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post your character!
Posted: Tue Oct 11, 2011 10:02 am
by arete
It is extremely helpful to have your character sheet and backstory up on the form.
I would like everyone to post a up to date decription of their character.
in the case of Alex and Paul you have not awoken till game start, but your mortal background is important.
Patrick Liam Dark
Posted: Tue Oct 11, 2011 9:11 pm
by Amseriah
Patrick Liam Dark
Virtue: Charity
Vice: Greed
Concept: Professional thief
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Attributes
Int 2 Wits 4 Resolve 3
Str 3 Dex 4 Stam 2
Presence 1 Man 2 Composure 3
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Skills
Computer 1
Crafts 3 (Thieving tools)
Science 3
Athletics 1
Larceny 4 (Security systems, safecracking)
Stealth 3
Weaponry 3 (swords)
Streetwise 2
Empathy 2
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Merits
Oboromuramasa 3
Quick Draw 1
Fencing 2
Resources 3
Occultation 3
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Health: 7
Willpower: 5
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Patrick doesn't remember much from before he became an orphan, just snippets of memories, but one that sticks out most is playing in the yard with his twin sister. He doesn't know why they were given up for adoption, if she was adopted, or if she had a good life, but he wonders. He knows that he had a horrible life. He never was adopted, but was passed around to different foster parents, each one worse than the last. He faced abuse by alcoholics, and neglect by people who just took him in for the check that he provided. After a particularly brutal beating by a foster father featuring a fireplace poker, he decided to take matters into his own hands and ran away, he was 10. At first he didn't know where to get food, clothing, or shelter; but starving alone in the cold was far better a fate than what he was running away from.
His life of crime started off small, as most do, he was starving and he saw that the grocery store employees tended to be inattentive. That first take was a snickers bar and a cheap flashlight, but as meager as it was he was hooked. He doesn't know why he was never caught in those early years. He had no skill at all and by all rights should have done time in jail, but he was never even collared. He learned quickly though, and was soon stealing high price items like cars and jewels. By the time he was 18 he was regarded in criminal circles as one of the go to people if there was an item that you needed "liberated".
With his newly found fortunes Patrick chose to protect kids in the foster care system by giving large sums of money to a young idealistic woman, Julie Bateman. She started an organization, Homes for Angels, that investigates foster parents, takes kids away from abusive homes, and matches orphans with prospective parents.
Life was good until his ambition got the better of him and he decided to steal an artifact from the a traveling exhibit from Japan, the Oborumuramasa. In hindsight he would have thought twice about stealing a the famed Demonblade of Muramasa. He was headstrong and proud though, and he knew that it would be the take of his lifetime if he could pull it off. He accomplished his task, but not without very nearly getting caught by Detective Siobhan Light. Unfortunately the job cost him his soul. As soon as his hand touched the hilt of the weapon he felt a sickening sensation as his soul was sucked into the blade and his mind was flooded with the voices of thousands of dead souls, all previous bearers of the blade.
That was 6 months ago, and he has sort of grown accustomed to being the bearer of the cursed blade. He has learned from the previous owners some of how to fight with it, and he has found that the trapped ghosts have a lot of knowledge to lend him if he allows them into his head. He found out the hard way though how strong his bond to the sword was, when he tried to hide it in one of his safe houses and within a day began to feel listless, and by the 3rd day was severely depressed and apathetic. Apparently not having your soul nearby, is a bad thing.
Posted: Wed Oct 12, 2011 12:47 pm
by Amseriah
Finished story.
Posted: Wed Oct 12, 2011 8:36 pm
by rydi
Nice, looks solid. And there are some hooks in there, so that's good.
I'm a traveling scholar/bum from america. Think of the guy you wanted to be when you were all new age-y paul; that guy is me. I may write more later, but i have a report i should be writing currently.
Posted: Thu Oct 13, 2011 11:04 pm
by angelicyokai
Virtue: Justice, Vice: Pride (currently 7-9pt deficit)
Attributes
Int 2, Str 2, Pre 1
Wit 4, Dex 3, Man 3
Res 2, Sta 2, Com 3
Skills
Acad 1
Comp 1
Craft 3
Invest 3
Med 1
Occ 3
Ath 1
Dri 1
Braw 1
Fire 4
Steal 1
Emp 2
Int 1
Street 1
Subt 2
Merits
Status: MET (London metro police force = 3 (Inspector level)
Resources = 1
Ambidextrous = 3
FS: Combat marksmanship = 4
Sanctum = 1
Dreams = 1
SZ 5, DF 2, INIT 6, SPD 10
Gnossis 3
Arcana
Death 4
Fate (2) next xp
Matter 2
Rotes
Shadow sculpting (1) Dice pool 9, pg 137
Entropic Guard (2) Dice pool 9, pg 139
Ghost Gate (3) Dice pool 7, pg 140
Name: Siobhan (shi-VAWN) Light
Personal beliefs: Justice must prevail; victims cry out for it, criminals deserve it. I will go into twilight to help the dead, and then I will send the murderers into twilight after their victims. If the courts can’t do justice...then I will take over.
Light grew up in a small town in northern England. She knew growing up that she was adopted, but felt as loved as any child could be. She chose the police as her profession because she desired the respect they garnered and a desire for excitement, which was sorely lacking in Deeping, England. She got what she desired, though it required moving 150 km south, to London.
It was a shock to transition from small country to urban living. Light moved to London in her early twenties, and regretted it for many months. She had trained hard to join MET, but wondered often if the police had made a mistake in her placement. She felt slow, stupid, and ill-equipped to carry a flashlight. Evidence soon proved the MET right as Lights arrest record bloomed. Theft after theft, indicted, then a brief transfer into narcotics. She got on poorly with the Detective in charge of narc, mostly because she believed the man to be on the take. Rather than being dropped back down to petty crimes, she was given her shot in homicide, and made the most of it. Light is now one of the younger Inspectors in homicide, and has an impeccable arrest record.
The catching of two serial killers who dabbled in the occult cemented her as the ‘occult expert’ in the department, and led to her introduction to Lord Dartsmoth. The odd noble was irritating at first, but eventually the two became friends. It was after a few years in homicide that Light was told the truth of her background; her parents had thought it unnecessary to tell her until a case overlapped with the supernatural. The real supernatural. It was at this point that Light learned that he parents were actually still alive. She hunted for them and for information on them, only to find them too late. Their grizzly deaths set the scene for Lights awakening and her first meeting with Danny.
The trio gained power together, and learned what true occult was.
Posted: Fri Oct 14, 2011 4:30 pm
by Ebon_Willow
Rory Hargrove
Virtue: Diligence
Vice: Greed
int: 4 strength: 2 presence: 2
wits: 2 dex: 2 manipulation:2
resolve: 2 stamina: 2 composure: 3
academics:3
computers:1
crafts:1
medicine:2
occult: 3 (rare books, fortune telling)
science: 3
drive: 1
stealth:1
survival: 2
empathy:1
persuasion: 2 (negotiation)
socialize: 2
streetwise: 1
subterfuge: 1
merits
eidetic memory
resources: 1
uncommon knowledge
Backgrounds
library:2
Arcana
fate: 2
forces: 2
life: 2
time: 3
Gnosis: 3
Background story to be posted later...
Posted: Sat Oct 15, 2011 7:53 am
by Amseriah
I didn't know where else to post this but I found a merit that Temple should consider taking because it fits her character perfectly, and is BADASS!!!! The merit is Cartomancer and is found pg 13 in Supernal Tarot. It shows a person who is very skilled at using Tarot both for divination and spellcasting. Look it up!
Posted: Tue Oct 18, 2011 8:03 am
by jake
Rand Fesswin
Virtue: Hope
Vice: Pride
Int:2
Wits:3
Resolve:3
Str:1
Dex:3
Sta:2
Pres:2
Manp:2
Comp:3
Skills
Academics: 2
Crafts: 2
Investigation: 5 Puzzles, Riddles, Cryptography
Occult: 1
Brawl: 1
Drive: 2
Stealth: 1
Empathy: 2
Persuasion: 3
Subterfuge: 2
Defense: 3
Health: 7
Initiative: 6
Morality: 7
Speed: 9
Willpower: 6
Merits:
Eidetic Memory 2
Language: 1
Fame: 1
Resources: 3
Rand had never fit in, in school he was to odd to be normal and not smart enough to be a nerd. While he always had "friends" he'd never really had friends, to often the truth had to be covered up in lies and while lies will get you "friends" it tended to alienate any real friends. He found his true calling in a board game of all places, perhaps the only place he hadn't looked yet, Boggle. To placate his mother he took a job at a local pharmacy in the photo-lab, but the tournaments is where is passion always lay. Even more so in the tournaments he could see where other peoples passion lay, it always amazed him the words people would come up with when other words were staring them right in the face.
Posted: Tue Oct 18, 2011 10:50 pm
by rydi
Fluff:
Seems a pretty good start. Looks like your mom will need to be a named npc, and that will add a interesting angle to interactions. Your magic will likely be based on puzzling out the great mysteries, and will probably involve numerology, words, and the power of language. You might look into the use of high speech and the merits that enhance it as we continue to play (doesn't have to be "atlantean" btw, just something to represent "true" speech). As far as legacies go, I'm pretty sure there are several out there that would fit your fluff fairly well, though i'd have to skim through and refresh myself on them. As far as traditions go, order of hermes seems a nice fit, with some weird potential for a few others (sons of ether and virtual adepts, mainly b/c of their attraction to logic, puzzles, and language; dreamspeakers and celestial chorus mainly because of their focus on the power of Words/Names; Hollow Ones, because they are non-traditional and use weird foci like boggle games for their magic).
Mechanics:
I'd ditch a point of presence and put it into composure (or manip, though it's less op). Why are you such a good driver? Empathy and Subterfuge sometimes overlap; you might ditch empathy for a dot elsewhere to fluff up your character (maybe animal ken? or streetwise? something to add an interesting angle), and then put another point in subterfuge.