Post by Eric on Jan 13, 2008 21:30:40 GMT -4
Name: Eric Wood
Nature: Caregiver
Demeanor: Child
Concept: Independent Demon
Visage: Flesh
Attributes (Physical, Social, Mental)
Strength-5 Charisma-5 Perception-5
Dexterity-5 Manipulation-5 Intelligence-5
Stamina-5 Appearance-4 Wits-5
Abilities (Talents, Skills, Knowledges)
Alertness-4 Animal Ken-1 Academics-3
Athletics-4 Crafts-5 Computer-3
Awareness-5 Demolitions-1 Finance-4
Brawl-5(claw) Drive-4 Investigation-0
Dodge-5 Etiquette-3 Law-0
Empathy-3 Firearms-4 Linguistics-3
Expression-3 Melee-4 Medicine-5(genetics)
Intimidation-4 Performance-4 Occult-5
Intuition-4 Security-2 Politics-4
Leadership-5 Stealth-2 Religion-3
Streetwise-3 Survival-4 Research-4
Subterfuge-4 Technology-3 Science-4
Indoctrination-4
Tactics-3
Torture-3
Backgrounds
Legacy-5, Resources-5, Pacts-2, Eminence-4, Paragon-3, Fame-2
Eric's resources started with a hefty insurance settlement from his father's death. The proceeds were invested and continue to provide a stable income, growing to meet his needs over the years. Since then, Eric has added to that sum substantially from the salaries he's obtained as a medical doctor in the various places he's lived, patents on research he's performed, royalties on published articles and honorariums from lectures at universities that he occasionally gives.
Virtues
Conscience-5, Conviction-5, Courage-5
Faith-10
Torment-6
Willpower-10
Merits & Flaws
Angelic Aura (1pt mr)-Eric exudes the nobility and grace of a Celestial even in his unaltered mortal state. Despite his physical appearance, he radiates an aura of wisdom, confidence and transcendant authority that belies his mortal condition, even as his Torment begins to weigh heavily on his soul. The difficulty of all Charisma and Appearance rolls decreases by one when he interacts with mortals.
Flirt (2 pt mr)-Eric's mortal friends claim that he's a terrible flirt, but that quite manifestly isn't true. He's great at it. He's an absolute master of all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At his best, he can make members of the opposite sex, or members of the same sex, putty in his hands. Add two dice to all Social rolls in such circumstances.
Sexy (2pt mr)-Eric is one sexy mutha. He might not necessarily be that classically good looking, but there's something about the way he moves and acts that exudes sexuality. As a result, he draws in members of the opposite sex, or homosexual members of his own sex, with raw animal magnetism. He may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to him. If he actively attempts to use his charms against someone, he may reduce the difficulty by three.
Good Listener (1 pt mr)-Eric has a keen interest in people. He enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with his own opinion. Others can sense this, and they open up to him without really meaning to. The difficulty of all apparently friendly Social rolls that involve people talking to him decreases by two.
Eidetic Memory (2pt mr)-Eric has a photographic memory. As a result, he can remember things he's seen, heard or read in perfect detail. Entire conversations, documents or pictures can be committed to memory with only minor concentration. Should he attempt the same feat under stressful conditions, such as trying to memorize a long list of names while three Earthbound thralls pound at the door, he must make a Perception + Alertness roll (difficulty 6) for him to summon enough concentration to finish the job.
Independent Income (5pt mr)-Through hard work, heredity or phoenominal good fortune, Eric's Resources rating is an independant income for which he doesn't have to work. The level of the merit indicates how many dots in Resources Eric has that do not require him to work
Youthful Appearance (1pt fl)-Eric's mortal host looks like he did in high school. He always gets carded at bars and often has to produce identification to buy even cigarettes. In order ot gain entry to clubs, concerts and bars, or to purchase alcohol, he needs to present a valid-looking ID.
Lustful (2pt fl)-Eric can't resist the advances of the appropriate gender. He is easily seduced and often exhibits very poor judgement when dealing with sexually attractive people. The difficulty of any attempts to seduce him decreases by two.
Nightmares (1pt fl)-Eric's sleep is plagued by visions of the horrors he saw during the war. He must make a Willpower roll (difficulty 7) in order to sleep through the night without being tormented. The day after, add two to the difficulty of the first Ability or Attribute roll he makes to deal with other Demons.
Derangements
Satyriasis - abnormally voracious sexual appetite in men, commonly mislabeled as nymphomania
Hematophilia - sexual fetish related to blood-letting during sex
Claustrophobia - fear of confined spaces
Pyrophobia - fear fire or of being burned alive
Lore Paths
Lore of the Flesh (Primary)-5
Lore of the Beast-5
Lore of Celestials-5
Lore of Portals-5
Lore of the Wild-5
Lore of Transfiguration-5
Lore of Awakening-5
Lore of the Forge-5
Lore of Winds-1
Lore of Earth-2
Lore of Flame-3
Lore of Light-5
Lore of Spirit-5
Lore of Death-4
Lore of Paths-3
Lore of Humanity-5
Potence-2
Thaumaturgy (Path of Blood) 3
Fortitude-1
Apocalyptic Form Abilities
Wings (low torment)-A pair of wings extend from Eric's shoulders. At full extension, each wing is a third again as long as he is tall. Eric can glide up to three times his running speed per turn. His wings resemble a dove's in his low-torment form and are leathery and reptilian in his high-torment form. Eric's wings are powerful enough to allow him to take off from a standing position and gain altitude by flapping his wings.
Thick Hide (low torment)-Eric's leather-like skin acts as armor, providing an additional four dice to soak bashing, lethal and aggravated damage.
Sun's Bounty (low torment)-By standing in direct sunlight for one full hour, Eric can heal all bashing damage suffered or one level of lethal or aggravated damage. This power can be used only once per day.
Extra Health Levels (low torment)-Eric's vitality provides three extra Bruised health levels for the purposes of absorbing bashing, lethal and aggravated damage.
Chameleon Skin (low torment)-Eric's skin allows him to blend with his surroundings. The difficulties of all Stealth rolls decrease by one if he's on the move; two if he's standing still.
Claws/Teeth (high torment)-Strength + 2 aggravated damage.
Night Sight (high torment)-Eric can see clearly in utter darkness.
Lashing Tail (high torment)-Eric manifests a long, reptilian tail tipped with a curved, bony spike that inflicts Strength - 1 aggravated damage.
Horns (high torment)-A pair of curve horns protrude from Eric's forehead. If attacked in close combat, he may make a free counter-attack at his foe. Roll Dexterity + Brawl. If successful, he inflicts Strength - 1 aggravated damage.
Voice of the Damned (high torment)-Eric's voice booms with the authority of God, or, alternatively, seethes with inhuman hate and malice. The difficulties of all Intimidation rolls decrease by two.
Regeneration (high torment)-Eric regenerates one health level of bashing or lethal damage per turn automatically as a reflexive action.
Increased Size (high torment)-Eric's body grows to a third again his own height, adding the following bonuses: +2 Strength, +1 Stamina, and one extra Bruised health level for the purpose of soaking bashing, lethal and aggravated damage. Difficulties to strike the character in ranged or melee combat drop by one.
Improved Initiative (high torment)-Add two to Eric's initiative score.
Enhanced Dodge (high torment)-The difficulties of all Dodge rolls decrease by two.
Enhanced Brawl (high torment)The difficulties of all Brawl rolls decrease by two.
Aura of Misfortune (high torment)-Any individuals caught within a distance in yards equal to Eric's Torment score suffer a botch on any roll of 1 or 2.
Extra Actions (high torment)-Faith points can be spent to gain extra actions at a rate of one point per action. These actions occur in order of descending initiative. These actions must be purchased at the start of turn before any other action takes place.
Extra Limbs: Arms (high torment)-Eric grows a second set of arms. Extra arms allow him either to parry or block hand-to-hand melee attacks without sacrificing his own attack, or to make up to two additional attacks of his own per turn using his full dice pool.
Relentless (high torment)-Eric can walk or run without need of rest, able to cover superhuman distances without pause. As long as he stays in motion, he is unaffected by fatigue or hunger.
Shocking Touch (high torment)-Eric's touch inflicts a number of bashing levels of damage equal to its Faith score. This feature may be used only once per scene.
Vomit Acid (high torment)-Eric is capable of vomiting a stream of corrosive bile at his foes, able to strike targets up to a number of feet away equal to his Faith score. A successful Dexterity + Athletics roll is needed to hit a target. The bile inflicts Strength - 1 aggravated damage.
Reaper's Breath (high torment)-Eric can exhale a chilling breath that affects victims up to 10 feet away. Mortals and demons caught in the path of the exhalation suffer a number of health levels of bashing damage equal to Eric's Faith. This feature can be used only once per scene, and it has no effect on creatures that do not breathe.
Enhanced Physical Traits: +3STR, +1STA (high torment)-Eric adds four dots to his Physical Attributes in any combination at the player's discretion. The allocation must be determined when the feature is purchased, and it may not be changed afterward.
Languages Known
English, Enochian, French
Equipment of Note
Lucky Charm: This charm which takes the form of a lucky penny was created for Eric by Markus Hollingsworth using the Entropy 2/Prime 2 rote of the same name. The charm lowers the difficulty of all Eric's dice rolls by one, raises the difficulties of all dice rolls opposing him by one and makes thos opposing dice rolls botch on one higher than normal. For example when Eric is in his Apocalyptic form and Aura of Misfortune is active, rolls opposing him botch on on a die result of 1, 2 or 3.
Description
Eric looks like a typical 14-year old kid. His brown hair is slightly shaggy in a cultivated disarray, his clothes fit him in anywhere you'd find teenagers, which he uses to full advantage, and there's usually a smirk of his lips. Anyone watching closely will notice the lack of youth in his blue eyes and a decidedly adult zeal for physical pleasures from extreme sports, to fast cars, sexual liaisons and fine foods. Very occasionally, Eric will "dress to impress", indulging his hunger for tactile pleasure with silk suits and power ties.
In his low torment Apocalyptic form, he looks much the same, save that he sports a pair of angelic wings and his skin takes on an almost luminescent tone.
When provoked to show the full wrath of his Apocalyptic form, he barely appears human, sprouting curved horns from his temples, razor-sharp claws and fangs, two extra arms and a thick, lashing tail. His skin turns to a coat of hardened scales and darkens to a deep red while the plumage falls away from his wings, leaving them leathery and reptilian. When viewed for the first time, there's little doubt where the classic, iconic image of the demon came from.
Nature: Caregiver
Demeanor: Child
Concept: Independent Demon
Visage: Flesh
Attributes (Physical, Social, Mental)
Strength-5 Charisma-5 Perception-5
Dexterity-5 Manipulation-5 Intelligence-5
Stamina-5 Appearance-4 Wits-5
Abilities (Talents, Skills, Knowledges)
Alertness-4 Animal Ken-1 Academics-3
Athletics-4 Crafts-5 Computer-3
Awareness-5 Demolitions-1 Finance-4
Brawl-5(claw) Drive-4 Investigation-0
Dodge-5 Etiquette-3 Law-0
Empathy-3 Firearms-4 Linguistics-3
Expression-3 Melee-4 Medicine-5(genetics)
Intimidation-4 Performance-4 Occult-5
Intuition-4 Security-2 Politics-4
Leadership-5 Stealth-2 Religion-3
Streetwise-3 Survival-4 Research-4
Subterfuge-4 Technology-3 Science-4
Indoctrination-4
Tactics-3
Torture-3
Backgrounds
Legacy-5, Resources-5, Pacts-2, Eminence-4, Paragon-3, Fame-2
Eric's resources started with a hefty insurance settlement from his father's death. The proceeds were invested and continue to provide a stable income, growing to meet his needs over the years. Since then, Eric has added to that sum substantially from the salaries he's obtained as a medical doctor in the various places he's lived, patents on research he's performed, royalties on published articles and honorariums from lectures at universities that he occasionally gives.
Virtues
Conscience-5, Conviction-5, Courage-5
Faith-10
Torment-6
Willpower-10
Merits & Flaws
Angelic Aura (1pt mr)-Eric exudes the nobility and grace of a Celestial even in his unaltered mortal state. Despite his physical appearance, he radiates an aura of wisdom, confidence and transcendant authority that belies his mortal condition, even as his Torment begins to weigh heavily on his soul. The difficulty of all Charisma and Appearance rolls decreases by one when he interacts with mortals.
Flirt (2 pt mr)-Eric's mortal friends claim that he's a terrible flirt, but that quite manifestly isn't true. He's great at it. He's an absolute master of all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At his best, he can make members of the opposite sex, or members of the same sex, putty in his hands. Add two dice to all Social rolls in such circumstances.
Sexy (2pt mr)-Eric is one sexy mutha. He might not necessarily be that classically good looking, but there's something about the way he moves and acts that exudes sexuality. As a result, he draws in members of the opposite sex, or homosexual members of his own sex, with raw animal magnetism. He may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to him. If he actively attempts to use his charms against someone, he may reduce the difficulty by three.
Good Listener (1 pt mr)-Eric has a keen interest in people. He enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with his own opinion. Others can sense this, and they open up to him without really meaning to. The difficulty of all apparently friendly Social rolls that involve people talking to him decreases by two.
Eidetic Memory (2pt mr)-Eric has a photographic memory. As a result, he can remember things he's seen, heard or read in perfect detail. Entire conversations, documents or pictures can be committed to memory with only minor concentration. Should he attempt the same feat under stressful conditions, such as trying to memorize a long list of names while three Earthbound thralls pound at the door, he must make a Perception + Alertness roll (difficulty 6) for him to summon enough concentration to finish the job.
Independent Income (5pt mr)-Through hard work, heredity or phoenominal good fortune, Eric's Resources rating is an independant income for which he doesn't have to work. The level of the merit indicates how many dots in Resources Eric has that do not require him to work
Youthful Appearance (1pt fl)-Eric's mortal host looks like he did in high school. He always gets carded at bars and often has to produce identification to buy even cigarettes. In order ot gain entry to clubs, concerts and bars, or to purchase alcohol, he needs to present a valid-looking ID.
Lustful (2pt fl)-Eric can't resist the advances of the appropriate gender. He is easily seduced and often exhibits very poor judgement when dealing with sexually attractive people. The difficulty of any attempts to seduce him decreases by two.
Nightmares (1pt fl)-Eric's sleep is plagued by visions of the horrors he saw during the war. He must make a Willpower roll (difficulty 7) in order to sleep through the night without being tormented. The day after, add two to the difficulty of the first Ability or Attribute roll he makes to deal with other Demons.
Derangements
Satyriasis - abnormally voracious sexual appetite in men, commonly mislabeled as nymphomania
Hematophilia - sexual fetish related to blood-letting during sex
Claustrophobia - fear of confined spaces
Pyrophobia - fear fire or of being burned alive
Lore Paths
Lore of the Flesh (Primary)-5
Lore of the Beast-5
Lore of Celestials-5
Lore of Portals-5
Lore of the Wild-5
Lore of Transfiguration-5
Lore of Awakening-5
Lore of the Forge-5
Lore of Winds-1
Lore of Earth-2
Lore of Flame-3
Lore of Light-5
Lore of Spirit-5
Lore of Death-4
Lore of Paths-3
Lore of Humanity-5
Potence-2
Thaumaturgy (Path of Blood) 3
Fortitude-1
Apocalyptic Form Abilities
Wings (low torment)-A pair of wings extend from Eric's shoulders. At full extension, each wing is a third again as long as he is tall. Eric can glide up to three times his running speed per turn. His wings resemble a dove's in his low-torment form and are leathery and reptilian in his high-torment form. Eric's wings are powerful enough to allow him to take off from a standing position and gain altitude by flapping his wings.
Thick Hide (low torment)-Eric's leather-like skin acts as armor, providing an additional four dice to soak bashing, lethal and aggravated damage.
Sun's Bounty (low torment)-By standing in direct sunlight for one full hour, Eric can heal all bashing damage suffered or one level of lethal or aggravated damage. This power can be used only once per day.
Extra Health Levels (low torment)-Eric's vitality provides three extra Bruised health levels for the purposes of absorbing bashing, lethal and aggravated damage.
Chameleon Skin (low torment)-Eric's skin allows him to blend with his surroundings. The difficulties of all Stealth rolls decrease by one if he's on the move; two if he's standing still.
Claws/Teeth (high torment)-Strength + 2 aggravated damage.
Night Sight (high torment)-Eric can see clearly in utter darkness.
Lashing Tail (high torment)-Eric manifests a long, reptilian tail tipped with a curved, bony spike that inflicts Strength - 1 aggravated damage.
Horns (high torment)-A pair of curve horns protrude from Eric's forehead. If attacked in close combat, he may make a free counter-attack at his foe. Roll Dexterity + Brawl. If successful, he inflicts Strength - 1 aggravated damage.
Voice of the Damned (high torment)-Eric's voice booms with the authority of God, or, alternatively, seethes with inhuman hate and malice. The difficulties of all Intimidation rolls decrease by two.
Regeneration (high torment)-Eric regenerates one health level of bashing or lethal damage per turn automatically as a reflexive action.
Increased Size (high torment)-Eric's body grows to a third again his own height, adding the following bonuses: +2 Strength, +1 Stamina, and one extra Bruised health level for the purpose of soaking bashing, lethal and aggravated damage. Difficulties to strike the character in ranged or melee combat drop by one.
Improved Initiative (high torment)-Add two to Eric's initiative score.
Enhanced Dodge (high torment)-The difficulties of all Dodge rolls decrease by two.
Enhanced Brawl (high torment)The difficulties of all Brawl rolls decrease by two.
Aura of Misfortune (high torment)-Any individuals caught within a distance in yards equal to Eric's Torment score suffer a botch on any roll of 1 or 2.
Extra Actions (high torment)-Faith points can be spent to gain extra actions at a rate of one point per action. These actions occur in order of descending initiative. These actions must be purchased at the start of turn before any other action takes place.
Extra Limbs: Arms (high torment)-Eric grows a second set of arms. Extra arms allow him either to parry or block hand-to-hand melee attacks without sacrificing his own attack, or to make up to two additional attacks of his own per turn using his full dice pool.
Relentless (high torment)-Eric can walk or run without need of rest, able to cover superhuman distances without pause. As long as he stays in motion, he is unaffected by fatigue or hunger.
Shocking Touch (high torment)-Eric's touch inflicts a number of bashing levels of damage equal to its Faith score. This feature may be used only once per scene.
Vomit Acid (high torment)-Eric is capable of vomiting a stream of corrosive bile at his foes, able to strike targets up to a number of feet away equal to his Faith score. A successful Dexterity + Athletics roll is needed to hit a target. The bile inflicts Strength - 1 aggravated damage.
Reaper's Breath (high torment)-Eric can exhale a chilling breath that affects victims up to 10 feet away. Mortals and demons caught in the path of the exhalation suffer a number of health levels of bashing damage equal to Eric's Faith. This feature can be used only once per scene, and it has no effect on creatures that do not breathe.
Enhanced Physical Traits: +3STR, +1STA (high torment)-Eric adds four dots to his Physical Attributes in any combination at the player's discretion. The allocation must be determined when the feature is purchased, and it may not be changed afterward.
Languages Known
English, Enochian, French
Equipment of Note
Lucky Charm: This charm which takes the form of a lucky penny was created for Eric by Markus Hollingsworth using the Entropy 2/Prime 2 rote of the same name. The charm lowers the difficulty of all Eric's dice rolls by one, raises the difficulties of all dice rolls opposing him by one and makes thos opposing dice rolls botch on one higher than normal. For example when Eric is in his Apocalyptic form and Aura of Misfortune is active, rolls opposing him botch on on a die result of 1, 2 or 3.
Description
Eric looks like a typical 14-year old kid. His brown hair is slightly shaggy in a cultivated disarray, his clothes fit him in anywhere you'd find teenagers, which he uses to full advantage, and there's usually a smirk of his lips. Anyone watching closely will notice the lack of youth in his blue eyes and a decidedly adult zeal for physical pleasures from extreme sports, to fast cars, sexual liaisons and fine foods. Very occasionally, Eric will "dress to impress", indulging his hunger for tactile pleasure with silk suits and power ties.
In his low torment Apocalyptic form, he looks much the same, save that he sports a pair of angelic wings and his skin takes on an almost luminescent tone.
When provoked to show the full wrath of his Apocalyptic form, he barely appears human, sprouting curved horns from his temples, razor-sharp claws and fangs, two extra arms and a thick, lashing tail. His skin turns to a coat of hardened scales and darkens to a deep red while the plumage falls away from his wings, leaving them leathery and reptilian. When viewed for the first time, there's little doubt where the classic, iconic image of the demon came from.