4th & Dragon : Dungeons and Dragons...and stuff

Hello there, stranger. Stay and sit a while.

You should Login or Register


   
 
Saga of Epoch’s-Characters
Posted: 14 October 2007 04:13 PM   [ Ignore ]  
Avatar
RankRankRankRankRankRankRankRankRank
XP:   594
Level 9
Joined  2007-09-21

Post characters for the Saga of Epoch’s game here using Jackelope King’s D20 Advanced system with a 1st Power Level characters.

Use the following character sheet (Thanks to JK for making it!):

Personal Information
Name:
Gender:
Age:
Height:
Weight:
Size:
Eyes:
Hair:
Nationality:
Concept:
Power Level:
Character Points:
Player:
Campaign:

Abilities & Skills
Strength (STR): [<Score>]/[<Current>] (<cost> cp)
- Athletics: <Modifier> = (<Ranks> + <STR> + <Misc>) (<cost> cp)
- Might: <Modifier> = (<Ranks> + <STR> + <Misc>) (<cost> cp)

Dexterity (DEX): [<Score>]/[<Current>] (<cost> cp)
- Acrobatics: <Modifier> = (<Ranks> + <DEX> + <Misc>) (<cost> cp)
- Infiltration: <Modifier> = (<Ranks> + <DEX> + <Misc>) (<cost> cp)
- Reflex: <Modifier> = (<Ranks> + <DEX> + <Misc>) (<cost> cp)
- Vehicles: <Modifier> = (<Ranks> + <DEX> + <Misc>) (<cost> cp)

Constitution (CON): [<Score>]/[<Current>] (<cost> cp)
- Endurance: <Modifier> = (<Ranks> + <CON> + <Misc>) (<cost> cp)
- Fortitude: <Modifier> = (<Ranks> + <CON> + <Misc>) (<cost> cp)

Intelligence (INT): [<Score>]/[<Current>] (<cost> cp)
- Academics: <Modifier> = (<Ranks> + <INT> + <Misc>) (<cost> cp)
- Science: <Modifier> = (<Ranks> + <INT> + <Misc>) (<cost> cp)
- Technology: <Modifier> = (<Ranks> + <INT> + <Misc>) (<cost> cp)

Wisdom (WIS): [<Score>]/[<Current>] (<Cost> cp)
- Expertise: <Modifier> = (<Ranks> + <WIS> + <Misc>) ((<Cost> cp)
- Perception: <Modifier> = (<Ranks> + <WIS> + <Misc>) (<Cost> cp)
- Survival: <Modifier> = (<Ranks> + <WIS> + <Misc>) (<Cost> cp)

Charisma (CHA): [<Score>]/[<Current>] (<Cost> cp)
- Art: <Modifier> = (<Ranks> + <CHA> + <Misc>) (<Cost> cp)
- Persuasion: <Modifier> = (<Ranks> + <CHA> + <Misc>) (<Cost> cp)
- Will: <Modifier> = (<Ranks> + <CHA> + <Misc>) (<Cost> cp)

Combat (COM)
- Defense: <Modifier> = (<Ranks> + <Misc>) (<Cost> cp)
- Toughness: <Modifier> = (<Ranks> + <Misc>) (<Cost> cp)
- Weapon Groups: <Modifier> = (<Ranks> + <Misc>) (<Cost> cp)

Abilities & Skills: (<Cost> cp)

Feats
- <Feat Name> <ranks> (<cost> cp)
- <Feat Name> <ranks> (<cost> cp)

Feats: (<Cost> cp)

FX
<FX Group>
- <FX Name> <ranks> (Extras: <Extra> (<cost modifier>); Flaws: <Flaw> (<cost modifier>); FX Feats: <FX Feat> <ranks>; Drawbacks: <Drawback> (+<bonus points>) cp) (<cost> cp)

FX: (<Cost> cp)

Gear
Equipment (<equipment points> ep)
- <Equipment name> [<FX Name> <ranks> (Extras: <Extra> (<cost modifier>); Flaws: <Flaw> (<cost modifier>); FX Feats: <FX Feat> <ranks>; Drawbacks: <Drawback> (+<bonus points>) cp)] (<cost> ep)

Device (<Easy to lose?/Hard to lose?>) (<cost> cp)
- <FX Name> <ranks> (Extras: <Extra> (<cost modifier>); Flaws: <Flaw> (<cost modifier>); FX Feats: <FX Feat> <ranks>; Drawbacks: <Drawback> (+<bonus points>) cp) (<cost> cp)

Gear: (<Cost> cp)

Status
Injury
Injured <DC> = (<Toughness> + 5): (<injured results>)
Injured + Stunned <DC> = (<Toughness> + 10) [ ]
Injured + Staggered + Stunned <DC> = (<Toughness> + 15) [ ]
Injured + Helpless <DC> = (<Toughness> + 20) [ ]

Action
-1 Action; <Fort DC> = (<Fortitude> + 10); <Will DC> = (<Will> + 10) [ ]
-2 Actions; <Fort DC> = (<Fortitude> + 15); <Will DC> = (<Will> + 15) [ ]
Helpless; <Fort DC> = (<Fortitude> + 20); <Will DC> = (<Will> + 20) [ ]

Check
-2 Check; <Fort DC> = (<Fortitude> + 10); <Will DC> = (<Will> + 10) [ ]
-5 Check; <Fort DC> = (<Fortitude> + 15); <Will DC> = (<Will> + 15) [ ]
Helpless; <Fort DC> = (<Fortitude> + 20); <Will DC> = (<Will> + 20) [ ]

Movement
-1/2 Movement; <Fort DC> = (<Fortitude> + 10); <Will DC> = (<Will> + 10) [ ]
Immobile; <Fort DC> = (<Fortitude> + 15); <Will DC> = (<Will> + 15) [ ]
Helpless; <Fort DC> = (<Fortitude> + 20); <Will DC> = (<Will> + 20) [ ]

Dice Pools
Hero Dice: <Hero Dice>

Nature
- Vice: <vice>
- Virtue: <virtue>

Complications
- <Complication 1>
- <Complication 2>

<Dice Pool>: <Dice>

Trade-Offs
- <+/- X> Attack / <-/+ X> Effect Modifier
- <+/1 Y> Defense / <-/+ Y> Toughness

Background

[ Edited: 21 October 2007 11:27 AM by Black Plauge]

’d20Asigbanner2.gif

Shhh...my common sense is tingling.
Where we are met with cynicism, and doubt, and those who tell us that we can’t, we will respond with that timeless creed that sums up the spirit of a people: Yes, we can.-President Elect Barack Obama

Profile
 
 
Posted: 19 October 2007 01:31 PM   [ Ignore ]   [ # 1 ]  
Avatar
RankRankRankRankRankRankRankRankRankRankRankRank
XP:   1071
Moderator
Joined  2007-09-13

Personal Information
Name: Cristobal AGUILERA, M.D., MAJ USAR
Gender: Male
Age: 26
Height: 5’ 9’
Weight: 210 lbs
Size: Medium
Eyes: Brown
Hair: Black
Nationality: Hispanic-American
Concept: Doctor with unusual healing abilities
Power Level: 4
Character Points: 63/65
Player: Black Plauge
Campaign: Saga of Epoch

Abilities & Skills
Strength (STR): [+2]/[+2] (4 cp)
- Athletics: +2 = (1 + 1 + 0) (1 cp)
- Might: +1 = (0 + 1 + 0) (0 cp)

Dexterity (DEX): [+1]/[+1] (2 cp)
- Acrobatics: +1 = (0 + 1 + 0) (0 cp)
- Infiltration: +1 = (0 + 1 + 0) (0 cp)
- Reflex: +2 = (1 + 1 + 0) (1 cp)
- Vehicles: +2 = (1 + 1 + 0) (1 cp)

Constitution (CON): [+2]/[+2] (4 cp)
- Endurance: +3 = (1 + 2 + 0) (1 cp)
- Fortitude: +9 = (7 + 2 + 0) (7 cp)

Intelligence (INT): [+4]/[+4] (8 cp)
- Academics: +4 = (0 + 4 + 0) (0 cp)
- Science: +11 = (7 + 4 + 0) (7 cp)
-- Pharmacology & Toxicology:: +13 = (+11 + 4 capped)
- Technology: +6 = (2 + 4 + 0) (2 cp)

Wisdom (WIS): [+1]/[+1] (2 cp)
- Expertise: +1 = (0 + 1 + 0) ((0 cp)
- Perception: +1 = (0 + 1 + 0) (0 cp)
- Survival: +1 = (0 + 1 + 0) (0 cp)

Charisma (CHA): [-1]/[+0] (-2 cp)
- Art: -1 = (0 + -1 + 0) (0 cp)
- Persuasion: -1 = (0 + -1 + 0) (0 cp)
- Will: +0 = (1 + -1 + 0) (1 cp)

Combat (COM)
- Defense: +2 = (2 + 0) (2 cp)
- Toughness: +6 = (2 + 4) (2 cp)
- Weapon Groups (firearms): +3 = (3 + 0) (2 cp)

Abilities & Skills: (46 cp)

Feats
- Improvised Tools (1 cp)
- Equipment 4.5 (4.5 cp)
- Profession (Pharmacology & Toxicology) 1 (1 cp)

Feats: (5.5 cp)

FX
Natural Abilities
Hyper-active Immune system
- Immunity 1 (poisons) (Flaws: Body tries to reject, if incapable of doing so poison affects Cris (-1)) (0.5 cp)
- Immunity 1 (disease) (Drawbacks: Vector based, direct injection of viral or bacterial load will affect Cris (-1) cp) (1 cp)
- Regeneration 2 (Ability Damage 1, Recovery Rate 1) (FX Feats: Persistant (+1 cp)) (3 cp)
- Features (the second saving throw for a poison occurs 1 round after the initial one instead of 1 minute after) (1 cp)
- Nullify (poison) 4 (Extras: Total Fade (+1), Duration (sustained) (+2), Independent (+0); Flaws: Suppression (time nullified does not count for purposes related to FX duration) (-1), Range (touch) (-1), Action (5 rounds) (-2), Limited (Only others, only FX effects, not FX use) (-2); FX Feats: Slow Fade 3 (80 minute fade time), Alternate FX 1)(5 cp)
--AFX: Healing 4 (Flaws: Limited (diseases & poisons which character has recently recovered from) (-1), Action (20 minutes to prepare & administer injection) (-3); Drawbacks: Requires Tools (Half efficacy without tools to prepare injection, not countered by Improvised Tools) (-1cp) Feats: Persistent (+1)) (1 cp)

FX: (10.5 cp)

Gear
Equipment (22/22.5 ep)
- Tactical Vest [Protection 4] (4 ep)
- Heavy Pistol [Damage (ballistic) 4 (Extras: Ranged (+1))] (8 ep)
- Private Clinic [Small; Communications; Computer; Fire Prevention System; Infirmary; Laboratory (medical); Library (medical); Living Space; Workshop (technology)] (9 ep)
- Cell Phone (1 ep)

Status
Injury
Injured 11 = (6 + 5): (<injured results>)
Injured + Stunned 16 = (6 + 10) [ ]
Injured + Staggered + Stunned 21 = (6 + 15) [ ]
Injured + Helpless 26 = (6 + 20) [ ]

Action
-1 Action; 19 = (9 + 10); 10 = (0 + 10) [ ]
-2 Actions; 24 = (9 + 15); 15 = (0 + 15) [ ]
Helpless; 29 = (9 + 20); 20 = (0 + 20) [ ]

Check
-2 Check; 19 = (9 + 10); 10 = (0 + 10) [ ]
-5 Check; 24 = (9 + 15); 15 = (0 + 15) [ ]
Helpless; 29 = (9 + 20); 20 = (0 + 20) [ ]

Movement
-1/2 Movement; 19 = (9 + 10); 10 = (0 + 10) [ ]
Immobile; 24 = (9 + 15); 15 = (0 + 15) [ ]
Helpless; 29 = (9 + 20); 20 = (0 + 20) [ ]

Dice Pools
Hero Dice: 2

Nature
- Vice: Sloppy
- Virtue: Devoted

Complications
- Responsibility (Army Reservist)

Trade-Offs
- 0 Attack / 0 Effect Modifier
- 0 Defense / 0 Toughness

Drawbacks:
- Weakness (minor intensity, every round duration): PTSD sufferer (main symptom: needs sidearm and tactical vest to function properly in high stress environments which are not designated “safe” like a hospital or clinic) (+3 cp)

Background
Born to Mexican immigrants, Cris (as he is known to his friends) grew up in the life a seasonal immigrant farm hand, moving from place to place as his parents followed the harvest of different crops and speaking Spanish as his first language.  As a result, his early education was spotty at best and he graduated high school with a barely passing average despite being a rather intelligent child.  A first generation US citizen (what would be considered an anchor-baby by some, since his parents were both illegal immigrants) he felt the need to prove his loyalty to the country and enlisted in the Army out of high school.  Originally tasked as a Health Care Specialist, Cris demonstrated an aptitude for medicine that lead to him being enrolled in the Green to Gold program, pre-medical undergraduate work, and eventually medical school for full training as a doctor.  As a medical student (and later as a doctor), Cris specialized in pharmacology and toxicology.  His unique, but at the time unknown, immune system, however, lead to sloppy laboratory practices (as he himself was always able to avoid the effects of the chemicals he worked with) which hindered his advancement within the military and his eventual discharge (though still an honorable one) having only attained the rank of Major (just one step up of the captaincy that his medical degree entitled him to).  Said discharge did not come, however, before he had been stationed in Afghanistan for one tour (December 2001 to February 2003) and Iraq for two tours (once from January 2004 to March 2005 and again from January 2006 to June 2007).

Since his discharge, Cris has lived in Idaho, working primarily as a family physician in Aberdeen and the surrounding area, but also consulting on the side within his specialty (mostly via the internet).  A commensurate tinkerer (a trait first practiced on farm equipment as a child) Cris has taken to rebuilding and reworking some of the more common lab equipment for his specialty in his spare time and is thinking about going back to school to study Medical Engineering.  His lab technique still tends to be sloppy (which is why he doesn’t work for any major pharmaceutical company) but his use of his own blood and cells as test samples for his experimental equipment has lead him to discover and understand his unique immune system, a fact which he has been quietly using to treat his patients (who are phenomenally free of disease as a result).

[ Edited: 28 January 2008 01:26 PM by Black Plauge]

Perhaps the only precept taught me by Grandfather Wills that I have honored all my adult life is that profanity and obscenity entitle people who don’t want unpleasant information to close their eyes and ears to you.

Donate rice by improving your vocabulary.

Because you don’t have anything better to do in January in Maine.

Profile
 
 
Posted: 19 October 2007 03:32 PM   [ Ignore ]   [ # 2 ]  
Avatar
RankRankRankRankRankRankRankRankRankRankRankRankRank
XP:   1554
Moderator
Joined  2007-09-13

Personal Information
Name: Jilal al-Tikriti al-Adin aka FLEA
Gender: Male
Age: 30
Height: 5’ 8’
Weight: 165 lbs
Size: Medium
Eyes: Brown
Hair: Black
Nationality: US-Naturalized Iraqi
Concept: Superspy with shrinking abilities
Power Level: 4
Character Points: /60
Player: Cameron

Campaign: Saga of Epoch

Abilities & Skills
Strength (STR): 2/[2] (4 cp)
- Athletics: +2 = (<Ranks> + 2 + <Misc>) (0 cp)
- Might: +2 = (<Ranks> + <2 + <Misc>) (0 cp)

Dexterity (DEX): 0/[0] (0 cp)
- Acrobatics: 0 = (<Ranks> + 0 + <Misc>) (0 cp)
- Infiltration: 0 = (<Ranks> + 0 + <Misc>) (0 cp)
- Reflex: 10 = (10(base) + <Ranks> + 0 + <Misc>) (0 cp)
- Vehicles: 0 = (<Ranks> + 0 + <Misc>) (0 cp)

Constitution (CON): +1/[+1] (2 cp)
- Endurance: +1 = (<Ranks> + 1 + <Misc>) (0 cp)
- Fortitude: 11 = (10(base) + (<Ranks> + 1 + <Misc>) (0 cp)

Intelligence (INT): +1/[+1] (2 cp)
- Academics: +1 = (<Ranks> + 1 + <Misc>) (0 cp)
- Science: +1 = (<Ranks> + 1 + <Misc>) (0 cp)
- Technology: +1 = (<Ranks> + 1 + <Misc>) (<0 cp)

Wisdom (WIS): 0/[0] (0 cp)
- Expertise: 0 = (<Ranks> + 0 + <Misc>) ((0 cp)
- Perception: 0 = (<Ranks> + 0 + <Misc>) (0 cp)
- Survival: 0 = (<Ranks> + 0 + <Misc>) (0 cp)

Charisma (CHA): +2/[+2] (4 cp)
- Art: +2 = (<Ranks> + 2 + <Misc>) (<0 cp)
- Persuasion: +5 = (3 + 2 + <Misc>) (3 cp)
- Will: 12 = (10(base) + <Ranks> + 2 + <Misc>) (<0 cp)

Combat (COM)
- Defense: 12 = (10 (base) + 2 (ranks)) (2 cp)
- Toughness: 14 = (10 (base) + 4 (ranks)) (4 cp)
- Weapon Groups (pistols): +4 = (4 ranks) (4 cp)
- Weapon Groups (unarmed): +2 = (2 ranks) (2 cp)

Abilities & Skills: (25 cp)

Feats
- <Feat Name> <ranks> (<cost> cp)

Feats: (0 cp)

FX
Shrinking (Container)
- Shrinking 20 (Extras: Normal Strength (+1) Normal Movement (+1); Flaws: Action (free to two) (-2); FX Feats: Atomic (+1); Drawbacks: Full power (-1) (20 cp)
- Enhanced Movement - Flight 2 ((4 cp)
- Speed 10 ((10 cp)

Alternate FX
- Teleport 20 (Flaws: Medium (electromagnetic waves - radio, electricity, telephone) (-1) (20 cp) (from Shrinking cp)

<FX Group>
- <FX Name> <ranks> (Extras: <Extra> (<cost modifier>); Flaws: <Flaw> (<cost modifier>); FX Feats: <FX Feat> <ranks>; Drawbacks: <Drawback> (+<bonus points>) cp) (<cost> cp)

FX: (33 cp)

Gear
Equipment (0 ep)
- <Equipment name> [<FX Name> <ranks> (Extras: <Extra> (<cost modifier>); Flaws: <Flaw> (<cost modifier>); FX Feats: <FX Feat> <ranks>; Drawbacks: <Drawback> (+<bonus points>) cp)] (<cost> ep)

Device (<Easy to lose?/Hard to lose?>) (<cost> cp)
- <FX Name> <ranks> (Extras: <Extra> (<cost modifier>); Flaws: <Flaw> (<cost modifier>); FX Feats: <FX Feat> <ranks>; Drawbacks: <Drawback> (+<bonus points>) cp) (<cost> cp)

Gear: (<Cost> cp)

Status
Injury
Injured <DC> = (<Toughness> + 5): (<injured results>)
Injured + Stunned <DC> = (<Toughness> + 10) [ ]
Injured + Staggered + Stunned <DC> = (<Toughness> + 15) [ ]
Injured + Helpless <DC> = (<Toughness> + 20) [ ]

Action
-1 Action; <Fort DC> = (<Fortitude> + 10); <Will DC> = (<Will> + 10) [ ]
-2 Actions; <Fort DC> = (<Fortitude> + 15); <Will DC> = (<Will> + 15) [ ]
Helpless; <Fort DC> = (<Fortitude> + 20); <Will DC> = (<Will> + 20) [ ]

Check
-2 Check; <Fort DC> = (<Fortitude> + 10); <Will DC> = (<Will> + 10) [ ]
-5 Check; <Fort DC> = (<Fortitude> + 15); <Will DC> = (<Will> + 15) [ ]
Helpless; <Fort DC> = (<Fortitude> + 20); <Will DC> = (<Will> + 20) [ ]

Movement
-1/2 Movement; <Fort DC> = (<Fortitude> + 10); <Will DC> = (<Will> + 10) [ ]
Immobile; <Fort DC> = (<Fortitude> + 15); <Will DC> = (<Will> + 15) [ ]
Helpless; <Fort DC> = (<Fortitude> + 20); <Will DC> = (<Will> + 20) [ ]

Dice Pools
Hero Dice: <Hero Dice>

Nature
- Vice: <vice>
- Virtue: <virtue>

Complications
- <Complication 1>
- <Complication 2>

<Dice Pool>: <Dice>

Trade-Offs
- <+/- X> Attack / <-/+ X> Effect Modifier
- <+/1 Y> Defense / <-/+ Y> Toughness
Jilal al-Tikriti al-Adin is a US Foreign Service Officer for the State Department.  He reports to the US Ambassador to the Provisional Iraqi Government and handles mundanities such as staff meetings, paperwork, speech-writing, and low level negotiation.  At the time al-Adin was tapped to head to Iraq, the US was secretly testing out a new injection intended to help with foreign surveillance and intelligence gathering.  A new organization, ostensibly subordinate to the State Department but really working for Homeland Security, was founded after successful test runs in Afghanistan and North Korea.  Dubbed INSECT, or the Incognito Network for Surveillance, Espionage and Covert Tactics, went to work in late 2006.  In keeping with the “bug” nomenclature of old generation wire-taps, this network also passed on invertebrate names for its field agents.  There were several kinds on the ground and around, both internal and external to the US.  Those INSECT agents assigned to foreign embassies or the United Nations were called FLEAs, or Foreign Liaison Espionage Agents, reflecting both their duties to the State and Homeland Security Departments.

The injection given to FLEAs had various secondary side effects depending on the injectees’ own natural mutations and reactions, but there was one reaction in common, the very reason for the development of the serum.  This ability was to shrink oneself such that one could actually be the proverbial fly on the wall.  Immune system response typically limited this ability to the size of the average house flea, but not in al-Adin’s body.  He is able to shrink to subatomic size and ride the flow of electrons through data streams.  In addition, while most of his colleagues also had their strength limited to their relative sizes, Jilal was actually able to keep his true size strength.  As a trained combat vet, he could easily bench press 300 lbs while at his normal size, as could his comrades.  But the difference lay in the fact that Jilal could bench press the same 300 lbs even while shrunk to subatomic levels.

[ Edited: 30 November 2007 12:27 PM by Cameron]

M.JPG Winner June 2006 3EBB Character Creation Contest - Garick the Wise
d20Asigbanner2.gif

Profile
 
 
Posted: 20 October 2007 03:25 PM   [ Ignore ]   [ # 3 ]  
Avatar
RankRankRankRankRankRankRankRankRankRank
XP:   663
Level 10
Joined  2007-09-15

ninja1.jpg

Personal Information
Name: Does not know it
Gender: Female
Age: Approximately 17
Height: 5’11”
Weight: 130lbs
Size: M
Eyes: Abnormally Vibrant Blue
Hair: Black
Nationality: Unknown but looks caucasian and slightly native american
Concept: Naturally Advanced Human
Power Level: 4
Character Points: 60
Player: Lune
Campaign: Saga of Epoch

Abilities & Skills
Strength (STR): [+1]/[+1] (2 cp)
- Athletics: +1 = (+1 Str) 0cp
- Might: +1 = (+1 Str) 0cp

Dexterity (DEX): [+1]/[+1] (2 cp)
- Acrobatics: +4 = (3 ranks +1 Dex) 3cp
- Infiltration: +1 = (+1 Dex) 0cp
- Reflex: +4 = (3 ranks +1 Dex) 3cp
- Vehicles: +1 = (+1 Dex) 0cp

Constitution (CON): [+1]/[+1] (2 cp)
- Endurance: +1 = (+1 Con) 0cp
- Fortitude: +1 = (+1 Con) 0cp

Intelligence (INT): [+1]/[+1] (2 cp)
- Academics: +1 = (+1 Int) 0cp
- Science: +1 = (+1 Int) 0cp
- Technology: +1 = (+1 Int) 0cp

Wisdom (WIS): [+0]/[+0]
- Expertise: +1 = (+1 Wis) 0cp
- Perception: +5 = (4 ranks +1 Wis) 4cp *(Eagle Eyes)
- Survival: +1 = (+1 Wis) 0cp

Charisma (CHA): [+1]/[+1] (2 cp)
- Art: +1 = (+1 Cha) 0cp
- Persuasion: +1 = (+1 Cha) 0cp *+8 bluff & diplomacy via Attractive feat
- Will: +5 = (4 ranks +1 Cha) 4cp

Combat (COM)
- Defense: 14 = (base 10 +4 Ranks) (4 cp)
- Toughness: 12 = (base 10 + 2 Ranks) (2 cp)
- Weapon Groups: (unarmed) 4 = (4 Ranks) (4 cp)

Abilities & Skills: 34 cp

Feats
- Attractive x2 1cp (Drawbacks: Noticeable -1)
- Blind Fight 1cp
- Eidetic Memory 1cp
- Eagle Eyes 1cp
- Immunity to Disease 1cp
- Low Light vision 1cp
- Martial Strike 4cp
- Accurate Attack (Martial Strike) 1cp
- Evasion 2cp
- Skill Mastery (Acrobatics, Reflex, Perception, Persuasion) 1cp

Feats: 13cp

FX
Mindspeak: 13cp
- Telepathy 11 (Communication LINKED Mind Reading LINKED Comprehend)
- Communication (Mental) 1 rank (Feats: Subtle 2, Improved Range 4) Range: 1 mile, 7cp
- Comprehend (languages) 2 (Allows for understanding of languages both ways but not to read/write language) (Flaw: Ilitterate) 1cp
- Mind Reading 1 rank (Extras: Action 1), (FX feats: Sublte 2), (Flaw: Limited - no mental grapple) 3cp
- - AFX Concealment 5/rank (all visual and auditory senses), (Extras: Affects others, Area), (Flaws: Phantasm, Passive -1) (Drawbacks: Noticable -1) 1cp
- - AFX ESP 4cp/rank (all senses), (Extras: Simultaneous +1), (Flaws: Feedback), (Feats: Improved Range 3) Range: 1000 feet, 1cp

Psi-Sense: 8cp
Psi-Senses (Enhanced Senses): (Danger Sense, Awareness (Mental), Infravision, Microscopic Vision, Ultrahearing, Uncanny dodge (visual and auditory), Ultravision) 8cp
- Danger Sense 1cp
- Awareness (Mental) 1cp
- Infravision 1cp
- Microscopic Vision 1cp
- Ultrahearing 1cp
- Ultravision 1cp
- Uncanny Dodge (visual and auditory) 2cp

- Innate (for making all FX innate) 4cp

FX: 21cp

Gear

Gear: 0cp

Status
Injury
Injured 7 = (2 Toughness + 5): (<injured results>)
Injured + Stunned 12 = (2 Toughness + 10) [ ]
Injured + Staggered + Stunned 17 = (2 + 15) [ ]
Injured + Helpless 22 = (2 + 20) [ ]

Action
-1 Action; 11 = (1 Fortitude + 10); 15 = (5 Will + 10) [ ]
-2 Actions; 16 = (1 Fortitude + 15); 20 = (5 Will + 15) [ ]
Helpless; 21 = (1 Fortitude + 20); 25 = (5 Will + 20) [ ]

Check
-2 Check; 11 = (1 Fortitude + 10); 15 = (5 Will + 10) [ ]
-5 Check; 16 = (1 Fortitude + 15); 20 = (5 Will + 15) [ ]
Helpless; 22 = (1 Fortitude + 20); 25 = (5 Will + 20) [ ]

Movement
-1/2 Movement; 11 = (1 Fortitude + 10); 15 = (5 Will + 10) [ ]
Immobile; 16 = (1 Fortitude + 15); 20 = (5 Will + 15) [ ]
Helpless; 22 = (1 Fortitude + 20); 25 = (5 Will + 20) [ ]

Dice Pools
Hero Dice: 1

Nature
- Vice: Disconnected
- Virtue: Compassionate

Drawbacks
- Mute 4cp
- Vulnerable (sonic) 2cp
- Vulnerable (light) 2cp

Complications
- Amnesia
- Non-typical physiology
- Enemy (the government division that has her capsule)
- Phobia (very loud sounds and excessively bright lights)
- Addiction (being in the presense of other intellegent sentient beings within her sensory range)
- Learning disability

<Dice Pool>:

Trade-Offs
- +1 Attack / -1 Effect Modifier
- +1 Defense / -1 Toughness

Background:
There was a child that was born in a different time but she would not know it.  She was sent in a spacecraft away from a future planet (likely earth) and was temporally displaced back through time to arrive at modern day earth.  She is not an alien though, she is human.  Just an advanced human. 

This is not the entirety of her story though.  The capsule that she was in as a baby gave her a baseline of experience and provided her with the training she needed to control both her body and her mind.  This capsule* served as a nursery, shuttle and unwitting time machine for her.  It taught her all she needed to know via synaptic simulation and mental relays.  The people of her future world did not speak with language the way that humans of earth do so she was not taught this perspectively primative form of communication.  Instead she was taught to use her mind to communicate directly not needing the use of speach, language or writing at all.  Had she only been in the craft for it’s intended amount of time she could have still learned how to communicate using speach and language, but more relative time had passed for her than was originally intended within the capsule and as a result her brain is just “wired differently” now.  Its likely it would have been to some extent anyway but it is now quite possibly irreversible. 

Her mindspeach abilities were not the only ones that developed.  Her muscles were excersized with stimulators while she experienced an odd virtual reality while suspended within the liquid inside the capsule.  She was provided with all nutritional needs as she developed via a feed into the containing fluid.  It also provided her with a level of martial training.  Her people had long since destroyed any human effecting virus not by creating anti-virus or antibiotics, but improving their body’s ability to fight of such diseases.  She too inherited this trait.  She also was gifted with her sub-species mneumonic ability to have an unerring memory which served her even as she was trained and raised by the capsule. 

Being an anachronistic form of human she still looked mostly like an earthly present day human does with a few exceptions.  Her eyes are an unnatural hue of blue that almost glows (and in fact does when she uses some of her mental powers and sight powers) and are capable of picking up other spectrums of light as well as slightly telescopic and microscopic vision.  Her ears are shaped somewhat elf-like and are made to pickup a broader range of sounds.  All together she is more sensitive than the average human. 

Though she wouldn’t know it, or even what the intentions of her being sent in this capsule into space, or why/how she was temporally displaced, she was not intended to be in the capsule for as long as she was.  She was in the capsule for a relative time of over 15 years and thus looks as she would if she were 15 years old.  As the capsule device was not intended for use over such a long period there is no way to tell what the long term effects will be.  However, within it exists a sort of learning program that adapts to it’s student and continues their development.  It is possible that it continued to challenge it’s student’s mind but it is also possible that it ran course and outlived it’s usefulness. 

After the relative 15+ years her craft crash landed outside the small town of Aberdeen, Idaho into a large circular field.  The evening was a stormy raining one and it was hard to see in such weather, however, a government researcher saw what he thought was a meteor and tracked it down.  Upon finding the red hot glowing space craft he called a division of the government and they came and secured the area in as inconspicuous of way as possible.  Before the storm cleared their helicopters and everything was covered from view by technology that few knew existed.  The craft was carted away and the being within was transported seperately.  Unfortunately a freak accident happened with the hydrolics in the helicopter that contained the comatose being within it and it crash landed on it’s way to wherever it was taking her.  Both the pilot and copilot were killed on impact but the stretcher that shew as strapped to saved her life.  She awoke from the drugs they had her on and escaped for the craft before it exploded.  Alone, naked and fearful...this is where her story begins. 

Is this just another simulation?  But what about her mneumonic companion?  Why could she not feel it anymore?  *gasp* Was she...alone now?!

*To explain what the capsule did for her imagine a cross between the pods that humans were contained within in Matrix (except that it was designed by humans to care for and raise children through until young ages), the mental device used in the The Lawnmower Man, The System from Azrael comics except that it was more caring and not as violent or prone to drive it’s subject insane and the computer fantasy game program from Ender’s Game in the sense that it adapts and teaches it’s “student”.

[ Edited: 10 November 2007 09:41 AM by Lune]
Profile
 
 
Posted: 23 October 2007 02:34 PM   [ Ignore ]   [ # 4 ]  
Avatar
RankRankRankRankRankRankRankRankRankRankRankRankRank
XP:   1699
Moderator
Joined  2007-09-21

seatleman.jpg

Personal Information
Name: Eric Reese aka Seattle Man
Gender: Male
Age: 17
Height: 5’11”
Weight: 140lbs.
Size: Medium
Eyes: Dark Blue (Crystal-Blue while using powers)
Hair: Dark Brown and styled down (Crystal-Blue and styled in faux-hawk while using powers)
Nationality: American
Heritage: Caucasian (mainly Irish and English decent)
Concept: Weather Related and Speedster
Power Level: 4
Character Points: 62/62
Player: Talae
Campaign: Saga of Epoch

Abilities & Skills
Strength (STR): [+1]/[+1] (2 cp)
- Athletics: +2 = (Ranks 1 + STR 1 + Misc) (1 cp)
- Might: +1 = (Ranks 0 + STR 1 + Misc) (0 cp)

Dexterity (DEX): [+3]/[+3] (6 cp)
- Acrobatics: +7 = (Ranks 4 + DEX 3 + Misc) (4 cp)
- Infiltration: +3 = (Ranks 0 + DEX 3 + Misc) (0 cp)
- Reflex: +4 = (Ranks 1 + DEX 3 + Misc) (1 cp)
- Vehicles: +3 = (Ranks 0 + DEX 3 + Misc) (0 cp)

Constitution (CON): [+1]/[+1] (2 cp)
- Endurance: +1 = (Ranks 0 + CON 1 + Misc) (0 cp)
- Fortitude: +1 = (Ranks 0 + CON 1 + Misc) (0 cp)

Intelligence (INT): [+1]/[+1] (2 cp)
- Academics: +3 = (Ranks 2 + INT 1 + Misc) (2 cp)
- Science: +1 = (Ranks 0 + INT 1 + Misc) (0 cp)
- Technology: +1 = (Ranks 0 + INT 1 + Misc) (0 cp)

Wisdom (WIS): [-1]/[-1] ( gain 2 cp)
- Expertise: -1 = (Ranks 0 + WIS -1 + Misc) (0 cp)
- Perception: -1 = (Ranks 0 + WIS -1 + Misc) (0 cp)
- Survival: -1 = (Ranks 0 + WIS -1 + Misc) (0 cp)

Charisma (CHA): [+1]/[+1] (2 cp)
- Art: +1 = (Ranks 0 + CHA 1 + Misc) (0 cp)
- Persuasion: +2 = (Ranks 1 + CHA 1 + Misc) (1 cp)
- Will: +3 = (Ranks 2 + CHA 1 + Misc) (2 cp)

Combat (COM)
- Defense: +15 = (Base 10 + Ranks 5 + Misc) (5 cp)
- Toughness: +12 = (Base 10 + Ranks 2 + Misc) (2 cp)
- Weapon Groups: +0 = (Ranks 0 + Misc) (0 cp)

Abilities & Skills: (30 cp)

Feats
- Feat Name ranks (cost cp)

Drawbacks
- Normal Identity free action (Gain 3 cp)

Feats: (1 cp)

FX
Weather Control
- Environmental Control (Rain Storm) Distraction +2, Hamper Movement +1 (Extras: Selective Attack +1; FX Feats: Progression (area) 2) (6 cp)
- Damage (Lightning) 6 (Extras: Autofire +1, Area (Perception: Touching Storm effect) +1; FX Feats: Mighty 2; Drawbacks: Full Power +1 cp) (9 cp)
- Obscure: Vision (Fog and/or Mist) 2 ranks: 10ft radius (4 cp)
Speed
- Speed 9 (Flaws: Source (Electricity or Water) +1) (8 cp)
- Enhanced Movement (Water Walking) 2 (Flaws: Limited (Only while moving) +1) (1 cp)
- Quickness 1
Electricity Regeneration
- Immunity (Electricity) 5 (5 cp)
- Regeneration (Recovery Rate) 4 (Flaws: Source (Electricity or Water) +1 cp) (3 cp)

FX: (34 cp)

Gear
Equipment (equipment points ep)
- Equipment name [FX Name ranks (Extras: Extra (cost modifier); Flaws: Flaw (cost modifier); FX Feats: FX Feat ranks; Drawbacks: Drawback (+bonus points) cp)] (cost ep)

Device (Easy to lose?/Hard to lose?>) (cost cp)
- FX Name ranks (Extras: Extra (cost modifier); Flaws: Flaw (cost modifier); FX Feats: FX Feat ranks; Drawbacks: Drawback (+bonus points) cp) (cost cp)

Gear: (Cost cp)

Status
Injury
Injured DC = (Toughness + 5): (injured results)
Injured + Stunned DC = (Toughness + 10) [ ]
Injured + Staggered + Stunned DC = (Toughness + 15) [ ]
Injured + Helpless DC = (Toughness + 20) [ ]

Action
-1 Action; Fort DC = (Fortitude + 10); Will DC = (Will + 10) [ ]
-2 Actions; Fort DC = (Fortitude + 15); Will DC = (Will + 15) [ ]
Helpless; Fort DC = (Fortitude + 20); Will DC = (Will + 20) [ ]

Check
-2 Check; Fort DC = (Fortitude + 10); Will DC = (Will + 10) [ ]
-5 Check; Fort DC = (Fortitude + 15); Will DC = (Will + 15) [ ]
Helpless; Fort DC = (Fortitude + 20); Will DC = (Will + 20) [ ]

Movement
-1/2 Movement; Fort DC = (Fortitude + 10); Will DC = (Will + 10) [ ]
Immobile; Fort DC = (Fortitude + 15); Will DC = (Will + 15) [ ]
Helpless; Fort DC = (Fortitude + 20); Will DC = (Will + 20) [ ]

Dice Pools
Hero Dice: Hero Dice

Nature
- Vice: vice
- Virtue: virtue

Complications
- Complication 1
- Complication 2

Dice Pool: Dice

Trade-Offs
- +/- X Attack / -/+ X Effect Modifier
- +/1 Y Defense / -/+ Y Toughness

Background

Current notes:
Would like to add daze effect (either random chance or maybe with extra concentration) to lightning attacks. I also want to clarify that these could be used interchangeably as lightning bolts striking my targets and as me running around and punching with a lightning-like effect.

I am having rain cloud dilemmas. I need an option to have a personal rain cloud (in a 5ft square over me) and also the ability to make it grow/weaken in strength.

I am unsure if I did the FX I already picked correctly. (Should I list more things as an array/container/different point allocation?)

Current Info:
Seattle Man is 17 with a mid July Birthday. He moved to Aberdeen almost a year ago and spent his senior year graduating from a new school.

Family Info:
Has a single mom with a younger brother that is 11.

Power Recognition:
One day during the summer two years ago, Eric was skateboarding by himself a few miles from home. It was no cloudier than a typical mid-spring Seattle afternoon, but that changed quickly. Seemingly out of nowhere the weather turned for the worse. Deciding that getting some cover would be best, he began to skate faster and then, before he knew it, there was a flash of light. The next thing he knew, he awoke to see all of his clothing with various fairly large black electrically seared holes…still sopping wet from the rain that continued to downpour.

The odd thing was that he, as anyone would, expected to be injured and have pain from what were marks from lightning bolts striking him. Instead, Eric actually felt energized. Thinking that this must be untrue and actually some form of delusion caused by the traumatic physical event that just occurred. Fearing that waiting around for help would prove to be wasted time, he decided to attempt to skate home taking it slow in order to play it safe.

After making it a block or so, Eric decided that his snails pace could probably be increased. He gradually began to increase his speed, going much faster than he probably should have. Once he was going about his normal speed, he seemed to forget about the event altogether, even if just for now, and began doing tricks on his skateboard again. The weird thing was the speed at which he was moving. He was easily going double the speed he usually felt comfortable with before he even realized that there was a difference.

Once realizing this, Eric began to test himself. He didn’t have anything to gage his speeds with, but he felt as though he was moving much faster than a car. After skating and running around to the point that he was all but exhausted, he stopped for a moment and began to celebrate the interesting turn of events by jumping up and down, throw his hands in the air and screaming in excitement. When he threw his arm in the air he was struck with a lightning. Eric flinched and was surprised that the dangerous bolt of electricity actually felt good. Concentrating on the feeling, Eric sensed that the clouds around him were less distant than the actually looked. He felt as though they were a part of him. Realizing this, he began to gain control over the entire storm itself.

The power of the storm enveloped him in a swirl of water and electricity, giving him a feeling of great power and actually altering his physical appearance. His hair and eyes were no longer there natural colors. They were instead a crystal blue and his hair was styled in a faux-hawk.

As weeks, months and now years have past, Eric has fine tuned his control of the weather and is working on strengthening his powers. He as refined a costume in order to conceal his teenage identity and has become a minor local hero known jokingly as Seattle Man.

[ Edited: 07 February 2008 09:30 PM by Talae]

’d20Asigbanner2.gif

Conjurer’s Chess: Xandos
Lost Islands PbP: Anguish
Obsidian PbP: Mexil

Own:
LINK BOOMERANG (1)
Doom’s Jocular Jockstrap Award (1)

Profile
 
 
Posted: 23 October 2007 08:57 PM   [ Ignore ]   [ # 5 ]  
Avatar
RankRankRankRankRankRank
XP:   318
Level 6
Joined  2007-09-21

Personal Information
Name: Hampton
Gender: Male
Age: 23
Height: 6’ 2”
Weight: 214 lbs
Size: Medium
Eyes: Hazel
Hair: Black, short, curlyish
Nationality: USA
Concept: Pyro ("Hellfire") and Demonologist
Power Level: 4
Character Points: 62
Player: zachol
Campaign: Epoch

Abilities & Skills
Strength (STR): [0]/[0] (0 cp)
- Athletics: +0 = (0) (0 cp)
- Might: +0 = (0) (0 cp)

Dexterity (DEX): [0]/[0] (0 cp)
- Acrobatics: +0 = (0) (0 cp)
- Infiltration: +0 = (0) (0 cp)
- Reflex: +0 = (0) (0 cp)
- Vehicles: +0 = (0) (0 cp)

Constitution (CON): [0]/[0] (0 cp)
- Endurance: +0 = (0) (0 cp)
- Fortitude: +0 = (0) (0 cp)

Intelligence (INT): [0]/[0] (0 cp)
- Academics: +0 = (0) (0 cp)
- Science: +0 = (0) (0 cp)
- Technology: +0 = (0) (0 cp)
Note: Technically, Hampton remembers everything he’s ever learned.
He just never really payed attention, and has no systematic or regular knowledge about academic topics, considering them trivial in comparison to the occult ("Why learn chemistry or engineering if you can simply summon what you need, and why learn math or physics if you can break those laws or learn of places and situations where they don’t apply?")

Wisdom (WIS): [+2]/[+2] (4 cp)
- Expertise: (occult) +11 = (9r+2w) ((9 cp)
- Perception: +2 = (2w) (0 cp)
- Survival: +2 = (2w) (0 cp)

Charisma (CHA): [+2]/[+2] (4 cp)
- Art: +11 = (9r+2c) (9 cp)
- Persuasion: +2 = (2c) (0 cp)
- Will: +2 = (2c) (0 cp)

Combat (COM)
- Defense: +0 = (0) (0 cp)
- Toughness: +0 = (0) (0 cp)
- Weapon Groups: +0 = (0) (0 cp)

Abilities & Skills: (24 cp)

Feats
- Improved Initiative (1 cp)
- Capable (Wis, Cha) (2 cp)
- Eidetic Memory (1 cp)
- Trance (1 cp)
- Artificer (1 cp)
- Ritualist (1 cp)
- Improvised Tools (1 cp)
- Challenge Jury Rigging, magic things (1 cp)

Feats: (9 cp)

FX
Hellfire (Evil, Fire, Magic, Demonic)
- Damage 4 (Extras: Alternate Save (Fortitude) (+1), Area (general, shapable, attached) (+1), Range (ranged) (+1), Contagious (+1), Duration (concentration) (+1), Linked (Inflict) (+1); Flaws: Distracting (-1), Tiring (-1); FX Feats: Precise - precise shot & precision use (+1), Progression (area, shapable) 1 - 2 5’ squares per rank (+1); Drawbacks: Lethal (-1)) (17 cp)
- Inflict (one action per round, will) (Extras: Duration (concentration) (+1) Range (ranged) +1; Flaws: Distracting (-1), Instantaneous (-1)) (4 cp)
Note: The Hellfire ability is actually considered a summoning power - he is summoning a sort of demon. Certain nullification effects may act oddly - the fire itself is a creature, though it acts much more like a simple damaging effect, and the “magic” that is happening is focused on Hampton, who acts as a conduit.
- Alternate FX (Mode 2) (1 cp)
-- Damage 4 (Extras: Alternate Save (Fortitude) (+1), Range (ranged) (+1), Contagious (+1), Duration (concentration) (+1), Linked (Inflict) (+1); Flaws: Distracting (-1); FX Feats: Precise - precise shot & precision use (+1); Drawbacks: Lethal (-1)) (16 cp)
-- Inflict (one action per round, will) (Extras: Duration (concentration) (+1) Range (ranged) +1; Flaws: Distracting (-1), Instantaneous (-1)) (4 cp)

Blessing of Woge (Evil, Demonic)
- Comprehend (occult) (1 cp)
- Enhanced Senses (cosmic awareness) (2 cp)
- The ability to properly use the artificer and ritualist feats are on account of this “set” of powers. The Hellfire ability is also on account of Woge, though it retains its own listing.

- Immunity (insanity) (FX Feats: Innate (+1)) (2 cp) (Natural)
Hampton is either already insane, or simply accepts things much easier than a normal human. Cosmic truths, horrific torture, “insanity auras” and so on have no effect. This is independent of his other abilities, and is more of a physical property of his mind than an ability - it cannot be “nullified.” His mind can still be drained or damaged by certain effects, but it does not “scar.”

FX: (26 cp)

Gear
On account of the Artificer feat, Hampton has the ability to create different artifacts, usually in the form of a smallish card or illustration.
He does not regularly carry any of these artifacts with him, though he usually has a few in a drawer in an apartment.
Having them “on hand” is represented by the expenditure of hero dice.
It is possible to create a sort of “artifact” by way of song or dance, though these are always done in a “jury-rigged” fashion and always have immediate effects of short duration.

Gear: (0 cp)

Status
Injury
Injured 5 = (0 + 5): (<injured results>)
Injured + Stunned 10 = (0 + 10) [ ]
Injured + Staggered + Stunned 15 = (0 + 15) [ ]
Injured + Helpless 20 = (0 + 20) [ ]

Action
-1 Action; 10 = (0 + 10); 12 = (2 + 10) [ ]
-2 Actions; 15 = (<Fortitude> + 15); 17 = (2 + 15) [ ]
Helpless; 20 = (<Fortitude> + 20); 22 = (2 + 20) [ ]

Check
-2 Check; 10 = (0 + 10); 12 = (2 + 10) [ ]
-5 Check; 15 = (0 + 15); 17 = (2 + 15) [ ]
Helpless; 20 = (0 + 20); 22 = (2 + 20) [ ]

Movement
-1/2 Movement; 10 = (0 + 10); 12 = (2 + 10) [ ]
Immobile; 15 = (0 + 15); 17 = (2 + 15) [ ]
Helpless; 20 = (0 + 20); 22 = (2 + 20) [ ]

Dice Pools
Hero Dice: 1 (+1 wis, +1 cha)

Nature
- Vice: Apathy
- Virtue: Wisdom

Complications

Background
Hampton is a demonologist. Although such a thing is neither unique nor unprecedented, it is rare.
Up until the age of 14, Hampton was normal. Above average, naturally perceptive, but still normal, like any other human. Sometime in the autumn of his 14th year, he was marked by an entity known as “Woge.” This took the form of a sign on his palm, along with generally troubling yet mostly harmless visions.
Through these visions and meditation, Hampton came to find that he had been arbitrarily marked by an essentially insane being, Woge. This being was a resident of a parallel, separate dimension, essentially a portion of a group of planes generally referred to as “hell” by anyone who knows about them. Woge had simply decided to “bless” a random human with some abilities, without the usual soul-binding or other bargains that such deals usually come with. As Hampton became relatively sure that his use of the abilities granted wouldn’t have any explicit cost, he relaxed, and became content with their use. As far as he could tell, he had made a deal with the devil without actually paying anything, and Woge would apparently not do anything particular to him in the future, or at least wouldn’t be any more likely to do something on account of his “blessing.”
The first abilities granted were simply those of knowledge, the ability to meditate and commune with the “hellish” spheres of existence. Through these meditations, he gained awareness of the other possibilities granted to him by Woge.
The first time he summoned the Hellfire, it appeared, mostly full force, surrounding him. For an instant, he was in complete agony, his flesh searing and his mind (and, apparently, “soul") being consumed by the fire. After that, he used the abilities much more judiciously, learning how to summon and sustain what he found to be a type of demon.

Hampton has gained most of his knowledge about the occult through meditation. Aside from his relatively controlled ability to summon the Hellfire, he has knowledge of “glyphs,” designs and patterns which have inherent properties. While he cannot yet cast magic easily and naturally, which would involve the dynamic manipulation of glyphs, he can perform rituals through meditation and inscribe glyphs to produce magical effects.
Hampton has also learned about the various other flavors of magic that exist (Fae or “traditional” magic, Hermetic elemental magic, and Solomonaic magic), but has not yet explored these, being content with the demonic glyph magic granted by Woge.

To be frank, Hampton is evil. He consorts with demons, willfully subjects others to unnecessarily painful ways of death when convenient, and is fully willing to commit an evil act if it is the path of least resistance.
However, he is not malicious, he is not a sadist, and he does not brood. To him, acts are acts, and the label of “evil” is arbitrary. He simply feels no love for humans in general, and sees no reason not to take “evil” acts if they will provide the most benefit to him. His evil is a practical evil.

Hampton supports himself by summoning things of value. Gold is actually relatively easy to create, though the ritual takes a long time.
He also displays his art in various galleries, and supposedly makes his money that way.
He possesses virtually no books on the occult, primarily because virtually no books on the occult exist. All of his knowledge is gained through meditation.
Manipulating glyphs through painting or inscription, or even through songs or certain kinds of dance, greatly increases the potency and length of magic, but physical actions are not necessary - if needed, glyphs can be manipulated purely by the mind, through meditation.

Hampton is tall, relatively skinny, and wears white-collar, slightly “artsy” clothes.
His black hair is short and curly, his eyes are hazel, and his skin is tanned.
His body is almost completely covered by faint burn scars, though the fact that they are burn scars and not just some odd mottling is only clear to those with medical experience. Close examination and expertise indicates that these scars are the result of extensive third degree burns, which significantly contrasts with their current appearance and his general health.
On his right palm there is a dark brand, of three intersecting circles (such that the centers of any two lie on the circumference of the third). The brand does not restrict his dexterity, and its significance is not immediately apparent.
The only possessions he regularly carries with him are a cheap cellular phone, his wallet, and a small bag with various art materials.

[ Edited: 28 January 2008 08:05 PM by zachol]

Fools!

Profile
 
 
   
 
 
Powered by ExpressionEngine
ExpressionEngine Discussion Forum - Version 2.0.0 (20070724)
Script Executed in 1.4708 seconds
RSS 2.0     Atom Feed