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tenebrae
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« Reply #15 on: June 04, 2008, 09:44:56 AM »

Name: Alexandre Nieulor
Class (level): Channeler (1)
Origin: Gifted Contract Professional
Type: Medium Humanoid. Low-light vision. Light sleeper. 35ft speed.

STR      08   -1
DEX      14   +2
CON    08   -1
INT     18   +4
WIS      15   +1
CHA      14   +2

Fort      -1   (-1 Con)
Ref   +3   (+1 class, +2 Dex)
Will   +2   (+2 Wis)

Melee: +0   (+1 BAB, -1 Str)
Ranged: +3   (+1 BAB, +2 Dex)
Def: 13   (+1 class, +2 Dex)
Init: +4   (+2 class, +2 Dex)
VP/WP: 9/9

Attacks
Unarmed: +0, 1d3-1dmg.
Straight razor: -2, 1d4+3, 1-2/18-20, BLD, FIN, INA (-2), QKY
Compound Bow: +3, 1d6+1 dmg, 1/19-20, 100ftx2, INJ.

Armour
None

Abilities: Will of the Lightning, Path of Channeling, Increased max ranks (Profession), add Wis bonus to AD results, may make resources request without spending AD 1/session, -2 grades disposition for those aware of ‘talent’ (Elven Owl Nation), 2 spell points, caster level 1
Spells:
0th: Breeze Strike, Dancing Lights, Daylight I, Feather Fall, Flare, Floating Disc, Polar Ray I, Telekinesis I, Zot!
1st: Shield, Magic Missile, Flame Blade, Produce Flame, Shatter I, Shocking Grasp, Snap Fly I, Unseen Servant
2nd: Mage Armor, Knock, Levitate, Sound Burst
3rd: Call Lightning I, Ride the Lightning, Fly I

Proficiencies: Unarmed, Pistol, Edged, Exotic Hurled, Blunt

Interests: Magic, Politics

Feats: Elven Blood, Owl Nation, Talented (Techie)

Skills
Acrobatics +3/+6   (4 ranks, -1 Str/+2 Dex)
Analysis +8/+6   (4 ranks, +4 Int/+2 Wis)
Computers +8      (4 ranks, +4 Int)
Cultures +3      (0 ranks, +4 Int, 1-3 error range, North America, Eastern Europe, Western
Europe focuses)
Electronics +8/+6   (4 ranks, +4 Int/+2 Wis)
Intimidate +2/+5   (3 ranks, -1 Str/+2 Wis)
Notice +6      (4 ranks, +2 Wis)
Profession +7/(+10)   (5 ranks, +2 Cha/(+4 Int, +1 gear for spellcasting), Channelling, Forensic Scientist, Technician focuses)
Resolve +3/+6      (4 ranks, -1 Con/+2 Wis)
Science +8      (4 ranks, +4 Int, Economy, Magecraft, Mathematics focuses)
Streetwise +6/+6   (4 ranks, +2 Wis/+2 Cha)

Gear
Lifestyle: 2 (-1 appearance/wardrobe)
Spending Cash: 1 ($100)
Possessions: 4 (3/I, 2/II)
Spell Kit II, Desktop Computer (PR 3, Cap +5), Straight razor, Compound Bow,
Forensics Kit I
Common Items: Backpack, cigarettes (Marlboro), dice, MP3 player, Nintendo DS, PDA, sleeping bag, MREs (3), mobile phone, batteries (assorted), zip ties (20), UV marker/penlight, painkillers, antibiotic ointment, hand mirror, Zippo lighter (picture of a wizard on the side), black light lamp.

Contacts
Contacts will be more than off-screen class abilities/skill checks, feel free to develop them even if you lack the networking to ever summon them...
1 associate-grade contact (Nieulor, his father)
   Backup I (Fixer 4/Magnetism)
   War Chest (Politico 3)

Defaults
Combat: Alex will not hesitate to defend himself, but avoids one-on-one combat. If cornered, he will use his magic (Zot!) and his straight razor. At longer ranges, given the opportunity, he will cast Breeze Strike and use his bow.
Social: Alex is coarse, but means well. He can be tactless, quickly pointing out others’ flaws, or anything he doesn’t like. However, like his Elven father, he is a sucker for a pretty woman, and will radically change his attitude to impress.
General: Alex is wary to accept help, but feels bound to return any favors or assistance given to him. His word is his bond. He would rather die than betray a friend. He avoids contact with authorities (police, hospitals, etc) whenever possible.

Profile
Alexandre looks scruffy, unkempt, and physically weak. His mental state is a result of growing up in Cold War Europe, but while many aged and grew used to the power struggles, Alex was slower to mature than many of his friends. Trapped in a teenage body (with a matching mental state) for 30 years, he is untrusting (some would say paranoid) and bitter. He leans towards an anarchist viewpoint, and dresses in a ‘non-conformist’ style (at least, that’s what he thinks). He has numerous facial piercings, some scarring from a cold-war incident he will not speak of, and a tattoo on his left check.
His role at the agency is that of technician, scientist and magical expert.

Advancement Notes
Continue advancing in Channeler, perhaps multiclassing to another casting class if it is released, or taking a casting Expert class (e.g. Technomage)
« Last Edit: June 20, 2008, 09:57:05 AM by tenebrae » Logged
Mister Andersen
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« Reply #16 on: June 04, 2008, 11:39:11 AM »

Homebrewed species I'll take a look at.

Would you consider allowing the addition of Achilles Heel (Iron) to the elf talent to allow extra specialties?
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LostInTheRandom
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« Reply #17 on: June 04, 2008, 11:47:39 AM »

Homebrewed species I'll take a look at.

Would you consider allowing the addition of Achilles Heel (Iron) to the elf talent to allow extra specialties?

That seems reasonable, depending on the specialty in question...
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« Reply #18 on: June 04, 2008, 12:21:42 PM »

See this thread for one of them
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LostInTheRandom
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« Reply #19 on: June 04, 2008, 04:15:47 PM »

That seems cool enough to allow, Achilles Heal (Iron) needs some definition, I'm assuming it needs to be pure iron, and steel etc wouldn't be enough...
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foproy
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« Reply #20 on: June 04, 2008, 09:46:16 PM »

Name Charlie Larson aka rattrap
pech; thrill seeker
Type: small humanoid near human
STR: 10 +0,  DEX: 18 +4 CON: 12 +1, INT: 14 +2, WIS: 15 +2, CHA: 12 +1
etc

Fort: +1 =  0 base +1Con
Ref: +9 =  +2 base +4 dex, +3 lightning reflexes
Will: +2 + 0 base+2 wis

Melee: +1 +0 str+0 bab +1 size
Ranged: +5 + 0 bab +4 dex +1 size
Def: 17= 10+ 2 class +4 dex +1 size
Init:+5 = 1 class +4 dex
w/vit 9/8
Attacks
no weapons yet

Armour
no Armour

Abilities dexterous and gear prep

Feats cool river folk +2 lower str or con, +2 knowledge regarding athletics +2 athletics and 19-20 threat range. Lightning reflexes +3 reflex and roll init twice

Skills
acrobatics 5/9= 0/4+1+4, athletics 7/8=0/1+4+2+1   blend 8/5=4/1+4 bluff 5=4+1 notice 6=4+2search 6=4+2 security 6=4+2  slight of hand 8=4+4 sneak = 8/5=4/1+4 streetwise 6/5=2/1+4
focuses
cultures: north america
drive standard ground vehicles, personal groudn vehichles (forte)
proffession:
science engineering

proficincies
handgun, hurled(forte)

Gear
Lifestyle: 1
motorcycle, racing; one bedroom apartment.
$100
possessions 3.
walther p99 .40 s&w (suppressor, custom grip)II
pickup truck, sport. I
throwing knives.I
caliber 3 climbing kit.III
Common Items
duct tape, cell phone (track phone type deal), the rest i will decide with the first mission.
Contacts

subplot: discredited (see profile)

Defaults Combat: likes to avoid combat and if forced prefers using either a silenced pistol or throwing knives. Also prefers to flank his opponents
Social: does not like being around people and suffers from a bit of a napoleon complex. Prefers to work alone though due to his past people tend not to trust him.


Profile
male, age: 20, height: 2'10", eyes: green, hair: red
Charlie has always been a bit of a loner. Cast out in school for being different, he is a bit of a quiet soul standing just over 3 foot tall and weighing in at just about 108 lbs the green eyed red hair pech grew tired of being walked on, so he decided to show him what happens when one is overlooked due to size. He became for short time a successful burglar, stealing what he needed, till one day he got caught by the police. He did not serve any prison time and is still on probation.

Advancement Notes
going to stick with intruder, till i can find a decent expert or master class for him.
as an aside i have given him the discredited subplot. he has decided to redeem himself and i figure his meeting the company is from his arrest.
« Last Edit: June 13, 2008, 08:53:14 AM by foproy » Logged

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« Reply #21 on: June 05, 2008, 11:11:14 AM »

Edited template slightly as I missed W/VP & Subplots off there!

Campaign Development:
You are all in effect Freelance (but with stockpile gear it doesn't really matter).
You do have close (though fragile) ties to the police and have a tenous official status (for those familiar think Dresden Files), anyone taking police/government/other official contacts will reinforce this a little.
You get called in when someone needs help with wierd stuff that no-one else can handle - you'll probably be dismissed by most, disliked by many (including a lot of the mystical world - who feel you are bringing them into the spotlight) and your supporters will be mostly those who need your help (or have recieved it in the past)
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foproy
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« Reply #22 on: June 05, 2008, 12:32:00 PM »

fixed mine for now. i dont have access to the rules for gear that you are using.
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Mister Andersen
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« Reply #23 on: June 05, 2008, 01:30:17 PM »

I wish there were rules for handling stuff like the seemings from changeling
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Krensky
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« Reply #24 on: June 05, 2008, 01:40:29 PM »

Which version?
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« Reply #25 on: June 05, 2008, 01:43:48 PM »

Oh, you know, the OldWOD things like where a motorbyke in the real world would bea gryphon in the Dreaming.

I have nWod as well, but haven't read it that much
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« Reply #26 on: June 05, 2008, 03:17:07 PM »

Oh, you know, the OldWOD things like where a motorbyke in the real world would bea gryphon in the Dreaming.

I have nWod as well, but haven't read it that much

OK..

This is half formed and off the top of my head... but do you think something could be hacked out using the Alternate Form quality as a base?  Although it's sort of Prometheus as well.  Undecided

What's the goal? Maybe knowing the real desired effect might help. Bike in the real world and beastie in the fae realm? Bike normally but Gryphon to bring the horse eating pain when needed?
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Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
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« Reply #27 on: June 05, 2008, 04:09:53 PM »

How about a quality for when you enter into Faerie?

Things are not always as they seem...
Any Personal Lieutenant, Animal Companion or Favored/Trademark/Signature Gear may have a different form while in Faerie.
This must be designated before or the first time you enter faerie and cannot be changed, improvements can be made, provided they remain in theme with the original options chosen.
The Fae form is created as a completely separate entity, using the same rules as the original.

Not sure if this quite helps you but it's a start.
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« Reply #28 on: June 06, 2008, 04:39:32 PM »

Name: Caoimhe Cathal Ó hÓisín Giolla Macha (Qu-eve-a Kaw-hull O hesh-in Gyll-ah maK-uh)
AKA: Kevin Charles O'Heshen, Raven
Class (level): Pointman (1)
Origin: Elf Tradesman
Type: Medium biped fey. Base Speed: 40 ft.
NPC Qualities: augmented (8× telescopic sight), improved hearing, light sleeper, burden of ages
Reputation: 2

STR:10+ 0
DEX:13+ 1
CON:10+ 0
INT:14+ 2
WIS:18+ 4
CHA:14+ 2

Fort:+ 1(+ 1 Base, + 0 Con)
Ref:+ 2(+ 1 Base, + 1 Dex)
Will:+ 5(+ 1 Base, + 4 Wis)

Melee:+ 0(+ 0 BAB, + 0 Str)
Ranged:+ 1(+ 0 BAB, + 1 Dex)
Def:+ 1(+ 0 Class, + 1 Dex)
Init:+ 1(+ 0 Class, + 1 Dex)

W / VP:10 / 10
Stress Threshold:18
Subdual Threshold:10

Knowledge Check:+ 3
Request Check:+ 3
Gear Check:+ 5

Attacks
Unarmed:+ 01d3 subdual dmg
Mk. 23:+ 2 (+ 5 with Perceptive Shot)1d12+1 dmg (+ 1d4 dmg with JHP,
AP(3) with AP, subdual with Non-Lethal) 19-20 (18-20 when aiming)
              ACC, BLK, CMP, DEP, RGD, TBR, TKD, UPG (multi-mode laser sight, removable suppressor)
              Shoulder Holster, Custom Grip; Precision Upgrade I, Reworked Action I, Clockwork Action

Armor
Class II Duty VestPartialDR 1/4DP + 0ACP + 0Notice 19Wt 3.8 lbs.

Abilities
Generous:Spend action dice for others.
Versatility:4 extra Pointman class skills (Acrobatics, Intimidate, Investigation, Sense Motive)

Proficiencies: Handgun+, Ice Water in Your Veins, Perceptive Shot

Interests: Jazz, "Monsters" - Human, Humanoid, or otherwise.

Feats
Pack Rat:+ 2 Possessions
Mark of Conflict:+1 on each ranged damage roll. Bonus to meet Ranged Combat feat prerequisites. Starting disposition of any character with 2 or more ranged combat feats is two lower.

Skills
Acrobatics:+ 3 / + 43  ranks + 0 Str / + 1 Dex
Blend:+ 4 / + 42* ranks + 2 Dex / + 2 Cha
Intimidate:+ 4 / + 84  ranks + 0 Str / + 4 Wis
Investigation:+ 8 / + 64  ranks + 4 Wis / + 2 Cha
Mechanics:+ 4 / + 61* ranks + 2 Int / + 4 Wis + 1 Insight
Notice:+ 84  ranks + 4 Wis (+ 4 to Notice/Awareness to determine suprise)
Profession:+ 52  ranks + 2 Cha + 1 Insight
Science:+ 42  ranks + 2 Int
Search:+ 42* ranks + 2 Int (+ 4 to Search/Perception to determine suprise)
Sense Motive:+ 7 / + 53  ranks + 4 Wis / + 2 Cha

Focuses
   Cultures: Western Europe, Fae
   Drive: Personal Ground Vehicle, Standard Ground Vehicle
   Profession: Private Detective
   Science: Fabrication+

Gear
Wealth:3(1 Class + 2 Cha)
Lifestyle:1(+ 0 Appearance) 2007 Jet Black Triumph Tiger 1050 (Motorcycle, racing), One bedroom apartment, Trendy clothes
Spending Cash:2$400
Possessions:6(2 + 2 Pack Rat + 2 Gear Picks): 3/I, 3/II, 1/III
  • I: Construction Kit I; Mechanics Kit I; Miniaturized Low-light goggles (Magecraft, housed in self (eyes))
  • II: Weapon Upgrades (Armor Piercing, Reworked Action I, Clockwork Action); Skill check (Security/Disable) (housed in Multitool); Feat Training (Bullseye)
  • III: H&K Mk. 23 (Jacketed Hollow-Point, Shoulder Holster, Custom Grip, Precision Upgrade I); Duty Vest, Class II (Personal Tailoring)
Common Items: BlackBerry Curve, Cell Phone Serivce, Internet Service, Sun Glasses*, Pen, Notepad, Multitool*, Flashlight, Zippo Lighter, Pall Mall Cigarettes, Nitrile gloves, Buisness cards, Non-lethal ammo for Mk. 23, Health Insurance, Watch, Photo of family, bottle of Green Spot Six Irish whiskey, five held in reserve

Contacts: Macha, daughter of Ernmas, of the Tuatha Dé Danann. Caoimhe has sworn a vow to Macha, Jack the Ripper's head in exchange for the power to take it. With proper inducement, she can provide short term gifts. Power in battle in exchange for blood and death.
Acquaintance: Weapon Specialist (Handgun) - Most Deadly
Associate: Vicious Attack 2/combat

Subplots: Nemesis - Jack the Ripper (see profile)

Defaults
Combat: Perceptive shot, aiming when he can, and using Bullseye when he's relatively sure he'll still hit.
Social: Caoimhe is can be very social, but he tends to be stand-offish and there's something disquieting about his presence. He tends to vacillate between the stereotype of the Fianna warrior and a cold professional. He enjoys Uisce beatha, pretty women, and music and poetry.
General: Caoimhe's not dark and brooding person, although he does seem to be constantly poised for violence. His vow drives him in his hunt, but when his quarry goes to ground he will find other things to occupy his time. There's always something worthy of his skills and abilities. Some monster whose head Macha will appreciate to hunt.

Profile: 5'4", 110 lbs, 218 yrs old. DOB: 1790APR17
Caoimhe was born in Tír na nÓg at the end of the eighteenth century. His parents and little sister disappeared while in London in December of 1887. The only evidence ever found was the mutilated body of his mother, who the papers dubbed "Fairy Fay". This incident was effectively muddled and covered up by the Order of the Golden Dawn. A piece of blood soaked felt clutched in her hand and Powrie tooth marks matching those found on a number other women found dead in Whitechapel between the 1887 and 1891. The powrie was never caught, and hundreds of other murdered women in Europe and the United States are believed to be his handiwork. Caoimhe made a pact with the goddess Macha, promising her the redcap's head for her garden in exchange for the power to find and kill him. She agreed. To fulfill the first part of her bargain, she told Caoimhe to travel across the sea to a great city. To fulfill the second she placed her mark upon him, granting him prowess in combat, but marking him as a creature of the Morrígna. He has been searching the United States for his family's killer ever since and has followed the trail to [City]. That was ten years ago and he hasn't found anything since, but he's already been searching for one hundred and twenty years and the trail's gone cold before. He'll find it again. In the mean time there's always something out there that needs to be stopped before it kills again.

Caoimhe has brownish red hair and green eyes and often seems far to serious for an Elf. He dresses mostly in jeans, boots, and somber colored shirts, and leather jacket. A tattoo of a horse's head covers his heart, and the back his right hand bears a raven.

Advancement Notes
Pointman, picking up Sweeper and potentially Legendary Elf. More Ranged feats advanced actions and tricks.  Stone Cold, CQB Basics, and Sidearm Master are priorities.
« Last Edit: June 13, 2008, 11:26:47 PM by Krensky » Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
NezMaster
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« Reply #29 on: June 06, 2008, 07:11:08 PM »

Name: Simon White AKA White Knight
Class: Lawman 1
Origin: Shrewd City Dweller

Type: Human

Str:      14   +2
Dex:    12   +1
Con:   10   +0
Int:     12   +1
Wis:    16   +3   
Cha:    14   +2

Fort          +1 (base)
Ref           +0 (+1 dex) (-1 Armor)
Will          +4 (+1 Base, +3 Wis)

Attacks;

Unarmed   4 (BAB +1, Str +2, Forte)
Melee:      3 (BAB +1, Str +2)
Range      2 (BAB +1, Dex +1)


Def;         10 (+1 base, +1 Dex) (-2 armor)
Init:         3 (2 class, +1 Dex)
W/VP       (10/10)
Stress Threshold: 16
Subdual Threshold: 10

Weapon Proficiencies:
Unarmed (forte); Blunt, Handgun, Rifle.

Armour;
Corrections Vest; P; DR 4/2 DP -2, ACP -1, notice 12, wgt 4.5 lbs
 
Abilities
Protect and Serve; Spend Action die for free attack when allies are attacked. +3 bonus synergy (=AD) when aiding with coop or directed skills.

Type A: Automatically succeed with Bureaucracy/Intimidate 20+CL

Feats
Home Turf; within 5 blocks of home action die to activate crits with Investigation, notice, search, sneak, streetwise, and survival decrease by 1. Further, if you have up to ¾ cover in home turf, it increases by ¼.

Skills                          Bonus    Ranks   Atr           TR   Mods                                                       
Analysis              3/5          2   1/3   20
Athletics           4/2          2   2/0   20
Bureaucracy          4          2   2   20   *
Drive          3          2   1   20
Intimidate          9/10          4   2/3   19   * +2 Officer/+1 city dweller
Investigate           5/4          2   3/2   20
Networking          7/6          4   3/2   20
Notice             5          2   3   20
Sense Motive        5/4          2   3/2   19
Streetwise           6/5          2   3/2   20   +1 City Dweller
Tactics                    9/8          4   3/2   19   +2 Officer

*Succeeds if dc is 21<
Focus
Cultures: Northern America
Drive: Standard Ground Vehicles, Personal Ground Vehicles (int bonus)
Profession Police Officer
Science Fabrication

Gear:
Lifestyle 3; Spending Cash 1; Possesions 3 (1 + 3/2 Gear picks)
.38 special Colt Police Service revolver (cal 1)
         1d8+1   1/20  6S48  14 recoil 20 ft range 1.3 lbs
Tonfa
         1d4+1 Subdual  1/20  Fin, Guard (+2), Quirky
Stun Gun ranged (cal 2)
         3d8 electrical 1-2/20   ammo 4;  range 5ft  3 lbs 

Corrections Vest  P  4/2  DP -2 (added in); ACP -1 (added in to reflex) Notice DC 12 4.5 lbs

Contacts
General Merideth: Partner
   General Merideth and Snow served together several years ago. They were the only two survivors in a massive snafu attack. Merideth was unconscious much of the time, and Snow guarded him, and kept them both alive. Once they escaped, Snow failed to mention Merideth had been incapacitated, and saw to it that Merideth and not snow was awarded for bravery. Snow had no intention of making the military his career, and he knew Merideth did. They consider each other best friends.

Advocate: Big Stick; (+1 caliber 1 weapon) (soldier 6)
AssociateStatus Quo; make npc disregard things they’ve seen (cleaner 3)
ConfederateHysteria; cause widespread chaos; shaken for area (terrorist 6)
PartnerBlowout; (double explosive damage) (saboteur 6)

Subplots
Personal Mission: Avenge the death of his partner, and prove to himself he’s not crazy. Find some way to prove the mage is responsible for his crimes.

Defaults
Combat; Begin with ambush and joint actions, he’ll allow surrenders with threaten actions whenever it’s reasonable to do so. Snow will close whenever possible. He doesn’t like gunfire, thinking too many things can go wrong, and would rather be in hand to hand.

Social; Snow knows his strengths. He’ll give others the chance to talk to people first, but if it takes too long, or if the person is obstinate, or if he’s mad or in a hurry, he’ll take over and get very mean making implications of horrible possibilities, or speak to his party about how they should stop being nice (intimidate; wis)

General; Surly, and a little pushy, He will look the other way if people break/bend the law, but will let people know that puts them in his debt. Not afraid to ask questions.


Profile
Snow has only recently noticed some things are not as they should be. During a recent crime investigation his partner, Michael Scopes, tried to convince him that he’d seen some crazy magical things.
Snow was skeptical. Scopes kept filing unbelievable reports, and was lined up for psych evaluation. Snow was ordered to keep an eye on him, and convinced the powers that be to let Scopes keep working.
Then Scopes proved it. They went to question a man going by the street name Skylar.
They encountered some magical resistance. In the end, Scopes was killed, and Snow was wounded by a magical attack. Snow’s higher ups belived that Scopes went mad, and turned on Snow. Snow can’t prove otherwise, so he filed a fake report, and filed for a leave of absense.
 
The mage he had tracked has changed identities, so he can’t find him. No one else saw what happened, but Snow wants the truth, and he wants to avenge his partner, Michael Scopes.

He is following leads, and looking for hints that things are more than what they seem. He knows there is magic, strange creatures and the like, and he’s willing to give up a lot to find it.

Snow doesn’t like a lot attention. He just wants the truth, and he wants to do the right thing. 

But his military/gruff nature makes him hard to deal with for some. He’s used to people staying in line, obeying orders, and basically being afraid of him. He doesn't like it when things don't line up, and is having trouble adjusting to the idea that the world isn't what he thought it was.
Snow believes in the law, and doesn't like to break it, but recognizes that reality isn't always accomadating. Silently, he thinks himself the last sane voice in a world gone mad.



Interests: Health Food, Military History,

Advancement Notes
Lawman/Martial Artist; alternating probably until 10KB is released or I run out of lawman levels…at which point we shall see.
Club moves/Mastery/supremacy is on the agenda.

« Last Edit: June 13, 2008, 08:24:58 AM by NezMaster » Logged

90% of all statistics are wrong.
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