
Bonus: 200
Level: No
Description: For whatever reason, the character can't help but lie. Even in important matters, when he wants to tell the truth, he cannot help but speak falsehoods, leading those around him to doubt his every word - even the true ones.
Effect: The character randomly lies for the fun of it...but in situations where honesty is important, the character must fight his urge to make up his own version of the truth with a Will feat.

Kleptomaniac
Bonus: 300
Level: No
Description: The character has an irrestitible compulsion to steal. The value of what's being taken isn't even a question - something in the character's brain compels him to take what isn't his. At times, he may not even realize he is doing so until he arrives back at his apartment with a pocket full of stolen candy bars from the local supermarket.
Effect: In public settings, the Judge makes random Guile checks for the character and notifies him later as to whether he stole anything or not. Of course, if the character is ever caught stealing, the consequences (both legal and personal) can be grim.

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.
• Necrophobia: Fear of the dead

SPIRITUAL POWERS
Living Shadow
Cost: 5
Pre-Requisite: None
Use: At-Will
Target: Self
Range: Personal
Duration: Permanent
Description: The character's shadow has been consumed and replaced by a demonic entity which takes the shape of the character's shadow. The character's shadow often acts contrary to its master's motions, teasing and taunting him when no one else is looking. Despite the mental trauma such a doppelganger can produce, its interest in self-preservation leads it to defend and aid its master from time to time...because like it or not, the two are attached and as the fate of one goes, so does the other.
Effect: A living shadow has several unique properties which may be used by its owner at will.
• It may stretch up to 100 yards away from the character and slink under doors, around corners, and up walls.
• The shadow may speak to the character in a whisper that only he can hear, sharing secrets its discovered and serving as an effective scout.
• Under normal circumstances, the shadow is immune to physical, elemental, and biological damage.
• At the cost of a drop of blood (1 Life point), the shadow may become corporeal and capable of interacting with the physical world for about a minute. In this form, it loses its invulnerability to physical and elemental damage but remains immune to biological damage. It uses the character's Stats and Skills for the purposes of attacking and defending against attack, inflicting the character's Power x 3 as Physical damage in melee combat.
• Any damage sustained by the shadow is taken from the character's Life points.
• When hiding within another shadow in the environment, the character's shadow is effectively invisible and cannot be detected by any known means.
• The entity feeds on the shadows cast by other objects and people. By depriving them of their shadows (which will slowly reappear over the course of a month), it can recover 2d6 points of lost Life for the character. This particular ability may be used once daily.
Reply
Madness

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