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Character Profiles and Guidelines for Gray Haven

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Mercurius James
Captain

PostPosted: Tue Apr 14, 2009 12:58 pm


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]
PostPosted: Tue Apr 14, 2009 1:13 pm


You all begin the story on a Greyhound Bus driving from Omaha, NE to Chicago, IL. Your reasons for being on this bus are your own to determine but bare in mind that your point of origin (for whatever reason)was Omaha and your destination (again for whatever reason) was Chicago.

The character's you'll be playing in the Gray Haven thread are normal, with no special paranormal qualities, experiences, or powers. When creating your characters, please note that all Spiritual Powers and the following abilities are off-limits:
Advantages
Accelerated Healer
Artifact
Astral Form
Aura Perception
Camera Shy
Darkvision
Digestive Adaptation
Greenspeak
Immortal
Psychic
Spirit Eyes
Technopath

Limite & Threshold
Regeneration
Psychic Backlash

Mercurius James
Captain


Sable Rhapsody

PostPosted: Wed Apr 15, 2009 10:14 pm


User Image

Name: Katelyn (Katie) Haley Pax
Age: 15
Gender: Female
Hair and Eyes: Strawberry blonde hair, blue eyes
Nationality: American
Concept: Archeologist's daughter, amateur martial artist
Role: Jack-of-all-trades, scientist/intellectual

Bio:

As the daughter of world-renowned archeologist Dr. Michael Pax, Katie Pax's life has always been a little different from that of the average 15 year old. Her parents divorced very soon after she was born. Her mother had quickly decided that the responsibility of raising a child was unbearable and left for good, leaving Katie to be raised by her father. Michael Pax, who had a somewhat unorthodox philosophy about raising children, self-tutored Katie during her early years. Rather than hiring a babysitter, he took her with him to work, including on archeological expeditions. This lasted until Michael remarried when Katie was eight, and her new stepmother Krista decided that ancient tombs and buried cities were no place for a young girl who needed to be in school with people her own age. From then on, Katie had a more-or-less normal life, going to school in Chicago with her stepmother as her primary caregiver while her father was on expedition. However, she still accompanies her father on digs, conventions, and exhibitions during summer break and has done so every year of her life. Her incredible photographic memory makes her a very valuable resource for her father and his colleagues, though it seems to also contribute to the nightmares she frequently suffers.

Intelligent, headstrong, self-reliant, and willful, Katie has always been highly independent from her father and stepmother, though she gets along very well with both of them. Martial arts in particular is a favorite hobby of hers, one that she started when she was very young. She recently spent a break from school away from home, at a martial arts tournament in Nebraska of all places. Rather than flying home to Chicago (she hates airplanes), she hopped on a Greyhound bus to get her back to Illinois.

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

SKILLS
Arcane: 1
Athletics: 3 Focus: spelunking/exploration
Awareness: 1
Combat - Melee: 1
Combat - Ranged: 1
Combat - Unarmed: 4 Focus: martial arts
Craft: 3 Focus: maintenence and repair
Defense: 4 Focus: disarming/incapacitating opponents
Guile: 1
Influence: 2
Knowledge: 4 Focus: archeology/ancient history
Language: 3 Focus: written translation
Languages: English, Spanish, Arabic, ancient hieroglyphic languages

Medicine: 2
Observation: 3 Focus: research
Technology: 2
Wilderness: 1

SECONDARY STATS
Life: 10
Guts: 5
Threshold: 7
Critical Threat: 11
Defensive Limit: 2
Wait: 4
Last Resort: 1
Weapon Proficiencies: Close quarters weapons
Armor Proficiencies: Light armor

Armor
Physical: -
Elemental: -
Biological: -
Magical: -

LIMIT EFFECT

Adrenaline

THRESHOLD EFFECT

Post-Traumatic Stress

EQUIPMENT (Carrying Capacity: 11 )

Data Phone
Knife
Backpack
Duct Tape (It's like the Force--got a light side, a dark side, and it holds the universe together.)
Pepper spray
Rope (Just like Master Gamgee always said: if you haven't got it, you're sure to want it.)
Crowbar
Mag Light
Flare gun kit
Gas mask
Tool kit
First aid kit

ADVANTAGES

Combat Training (Ouch. You're in for a world of hurt, especially if I apply some pressure THERE.)
Eidetic Memory (Oh, that particular tablet had twenty-three lines of text, each engraved about a quarter of an inch deep...)
Fearless (I've had mummies for babysitters. How are you scary?)
Iron Palm (I can stop bullets with my bare hands. OK, maybe not bullets--but just about anything else! We're still working on the bullets...)
Jack of All Trades (Lots of cool people wander around in tombs--you just pick up a little from each of them.)

FAULTS

Child (Hey, stop treating me like a little kid!)
Nightmares (And you wonder why I'm not a morning person. Pass the goddamn coffee.)
Phobia--aerophobia (I am NOT scared of planes! It's just that--well--there's tons of metal hurtling through the air at ridiculous speeds and altitudes! How am I the crazy one here?)
Spiritual Magnetism (I could've sworn the eyes on those carvings just flickered at me...)

100 XP, $0 left over
PostPosted: Sat Apr 18, 2009 12:05 pm


(Picture)
Name: Willard Curtis Elam II
Age: 26
Race: Caucasian
Concept: Jack of all trades/ Survival expert

Bio:
Willard Curtis Elam Was born to Robert Curtis Elam and Benny Elam in early October of 1982. By 1986 His parents had divorced and he spent his summers with his father and his school years with his “mother”. Willard’s Mother was a bit of a gypsy, which is she moved around a lot. By Willard’s fourth grade year he had been …I guess the legal term is kidnapped. You see Benny now Welch, his mother, had asked his grandparents if she could take him and his older sister Jessica out for ice cream while they were babysitting for their son Rob. Being the mother of the children they allowed it. Soon Willard found himself In Montana, which is a long way from his grandparent’s house in Texas. In any case this is where Willard first fell in love with the outdoors. While his mother would leave him alone( for periods ranging from 12 hours to 4 days) He would leave the trailer they called “home” and simply meander through the Montana country side. Soon enough the police caught up with his mother and he was returned to his father In Texas.
His father was a hard man, with strict rules. He loved his family but was not loving. His father taught him the basics of the great outdoors. His father was not a great outdoors man But Curtis seemed to have a great knack for it. The one family trait his father did pass down was deadly accuracy with a gun. It didn’t matter what kind. Curtis once saw his father shoot a empty beer can from 20 yards. It hopped into the air and his father kept shooting at one second intervals never letting the can hit the ground until his clip was empty. Truly superb marksmanship. By the age of 17 he had honed his skills as sharp as his fathers, even surpassing him in long ranged shots which to this family was over 300 yards.
He spent his early twenty’s working for his father s company. He has kept his love for fire arms and the outdoors alive and well. Curtis never truly loved the work he did but it paid well. This last year his father fell ill and Curtis inherited his company. Leaving him wealthy, and free from obligation. What’s a guy to do right? So Curtis packed his things and began a tour of the United stated great outdoors. Nebraska had been great now he was going to head to Chicago and then the great lakes!.
Curtis Is 5’9 175lbs sandy blonde hair and green eyes. He is a generous and lives by a strict honor code. To him friends rate higher than family, this makes him a fiercely loyal friend. In his youth he was hot headed and itching for a fight, if pushed he will push back. If asked for help he will give it.



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

SKILLS
Arcane: 1
Athletics: 3-(Endurance)
Awareness: 3
Combat - Melee: 2
Combat - Ranged: 4 (Hand Guns)
Combat - Unarmed: 2
Craft: 2
Defense: 3(Dodging)
Guile: 1
Influence: 2
Knowledge: 3 (outdoors)
Language:
Medicine: 2
Technology: 2
Wilderness: 4 (gathering)
SECONDARY STATS
Life: 30
Guts: 15
Threshold: 7
Critical Threat: 12
Defensive Limit: 3
Wait: 4
Last Resort: 1
Weapon Proficiencies: Rifles Shotguns Handguns Swords
Armor Proficiencies: Light Armor
Armor
Physical:
Elemental:
Biological:
Magical:

LIMIT EFFECT
Vicious
Pre-Requisite: None
Description: Like a cornered animal, the character abandons any sense of mercy or meekness to lash out at his enemy with rabid intensity.
Effect: Add an additional 1d8 damage to all attacks made against a target chosen at the onset of this Limit Effect. Targets may be switched as a reflexive action.

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.


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."
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
Never Say Die
Cost: 2
Pre-Requisite: Will > 3
Level: No
Description: Despite his broken, battered body, the character's will to live is unbreakable. It is his stout resolution that pushes him beyond the breaking point, beyond death to keep fighting through the pain.
Effect: At 0 Life, roll Will + Stamina. If successful, the character instantly regains 1/4 of his total Life. This Advantage may be used a number of times per day equal to the character's Will score.
"Would you just die already?!"
Resilient
Cost: 4
Pre-Requisite: Stamina > 4
Level: No
Description: Poisons, drugs, and even beneficial medication has little effect on the character due to an ostensibly high stamina.
Effect: Reduces the level of all poisons, drugs, and medications by an amount equal to the character's Stamina as soon as they enter his system. Those reduced to 0 or lower are effectively rendered inert.
"You just drank enough tranquilizer to knock out a bull elephant and you're not even the slightest bit woozy?"
(Skill) Specialization Long guns
Cost: 2
Pre-Requisite: None
Level: No
Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it.
Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll.
"Yeah, I'm something of a whiz with computers. It just comes naturally to me."
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."

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.
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.
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: 600 rank 2
Level: Yes; max 3
Description: An old and recurring enemy comes in and out of the character's life, impeding his progress and acting as the antagonistic bane of his existence.
Effect: The Judge and player work together to create an enemy that is of equal or greater power and influence than the character.
Rank 1: +0 Experience to spend creating a villain
Rank 2: +1000 Experience to spend creating a villain
Rank 3: +2500 Experience to spend creating a villain
Nightmares
Bonus: 200
Level: No
Description: Each night, the character is plagued by horrible nightmares. These nocturnal visions may or may not give him some psychic insight or vision of the future...in any case, they are disturbing and cause the character to lose great amounts of sleep each time he lays his head down to rest.
Effect: The character receives half as much rest as others do when sleeping. If operating with less than 6 hours of sleep each 24 hour period, the rules of sleep deprivation begin to affect the character (See the rules on sleep deprivation for more details)
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.

EQUIPMENT (Carrying Capacity:__6+5_)
Weapons:
Springfiedl Armory M1911
Sleek and powerful, this handgun is favored by the FBI who outfits its regional SWAT and Hostage Rescue Teams with the side-arm.
Cost: $850
Purchase Restrictions: Firearms Licence
Size: 1
Range: 30/60
Ammunition: 8
Rate of Fire: Single
Enhancement Slots: 3
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
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

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
Remington Model 700
The Remington Model 700 is a well known American hunting rifle ideally suited for hunting large game such as deer, moose, and caribou, though it can certainly be fitted for more violent pursuits.
Cost: $800
Purchase Restrictions: Firearms Licence
Size: 4
Range: 100/500
Ammunition: 5
Rate of Fire: Single
Enhancement Slots: 3
Damage: 2d10 Physical
Fail: 3
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d10 damage on an attack roll that shows a natural 20
Rifle Scope
A larger scope which can have a significant effect on whether the shooter hits a distant target or not.
Cost: $200
Purchase: Valid ID
Mod: 2
Notes:
• Increases the weapon's practical range by 100 feet
• For use on Rifles only
Mossberg Model 500
The Mossberg 500 series are some of the most popular shotguns in police service today. Grueling tests have led the military to adopt use of this series of shotgun as well.
Cost: $500
Purchase Restrictions: Firearms Licence
Size: 4
Range: 40/60
Ammunition: 8
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d8 Physical
Fail: 3
Notes:
• +5 Difficulty to Guile feats made concealing the weapon
• +1d8 damage on an attack made within 10 feet of the target
• -1d8 damage on an attack made from 41 or more feet away from the target
• +1d8 damage on an attack roll that shows a natural 19 or 20
• Attacks from this weapon deal damage to all enemies adjacent to the primary target.
• Attacks made from within 40 feet of the target gain a +2 bonus to hit.
• This weapon may be modified to become a "sawed off" version, reducing its range to 20/40 and permanently increasing damage by 1d8. The +5 Difficulty for concealing the weapon is also removed.
Axe
A wedge of sharpened metal at the end of a rod which amplifies force, the axe is designed for splitting wood but can easily be used to split skulls instead.
Cost: $50
Purchase Restrictions: None
Size: 2
Wield: 2 handed
Damage: Strength + 1d6 Physical
Notes:
• If a natural 17, 18, 19, or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 2 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• +1d6 damage on an attack roll that shows a natural 19 or 20
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
Ammo: Shot gun –Hand Gun-Rifle
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.
Misc .
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

Flashlight
A sturdy, quality flashlight which provides illumination in dark places, giving some sense of visibility.
Cost: $25
Size: 0
Notes:
• Illuminates up to 25 feet brightly and 50 feet dimly in front of the flashlight.
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
Binoculars
Enlarges distant objects, making the details of far-off locations more vivid to the viewer.
Cost: $500
Size: 1
Notes:
• Up to 12x magnification
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.
KITS:
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
Tacklebox
Contains all the lures, hooks, lines, and even a telescoping pole for fishing in survival scenarios.
Cost: $50
Size: 1
Notes:
• Includes hooks, lures, cleaning knife, lines, weights, bobbers, and a collapsible fishing rod
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
Camping Pack
A pack filled with the necessities for an extended stay in the great outdoors.
Cost: $200
Size: 2
Notes:
• Includes a personal tent, sleeping bag, canteen, utility knife, insect repellant, compass, water purification tablets, and wire saw.

Aven cross


Nogard3

PostPosted: Sun Apr 19, 2009 11:22 am


Ben
Name: Benvolio, goes by Ben
Age: 15
Race: Human
Concept: Runaway/ Entertainer
Experience: 0

Bio:
He can't remember much about his past, and what he can remember he doesn't want to. Benvolio (as named in the letter his mother/father left with him) grew up as an orphan in an orphanage, living a somewhat, he had to admit, bland lifestyle. He had always been lucky, but ever since he turned 13 things have gotten worse. Nightmares plagued him and he was hit by one bad accident then another, until his luck was so bad that he hospitalized someone. So he decided that it was time to leave. So he grabbed a bus and decided to leave his, in his opinion, crappy life behind and forge a new one like the heroes in his favorite books.

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

SKILLS
Arcane: 3
Athletics: 2
Awareness: 4 (Mental probing, Spirit, Arcane, Human locations)
Combat - Melee: 2
Combat - Ranged: 0
Combat - Unarmed: 0
Craft: 2
Defense: 0
Guile: 3 (locks, food, slight of hand)
Influence: 3 (apologizing, food, sympathy)
Knowledge: 1
Language: 0
Medicine: 0
Technology: 1
Wilderness: 0

SECONDARY STATS
Life: 5
Guts: 3
Threshold: 6
Critical Threat: 12
Defensive Limit: 4
Wait: 4
Last Resort: 1
Weapon Proficiencies: Melee
Armor Proficiencies: Light

Armor
Physical:
Elemental:
Biological:
Magical:

LIMIT EFFECT
Inspiring Presence
Pre-Requisite: Charisma > 3
Description: The character's boldness in the face of adversity is enough to inspire that same bravery in those around him.
Effect: Difficulty for all feats is decreased by 3 for all nearby allies.

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: 8 )
Backpack
Mobile Phone
Digital Camera
Flashlight
Mirror
Waterproof Matches
Lighter
$200

ADVANTAGES
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.

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.

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.

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)



Eidetic Memory
Cost: 4
Pre-Requisite: Intellect > 3
Level: No
Description: Through the use of his photographic memory, the character may recall anything he has ever seen in perfect, vivid detail.
Effect: Whether it’s the words on the page of a book, the details of a crime scene, or the specifics of a person's appearance, the character’s memory is literally like a photograph. He may freely call up these memories with a little concentration.

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.

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.

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).
PostPosted: Tue Apr 21, 2009 2:01 pm


User Image
Name:
Nina Eros Demlock (assumed name is Lilith Antigone Forsyth)
Age:
22
Race:
Hungarian ancestors, but American-born
Concept:
Doctor/Mercenary


Bio:

From birth, Nina seemed unable to connect to others. She quickly became interested in science and was constantly absorbed in the fragility of human beings. In third grade, she pinned a boy to the ground during recess and broke his forearm, to see how much force was necessary to be applied. Later on, she asked to visit him in the hospital to ask him what the doctors were doing to help it heal, but his parents had set up a restraining order already.

She frustrated her parents often with painfully direct questions, questions they had been taught to not expect from children, questions their three older daughters had never asked. It was easy to grow into an egotistical woman with a superiority complex as she outwitted fellow students and sidestepped her parents silly rules.

Upon graduating high school, she informed her parents she was attending an Ivy League out of the country with money she'd been saving from her private investments in the stock market, accumulated over the last eight years. They forbade her from going, given she rather unceremoniously implied they were idiots no better than neanderthals and she'd not miss them, so that night, taken by one of her few and all-consuming emotions, rage and the need for control, she killed them all. Promptly thereafter, she took the family car to the nearest airport and arrived at school three months early and hundreds of miles out of the United States jurisdiction.

She studied in pre-med for the four years, but at 21, when she graduated, decided to return to America. In that time, she'd become decidedly more imposing, and by chance alone had become a weekend assassin, taking short vacations into big cities and returning with enough to continue to pay her tuition. The girl earned some battle scars, but ignores them almost fully. When people ask, she defers them away as childhood accidents. Her name had been long since changed, and she had her diploma with her new name in it as she returned home.

In America, she first resumed her darker hobby, working for those who wanted others gone in exchange for tuition cash, and was in Omaha upon receiving an urgent (and appealingly pricy) gig in Chicago. The money being just short of what she wanted saved up before enrolling in medical school, Nina took the job willingly, immediately finding the soonest bus and taking along the travel bag she never unpacks. While she prefers flying, Nina took the bus in hopes of saving money.

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

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

SECONDARY STATS
Life: 5
Guts: 2 and 1/2
Threshold: 8
Critical Threat: 9
Defensive Limit: 3
Wait: 4
Last Resort: 1
Weapon Proficiencies: Improvised Melee
Armor Proficiencies: Biological

Armor
Physical: -
Elemental: -
Biological: -
Magical: -


LIMIT EFFECT

Vicious
Pre-Requisite: None
Description: Like a cornered animal, the character abandons any sense of mercy or meekness to lash out at his enemy with rabid intensity.
Effect: Add an additional 1d8 damage to all attacks made against a target chosen at the onset of this Limit Effect. Targets may be switched as a reflexive action.


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: 10) $85 cash left over

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

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

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

Disposable Camera
A camera which takes rather poor quality photographs but is cheap and easy to use.
Cost: $10
Size: 0
Notes:
• Takes low resolution photographs with no zoom and little flash.

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

Gas Mask
A mask and goggles worn over the face which filters toxic air, allowing the user to resist the effects of airborn toxins.
Cost: $200
Size: 1
Notes:
• Automatically resists the effects of gases and other airborn toxins
• Gases which obscure visibility still impose their penalty

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

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

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.

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

Tape Recorder
This small, portable device can record and playback audio at will.
Cost: $15
Size: 0
Notes:
• Capture or playback audio as a free action at any time

Walther PPK
This compact, lightweight handgun was the favored weapon of fictional spy, James Bond and still sees use by plainclothes and undercover officers.
Cost: $200
Purchase Restrictions: Firearms Licence
Size: 1
Range: 30/60
Ammunition: 7
Rate of Fire: Single
Enhancement Slots: 0
Damage: 2d4 Physical
Fail: 2
Notes:
• +1d4 damage on an attack roll that shows a natural 19 or 20
• +4 to Guile feats made concealing the weapon
• High quality weapon grants a +1 bonus to attack rolls made with the weapon


ADVANTAGES

Cat's Feet
Cost: 2
Pre-Requisite: Agility > 3
Level: Yes; max 3
Description: The character's natural grace and athleticism allows him to fall correctly in order to minimize damage from dropping long distances.
Effect: No falling damage is taken for falls of:
w/o Cat's Feet: 10 feet or less
Rank 1: 20 feet or less
Rank 2: 30 feet or less
Rank 3: 40 feet or less
"The thing most people don't realize is that there's a right way to fall."

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).
" ...and from that we can determine that X equals the square root of the sum of its coordinates. What? Why are you all looking at me like that?"

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 the following licenses:
• A Firearms License
• A Driver's Licence
• A Pilot's License
Now all I need is my license to kill...


FAULTS

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

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

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.

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 seize 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.
Thanatophobia - Fear of death or dying.

L_is_for_LOSER_17


Aidan-Terran
Vice Captain

PostPosted: Wed Apr 29, 2009 7:29 pm


Name: Giana Kodorovski
Age: 19
Concept: Acrobat/martial arts enthusiast (many other occupations)

Bio:
Being the premier acrobat for a circus is tough...Not that Giana would know. She's only #5 in her troupe. Of course, there are only 4 members, now. She got cut because of the recent problems with the economy. Luckily, she had some cash on hand, and heard about a possible show opening in Chicago, so she took the bus from Denver. Of course, she couldn't afford the express, so she had to transfer in Omaha.
Growing up, she didn't really have much, so she go used to fighting for what there was, even if the other guy was a guy, and had a knife. After a while, they stopped picking on her...especially when one young man nearly twice her size ended up in the hospital.
After all, Russia wasn't really the best country to begin with, and rural Russa was worse.
She got her break when she ran from home at the age of 11, and made it to the nearest big city, which had a troupe of acrobats looking for apprentices. Lucky for her, she ran into the agent before anyone else, as his car had broken down just outside town. He took pity on her, and was actually a good person.
He found her talent for acrobatics a few weeks later, and started training her. Part of the training included self-defense courses, as he saw no reason that the girls (and nearly the entire troupe were female) shouldn't be able to defend themselves, if they wished to learn. As all had come from similar backrounds to Gianas', they all wanted to learn. They also told stories to each other at night, sometimes good things, but usually saying how good they had it now, and comparing their lives now to what they came from. Many had been abused at home, and their horrific stories instilled a deep-seated fear in Giana. Of course, it wasn't the only one...


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

SKILLS
Arcane:
Athletics: 5 (acrobatics/tumbling)
Awareness: 3 (presence ie, "who's there?" spine-tingling-ness)
Combat - Melee: 2
Combat - Ranged:
Combat - Unarmed: 3 (disarm/disable)
Craft:
Defense: 3 (dodge)
Guile: 3
Influence: 2
Knowledge: 1
Language: 1
Medicine:
Technology: 1
Wilderness:

SECONDARY STATS
Life: 15
Guts: 8
Threshold: 6
Critical Threat: 11
Defensive Limit: 4
Wait: 4
Last Resort: 1
Weapon Proficiencies: close-quarters
Armor Proficiencies: light

Armor
Physical: 1
Elemental:
Biological:
Magical:

EQUIPMENT (Carrying Capacity: 1/ cool
$510 on hand (travelers checks)

C2 Tazer
• Range: 15 feet
• Damage: 1d6 Elemental
• Stuns target

Knife (2) (One loaned out)
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

Mobile Phone

Backpack

LIMIT EFFECT

Adrenaline
Strength or Agility increases by 1d4.

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).

ADVANTAGES

Pain Tolerance
"What? Oh, that... that's nothing..."

Cat's Feet
"One time, I fell from a high wire..."

Combat Training
"You really ought to re-think your approach here..."

Daredevil
"I'm in!... what are you doing, again?"

Lethal Weapon
"I only hit him..."

Natural
"Sometimes, things just work out."

(Athletics) Specialization
"And to think, some people spend money on lessons..."

Faults

Visually Impaired III (Contacts in, glasses in suitcase.)
The character's vision is bad and blurry, requiring him to wear glasses or contacts at all times. If he does not do so, all feats that require vision suffer a +2 Difficulty per Fault rank. (+6)

Cursed
Effect: Feat rolls that show a number below 10 on a d20 cannot be affected by a Dare feat.

Hemophiliac
Effect: Each time the character recovers life through non-supernatural means, he recovers half the amount he would normally be entitled to.

Addiction
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:
Mountain Dew (caffeine), M&Ms (candy)

Phobia
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.

Lilapsophobia - Fear of tornadoes and hurricanes. 400
Contreltophobia - Fear of sexual abuse. 400
Hadephobia - Fear of hell. 400


Spiritual Magnetism

Bad End
Reply
Madness

 
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