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Post by ◊◊BLOODBEASTER◊◊ on Oct 16, 2018 17:28:40 GMT -8
Please press 'quote' on this post to get the code, and repost here with your edited profile, once we've finished our character creation discussion. •NAME - xxx
•OCCUPATION - xxx
•AGE: xxx •HEIGHT: xxx
•CLOTHING: xxx
•INVENTORY: xxx
•VEHICLE?: xxx
•RACE/ORIGIN: xxx •RELIGION: xxx •BELIEF IN SUPERNATURAL: xxx •RELATIONSHIP STATUS: xxx •PERSONALITY: xxx
•DISADVANTAGE Choose 1 disadvantage. (Optional)
††† -
Description: (How does this manifest in your character?)
•ADVANTAGES
Choose 2 advantages from your archetype. You may add a 3rd if you took a disadvantage.
††† - Description: (How does this manifest in your character?)
††† - Description: (How does this manifest in your character?) ††† -
Description: (How does this manifest in your character?)
•RELATIONS
Decide the nature of three additional Relations: ††† Neutral (0) - Description: (Describe their relationship.) ††† Meaningful (1) -
Description: (Describe their relationship.) ††† Vital (2) -
Description: (Describe their relationship.) •ATTRIBUTES
Assign the modifiers +2, +1, and +0 to the three passive attributesFortitude | Reflexes | Willpower | +xxx
| +xxx
| +xxx
| Endure injury | Avoid Harm | Keep it Together |
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the other seven active attributesCharisma | Coolness | Intuition | Perception | Reason | Soul | Violence | +xxx
| +xxx
| +xxx
| +xxx
| +xxx
| +xxx
| +xxx
| Influence other
| Act Under Pressure
| Read a Person
| Observe a Situation
| Investigate
| See Through the Illusion
| Engage in Combat
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Description: (Describe what these stats mean for your character.) • WOUNDSSerious wounds (−1 ongoing)[] Stabilized Critical wound (−1 ongoing)[] Stabilized •STABILITYComposed (0)
| No adjustment | •Uneasy (1)
•Unfocused (2)
| Moderate Stress: -1 to disadv rolls
| •Shaken (3)
•Distressed (4)
•Neurotic (5)
| Serious Stress: -1 Keep it Together -2 to disadv rolls
| •Anxious (6)
•Irrational (7)
•Unhinged (8)
| Critical Stress: -2 Keep it Together -3 to disadv rolls +1 to See Through the Illusion
| •Broken (9)
| GM Move
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•GEAR(Defensive items, armored vest & the like.) ††† - xxx ††† - xxx ††† - xxx •WEAPONSUnarmedDistance: armAttacks: Violence [1]Lock [0] [you are in control of the target until they break free]
Shift [0] [you create distance between yourself and the target through a throw, body check, or push]
Disarm [0] [you remove an object your opponent held in their hand]
Excessive force [2] [focus entirely on killing your target]
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Post by ∆§Indea§∆ on Oct 16, 2018 21:17:23 GMT -8
•NAME -Dr. Edmund Bassett
•OCCUPATION - Psychologist
•AGE: 47 •HEIGHT: 5’9”
•CLOTHING: Well fitted suit with an unironed shirt and tie.
•INVENTORY: Phone, wallet with photo of family, handrecorder, inhaler, notebook, pen and keys.
•VEHICLE?: Hire Car Lexus
•RACE/ORIGIN: White (Irish Catholic) •RELIGION: Agnostic (Lapsed Catholic) •BELIEF IN SUPERNATURAL: Sees it as metaphor. •RELATIONSHIP STATUS: Married. •PERSONALITY: Friendly and approachable, there are those who find him charming, he is good at his job. He is not above telling people what they want to hear to make them happy. He is also shallow and often gets lost in his own thoughts. Luckily he has perfected the deep meaningful stare for these occasions. While outwardly appearing magnanimous, his big concern in life is wealth and comfort.
•DISADVANTAGE Choose 1 disadvantage. (Optional)
††† - *Spaced Out
You have a hard time focusing on other people's words. When trying to listen to something that is not of your interests (People talking about themselves and their personal situations for example...) roll Willpower to pay attention.
(15+) You focus on the words and absorb the meaning. (10-14) You pick up the gist but miss some crucial details. (-9) You don't pick up on any of it and the person can tell. Description: Sometimes when people he doesn't find compelling are talking or about something uninteresting, he will begin thinking about other things staring into their eyes spacing out. He has perfected looking deeply but sometimes a little drool comes out and people are not fooled. It's usually about food or a holiday he has planned. Sometimes he even snores as he falls asleep with his eyes open.
•ADVANTAGES Choose 2 advantages from your archetype. You may add a 3rd if you took a disadvantage.
††† - Psychoanalytic eye When you read someone you get additional details: -What's their emotional state? -What is their motive? Is there anything they're hiding?
Description: Spending long hours with many types of people has given him an ability to look for details that give him more insight into his clients. It's also a crutch for his daydreaming when people blab. He's also got the degrees for understanding things others might miss. I wasn't listening to anything you said but I'll distract you by pointing out something you thought you'd hidden.
††† - Approachable There’s something inviting and non-threatening about you. People find it easy to start a conversation with you. Even distrustful or animals put away their instinctive wariness around you. +1 to social rolls Description: His friendly nature and propensity for smiling make others warm to him. He has mastered coming across understandingly and non-judgemental. He asks friendly questions even when he doesn't care for the answer. His gentle demeanour helps, there's nothing aggressive about him. He has soft hands and he hasn't had to fight for much in life. ††† - GOOD JUDGE OF CHARACTER You have an instinct for reading people. You can make an appraisal of what kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. You're rarely wrong. +1 on intuition rolls.Description: This relates again to his long career of sitting in rooms with people and years of study. He has learnt the tells of different characteristics and is often right about people. More of an observer of life, he's a better judge of others than himself. •RELATIONS
Decide the nature of three additional Relations: ††† Neutral (0) - Alison Wood(Receptionist)' Description: He and Alison have a friendly relationship but she often gets annoyed at his ability to zone out and forget important dates or information. He probably couldn't function without her and she knows it. She's not above letting him have it. He usually brushes it off but does as she asks. ††† Meaningful (1) - Daughter Tabitha
Description: While he loves Tabitha, he doesn't really know her that well. He showers her with gifts and has always let her get away with murder. Letting his wife pick up the pieces when it comes to discipline. He often zones out when she talks about her problems, more because he doesn't want to think of his girl as having any issues. He doesn't see her as often as he should due to work and she often gets into trouble at school mostly for ditching. ††† Vital (2) - Wife Gisselle
Description: His wife is very successful in her career and definitely puts it first. They don't see much of each other but their relationship works. She's one of the only people he's real with and they have a good rapport. He does have some jealousy for her success. She busts him on his motives for his work, seeing him for who he really is. She has supported him throughout his career. •ATTRIBUTES
Assign the modifiers +2, +1, and +0 to the three passive attributesFortitude | Reflexes | Willpower | +1
| +0
| +2
| Endure injury | Avoid Harm | Keep it Together |
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the other seven active attributesCharisma | Coolness | Intuition | Perception | Reason | Soul | Violence | +2
| +1
| +3
| +1
| +0
| +0 | -2 | Influence other
| Act Under Pressure
| Read a Person
| Observe a Situation
| Investigate
| See Through the Illusion
| Engage in Combat
|
Description: (Explain what these stats mean about your character.) • WOUNDSSerious wounds (−1 ongoing)[] Stabilized Critical wound (−1 ongoing)[] Stabilized •STABILITYComposed (0)
| No adjustment | •Uneasy (1)
•Unfocused (2)
| Moderate Stress: -1 to disadv rolls
| •Shaken (3)
•Distressed (4)
•Neurotic (5)
| Serious Stress: -1 Keep it Together -2 to disadv rolls
| •Anxious (6)
•Irrational (7)
•Unhinged (8)
| Critical Stress: -2 Keep it Together -3 to disadv rolls +1 to See Through the Illusion
| •Broken (9)
| GM Move
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•GEAR(Defensive items, armored vest & the like.) ††† - xxx ††† - xxx ††† - xxx •WEAPONSUnarmedDistance: armAttacks: Violence [1]Lock [0] [you are in control of the target until they break free]
Shift [0] [you create distance between yourself and the target through a throw, body check, or push]
Disarm [0] [you remove an object your opponent held in their hand]
Excessive force [2] [focus entirely on killing your target
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Post by ◊◊BLOODBEASTER◊◊ on Oct 17, 2018 14:59:56 GMT -8
•NAME - JOSEPH BUTCHER
•OCCUPATION - Homicide detective
•AGE: 24 •HEIGHT: 5’8”
•CLOTHING: Black suit, tie and all. Trying to look professional in his new position. Still wears a lame navy blue windbreaker over that. Hey, it's raining out...
•INVENTORY: Smart phone, notebook and pen, service Glock, taser, shotgun in the car.
•VEHICLE?: Riding with his partner
•RACE/ORIGIN: White •RELIGION: Agnostic •BELIEF IN SUPERNATURAL: Definitely. Doesn't have a lot of concrete beliefs but knows something's going on and is open to learning more.
•RELATIONSHIP STATUS: Recently broken up
•PERSONALITY: Joe is retiring person who often fades into the background. So much so, he often terrifies people who didn't notice he was there. So much, it's... very weird. He's not very shy though, and is focused on learning about the world and unraveling mysteries.
•DISADVANTAGES
††† - REPRESSED MEMORIES - (What happened on the boat) You have repressed a particularly unpleasant event in the past, but the memory of it sometimes rises to the surface. It could be a crime or some horrible thing you have done, been subjected to, or witnessed. The GM will decide the nature of your repressed memory based on your dark secrets.
In situations associated with your repressed memories roll +0 to determine if the memories surface.
◦ (15+) You repress or suppress your memories.
◦ (10–14) The memories partly surface in the shape of flashbacks and/or hallucinations (Keep it Together).
◦ (−9) You completely lose yourself in your repressed memories. The GM makes a hard move and you reduce Stability (−2). Description: Joe remembers what happened on the boat all too well, it's very easy for them to resurface. It takes active will to ignore them, even a month later. It's made him pretty jumpy and suspicious, but he hopes he can receive some closure on this case to ease his mind.
††† - NON-CONFRONTATIONAL
You have a hard time bringing up difficult subjects with others. You're willing to make a lot of sacrifices to avoid interpersonal confrontations. You let people have their way simply to avoid fights, and often you step into arguments and attempt to end them without any thought about the outcome of the discussion, as long as it ends. You have a hard time coping with pushy people and find yourself making a lot of compromises that you later wish you hadn't. -2 to any roll that involves debating or arguing with someone.
Description: Joe wasn't the best beat cop, as he wasn't exactly intimidating and had a hard time arguing with suspects enough to get them in the car. He tended to prefer 'calling it in' and watching from a distance. In his personal life he's likely to pretend to agree with something rather than argue.
•ADVANTAGES
††† - CRIME SCENE INVESTIGATOR When you investigate a crime scene roll +Reason. You get to ask questions from the list below.
◦ (15+) Ask 2 questions
◦ (10–14) Ask 1 question
◦ (−9) Ask 1 question, but your investigation leads to danger or problems later on.
Questions: ††† What was the chain of events? ††† What can I assume about the perpetrator? ††† Which mistakes have the perpetrator made? ††† When was the crime committed? ††† When was someone here last? ††† Does the crime remind me of something I am familiar with already and if so, what? ††† Who might know more about the crime?
When you Read a Person and mention a name, person, or object, you can always ask “Are you lying?” This doesn’t use up any of the questions you may have been given from succeeding. Description: Joe is a natural detective, he probably read too many mystery stories as a kid so now he can really take his time trying to read a place. Maybe it's more patience than being astute, but there's definitely a little of both. ††† - STUBBORNWhen you push yourself to the limit to overcome a threat roll +Willpower. ◦ (15+) Choose 3 options. You may save up to 2 until later. ◦ (10–14) Choose 2 options. You may save 1 until later. ◦ (−9) Choose 1 option, but you push yourself past your breaking point. Decrease Stability two steps. Options: ††† Refuse to give up: postpone the effects of a critical injury until you have made it out of the threat’s reach ††† Will over skill: roll +Willpower instead of the normal attribute when you avoid or fight what is threatening you ††† Steel yourself: break free from a supernatural effect Description: After the traumatic experience on the ship, where he crawled his way to safety, Joe knows he has the will to hold on to life and stubbornly get through dangerous situations.
††† - WALLFLOWER
There's something about you that is so unassuming, you're able to blend into your environments and be forgotten. People will forget that you're there, or not even notice you. It's not just being quiet, but something uncanny... When trying to be unnoticed, roll Willpower to focus on your desire to be unseen. You will still be seen by cameras and people who are actively paying attention to you. (15+) You are completely unnoticed, only drawing attention if you touch someone or make a sound. No one will ever remember that you were there.
(10–14) You can fade from mind if you are relatively quiet and still. You won't be completely forgotten though, as someone can recall you if they consider it.
(−9) You may fade into the background slightly, but no one will be surprised by your resurfacing. You won't get past the notice of anyone sharp eyed, even if they're not looking for you in particular. Description: Joe's aware that he can make people jumpy, but figures it's just because he's quiet. Of course, there's more to it than that. He was very shy growing up, and often wished he could be invisible. Maybe his wish came true...
•RELATIONS
Decide the nature of three additional Relations: ††† Neutral (0) - Fellow officer David Rodriguez Description: Officer Rodriguez has looked out for Joe a few times, and the first person on the boat to help Joe out. They don't know each other that well though.
††† Meaningful (1) - Partner Colleen Colt
Description: Colleen was the one who got Joe to his new position, and though they haven't known each other that long, they've had each others backs the whole time. He looks up to Colleen and tries to emulate her.
††† Vital (2) - Recent ex Aaron
Description: The two broke up not long after the boat incident, as Joe didn't want the guy to have to suffer through his recovery. Aaron put up a fight about it, but eventually agreed it was for the best. They're still quite close and maybe the breakup is just temporary. •ATTRIBUTES
Assign the modifiers +2, +1, and +0 to the three passive attributesFortitude | Reflexes | Willpower | +0
| +1
| +2
| Endure injury | Avoid Harm | Keep it Together |
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the other seven active attributesCharisma | Coolness | Intuition | Perception | Reason | Soul | Violence | -1
| +1
| -2
| +1
| +3
| +3 | +0 | Influence other
| Act Under Pressure
| Read a Person
| Observe a Situation
| Investigate
| See Through the Illusion
| Engage in Combat
|
Description: Joe was always open to supernatural phenomena, the one who always had a spooky story from childhood, but after his experience on the boat, he's starting to notice more and more things that don't make sense in this world. He's not a forceful guy, so he's much better at fading into the background rather than commanding attention or getting what he wants out of people. Likewise, he's not that good at guessing what others are thinking or holding his own in a fight. However he is very perceptive, a natural detective. He keeps a cool head in tense situations and aspires to be even more cool, like his partner Detective Colt.
• WOUNDSSerious wounds (−1 ongoing)[] Stabilized Critical wound (−1 ongoing)[] Stabilized •STABILITYComposed (0)
| No adjustment | •Uneasy (1)
•Unfocused (2)
| Moderate Stress: -1 to disadv rolls
| •Shaken (3)
•Distressed (4)
•Neurotic (5)
| Serious Stress: -1 Keep it Together -2 to disadv rolls
| •Anxious (6)
•Irrational (7)
•Unhinged (8)
| Critical Stress: -2 Keep it Together -3 to disadv rolls +1 to See Through the Illusion
| •Broken (9)
| GM Move
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•GEAR (Defensive items, armored vest & the like.)
††† - Light armored vest under suit, -1 to harm when applicable
•WEAPONS
✞ Unarmed Distance: arm
Attacks: Violence [1] Lock [0] [you are in control of the target until they break free] Shift [0] [you create distance between yourself and the target through a throw, body check, or push] Disarm [0] [you remove an object your opponent held in their hand] Excessive force [2] [focus entirely on killing your target]
✞ Automatic pistol/revolver Examples: .38 Special, 9 mm pistol, .40 S&W, .45 ACPDistance: room
Attacks: ††† Aim & fire [2] [−1 ammo] ††† Concentrated fire [3] [−2 ammo] ††† Rapid fire [2] [may hit one additional target] [−3 ammo] Stun gun
This gun can eject electrodes up to a few meters distance and requires recharging before repeat use.
Attacks:
††† Shock [1] [Distance: arm/room, NPC target is neutralized, PC target Endures Injury and is knocked out on a (–9)].
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Post by Dr. Maneep Pamplemousse on Oct 17, 2018 18:45:51 GMT -8
•NAME - RYAN BRANDEIS-WHITE
•OCCUPATION - Lawyer, Junior Partner at Sherman, Thomas, and Chancellor
•AGE: 32 •HEIGHT: 6' 2" (1.88m)
•CLOTHING: Well-dressed, mid-high end fitted suit, medium grey, thin red tie, cognac brown Ferragamos
•INVENTORY: Brown leather messenger bag with laptop, digital voice recorder, work files, three mobile phones, wallet with contents, cash, apartment and car keys, pointlessly white gold diving watch, charcoal grey wool cap, black leather golf gloves, navy peacoat, small toolkit.
•VEHICLE?: Silver 2008 BMW X5 (SUV)
•RACE/ORIGIN: white •RELIGION: atheist •BELIEF IN SUPERNATURAL: disinterested, not really •RELATIONSHIP STATUS: single •PERSONALITY: Generally warm and amiable, very likable, in legal proceedings he can be cold and indifferent or passionate and compelling.
•DISADVANTAGE
Bored -
Description: Ryan hates focusing on tasks when they're not fun. Fortunately, he finds the challenges of the legal profession to be mostly fun.
•ADVANTAGES
Artistic Charisma -
Description: Ryan is an incredible public and impromptu speaker. He can play a jury like a fiddle.
Fast Talk - Description: Ryan can use his presence and words to divert attention. He is the master of the objection and can even come out on top when overruled. Approachable -
Description: Something about his appearance makes Ryan very inviting and nonthreatening. •RELATIONS
Decide the nature of three additional Relations: Marcie Tate Neutral (0) - Description: Marcie is Ryan's executive assistant. Really, he shares her with one other junior partner, but she likes him and he gets priority most of the time. Matt Thoroughgood Meaningful (1) -
Description: Ryan was orphaned at a young age, though he is close with his last foster father back in Toledo. Meghan Turner Vital (2) -
Description: Ryan still pines for his high school sweetheart, though they are currently out of touch. •ATTRIBUTES
Assign the modifiers +2, +1, and +0 to the three passive attributesFortitude | Reflexes | Willpower | +1
| +0
| +2
| Endure injury | Avoid Harm | Keep it Together |
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the other seven active attributesCharisma | Coolness | Intuition | Perception | Reason | Soul | Violence | +3
| +1
| +1
| -1
| +2
| +0
| -2
| Influence other
| Act Under Pressure
| Read a Person
| Observe a Situation
| Investigate
| See Through the Illusion
| Engage in Combat
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Description: (Describe what these stats mean for your character.) • WOUNDSSerious wounds (−1 ongoing)[] Stabilized Critical wound (−1 ongoing)[] Stabilized •STABILITYComposed (0)
| No adjustment | •Uneasy (1)
•Unfocused (2)
| Moderate Stress: -1 to disadv rolls
| •Shaken (3)
•Distressed (4)
•Neurotic (5)
| Serious Stress: -1 Keep it Together -2 to disadv rolls
| •Anxious (6)
•Irrational (7)
•Unhinged (8)
| Critical Stress: -2 Keep it Together -3 to disadv rolls +1 to See Through the Illusion
| •Broken (9)
| GM Move
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•GEAR(Defensive items, armored vest & the like.) ††† - xxx ††† - xxx ††† - xxx •WEAPONSUnarmedDistance: armAttacks: Violence [1]Lock [0] [you are in control of the target until they break free]
Shift [0] [you create distance between yourself and the target through a throw, body check, or push]
Disarm [0] [you remove an object your opponent held in their hand]
Excessive force [2] [focus entirely on killing your target]
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Post by Kristi is prescribed skeletons on Oct 17, 2018 20:47:11 GMT -8
•NAME - Gerald Silverman
•OCCUPATION - Correctional officer
•AGE: 34 •HEIGHT: 5' 7"
•CLOTHING: Correctional officer's uniform. It's kind of a light blueish gray with usual patches and name badge.
•INVENTORY: EDC (Every Day Carry) items. Handcuff key, correctional officer belt, gloves, mini first aid kit, protective eyewear, pepper spray.
•VEHICLE?: Rolling with the prisoner transport vehicle.
•RACE/ORIGIN: African-American •RELIGION: Christianity. Gerald finds solace in his religion. He bakes from his grandmother's recipes and brings the results to bible study. •BELIEF IN SUPERNATURAL: Open-minded. •RELATIONSHIP STATUS: One night stands. •PERSONALITY: Gerald is an ex-con that was, in a naive attempt to help a struggling friend, charged with aiding and abetting a money launderer. He still regrets taking a plea bargain and testifying against the man he meant to protect. He got out on good behavior and, with his charges reduced, became a correctional officer.
He likes things to go in a safe and orderly fashion, both for the lawful folks and the criminals in his charge. He's not one to joke about serious matters. He is super calm and cool headed when faced with situations that require rapid fire decision making, which he makes use of when a fight breaks out. He commands respect, though isn't terribly charismatic and wishes he inherited his father's swagger.
•DISADVANTAGE
✞ INVOLUNTARY MEDIUM
You are an empty vessel for any spirits or demonic entities who want a medium to speak through or a corporeal body to use for their purposes. When you encounter spiritual entities or haunted places roll +0 .
◦ (15+) You resist the possession.
◦ (10-14) The entity gains influence over you. The GM takes 1 hold.
◦ (-9) The entity gains control over you. The GM takes 3 hold.
The GM can spend hold to make moves for the being possessing you. For example, the entity may give you a vision, make use of your body, communicate with or through you, try to harm someone else through you, follow you unseen, ask you for something, or drag you into another dimension.
††† -
Description:
•ADVANTAGES ††† - ✞ INSTINCT
When you Observe a Situation and act on the GM’s answers, take +2 instead of +1. Description: Gerald's work involves dealing with assaultive and problematic men. Every day he says a prayer and heads straight into the unpredictable. Almost a decade of that environment makes for a quick problem solver.
††† - ✞ HARDENED
You take +1 to all rolls to Endure injury.
Description: Gerald likes to spend time in the gym as a way to work out stresses of the day. He has a rigorous regimen. ††† - ✞ CODE OF HONOR You abide by a strict code of honor. Decide its nature. When you take risks or make sacrifices for your code of honor , take +1 Stability . Description: Gerald believes in being neutral in his work, unlike other guards that take bribes or treat inmates with contempt. No playing favorites. •RELATIONS
††† Neutral (0) - Bruce Oliver, warden Description: Bruce Oliver has been warden since before Gerald began working at the prison. ††† Meaningful (1) - Prison psychologist Ethan Small
Description: Although the prison staff itself is not unlike a family, Gerald and Ethan have a particularly close friendship. They both enjoy non-fiction literature. Ethan theorizes that Gerald became a guard to take control of his past experiences as an inmate. ††† Vital (2) - His mother, Wanda Silverman
Description: Mrs. Silverman taught Gerald right from wrong and spent many a Sunday service together. She doesn't appreciate his dangerous career choice and wishes her baby would join the family business, working at their grocery shop. •ATTRIBUTESFortitude | Reflexes | Willpower | +1
| +0
| +2
| Endure injury | Avoid Harm | Keep it Together |
Charisma | Coolness | Intuition | Perception | Reason | Soul | Violence | -2
| +3
| -1
| 0
| +1
| +2
| +1
| Influence other
| Act Under Pressure
| Read a Person
| Observe a Situation
| Investigate
| See Through the Illusion
| Engage in Combat
|
Description: While he doesn't seem like a super fun person just looking at him, Gerald's honest faith and convictions are worthy of respect. • WOUNDSSerious wounds (−1 ongoing)[] Stabilized Critical wound (−1 ongoing)[] Stabilized •STABILITYComposed (0)
| No adjustment | •Uneasy (1)
•Unfocused (2)
| Moderate Stress: -1 to disadv rolls
| •Shaken (3)
•Distressed (4)
•Neurotic (5)
| Serious Stress: -1 Keep it Together -2 to disadv rolls
| •Anxious (6)
•Irrational (7)
•Unhinged (8)
| Critical Stress: -2 Keep it Together -3 to disadv rolls +1 to See Through the Illusion
| •Broken (9)
| GM Move
|
•GEAR(Defensive items, armored vest & the like.) ††† - Pepper spray ††† - Protective glasses ††† - Gloves •WEAPONSPepper sprayDistance: arm✞ Service Pistol Distance: room
Attacks: ††† Aim & fire [2] [−1 ammo] ††† Concentrated fire [3] [−2 ammo] ††† Rapid fire [2] [may hit one additional target] [−3 ammo]
Attacks: Violence [1]Lock [0] [you are in control of the target until they break free]
Shift [0] [you create distance between yourself and the target through a throw, body check, or push]
Disarm [0] [you remove an object your opponent held in their hand]
Excessive force [2] [focus entirely on killing your target][/div]
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Post by Thy Dungyeon Maestyr on Oct 22, 2018 13:28:29 GMT -8
•NAME - COLLEEN COLT
| | |
•OCCUPATION - Homicide Detective in Detroit's 2nd Precinct •AGE: 37 •HEIGHT: 5'3" •CLOTHING: Stereotypical detective gear. Loose large-collared ivory shirt with sleeves rolled, bound by a red leather shoulder holster, tucked into brown slacks. Puffy beige trenchcoat. Hair big and curly with some wiry white strands, tucked in a loose pony tail. Normally wears weathered (formerly) white and pink sneakers, but for the big occasion is wearing deep sepia brogues with a medium high shine. Oh yeah, and the eyepatch on her left is a pretty standard black felt thing. •INVENTORY: Blue steel police .38 with a 3" barrel and red wood stock, police issue smart phone with police band radio abilities and rugged case, flashlight. Shotgun in the squad car for emergencies. •VEHICLE: Left her nasty 2002 cornflower blue and primer grey dodge stratus at the station, doing the escort in a squad car. Her stratus has unmarked police car equipment - police radio, mount flashers and hidden sirens. •RACE/ORIGIN: Chinese/White Biracial American. •RELIGION: Vaguely Christian. •BELIEF IN SUPERNATURAL: A few suspicions, doesn't like it. More specifically, she has an idea that god exists and heaven and hell are real, but has only recently begun to think this could have ramifications outside of morality and the afterlife. If cultists really do have satan powers? She's gonna bust those bad boys back to hell. •RELATIONSHIP STATUS: Dating Jack Daniels. •PERSONALITY: She is annoyed by people getting away with crimes, finds the rate of unsolved murders just totally unacceptable. It's the thing that gets her up in the morning. Plus a job is a job, and she does make time to see her family and friends - though the latter are few in number. She has found her place in homicide, but worries about losing that job sometimes. People are so uptight about procedures. •DISADVANTAGE††† - ALCOHOLIC Description: She is a "functional" alcoholic, most of the time... Roll 2d10+0 once per story. - 15+: The GM gets 3 holds.
- 10-14: The GM gets 1 hold.
- 2-9: Nothing happens.
The GM uses holds to buy consequences of the drinking, such as being caught or having something bad happen due to impairment or addiction. ††† - ONE-EYED Description: Colleen has an eyepatch over her left eye. What's under there? -2 to hit targets outiside of room range. •ADVANTAGES††† DRIVER Description: Colleen likes fast cars and - as a cop - has more experience whipping that ride than the average person. Roll 2d10+3 (Cool) - 15+: She gains 3 edges from the following.
- 10-14: She gains 2 edges from the following.
- 2-9: She gains 1 edge from the following,
but the GM gets to make a Move on you.
Edges: - Make a risky maneuver to get out of the way.
- Shake off a pursuing vehicle.
- Use your car to harm a pedestrian
(2/3/4 Harm depending on speed). - Sideswipe another vehicle off the road.
††† ICE COLD She is a machine in dangerous situations. Roll 2d10+3 (Cool) - 15+: She gains 3 edges from the following.
- 10-14: She gains 2 edges from the following.
- 2-9: She gains 1 edge from the following,
but also draws the aggression of the foe.
Edges: - Avoid an attack.
- Snatch something.
- Get into an advantageous position.
- Put foe in disadvantageous position
- allies all +2 to hit them. ††† MANHUNTER She can see right through her quarry. Roll 2d10+1 (Reason) - 15+: Player can ask GM 3 questions about target.
- 10-14: Player can ask GM 1 question about target.
- 2-9: Player can ask GM 1 question about target,
but the target sniffs out the tail.
Questions: - Who or what does the target love the most?
- Who do they trust and/or associate with?
- Where are they?
- How can I access them?
•RELATIONS††† Neutral (0) - Chinese Relations Description: Dad's Anglo side of the family never stayed in touch after he died, but she has amicable holiday-based times with a few dozen Chinese people. ††† Neutral (0) - Most Detroit Cops Description: It's the badge. Colleen is a pig, even if she's a lady apart. Detective Hickman and Lieutenant Pierce are in this category for varying reasons. ††† Meaningful (1) - Detective David Rodriguez Description: When she first made detective, she worked in the same precinct and office as David. She knows he's a soft touch and wants to see him get through tough stuff. ††† Meaningful (1) - Detective Joe Butcher, her new partner Description: Colleen feels for the guy. He's been through some next level shit, and still wants to see the case through. That's moxie. ††† Meaningful (1) - Josephine Colt, her mother Description: Colleen cares about her mother a lot, but they aren't emotionally bonded as much as either would prefer. A wall of formal- ity separates them. Josephine's original name is Li-Chia, she adopted Josephine for life in the United States. Her late husband Randy was much older and died some years ago, a high profile contractor with some real estate. She has not remarried, lives in relative leisure as owner of some rental properties and small businesses. ††† Vital (2) - Vivian Washington, her sister Description: Vivian and Colleen used to go to horse races and equest- rian events all the time, but it's been much more rare since her marriage to construction welder Eugene Washington. Vivian runs some small businesses - a nail salon, a hair salon, and a convenience store - but still makes time to hector her sister on fashion and lifestyle choices. She invites Colleen over for dinner most Fridays. •ATTRIBUTESFortitude | Reflexes | Willpower | +0
| +2
| +1
| Endure injury | Avoid Harm | Keep it Together |
Charisma | Coolness | Intuition | Perception | Reason | Soul | Violence | +1
| +3
| +0
| -1
| +1
| -1
| +2
| Influence other
| Act Under Pressure
| Read a Person
| Observe a Situation
| Investigate
| See Through the Illusion
| Engage in Combat
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Description: Colleen was a high school gymnast and has retained some of the physical agility and strength she learned there. She relies on testing stratagems in relationships more than she relies on empathy, relies more on noticing little angles than taking in a scene holistically. • WOUNDSSerious wounds (−1 ongoing)[] Stabilized Critical wound (−1 ongoing)[] Stabilized •STABILITYComposed (0)
| No adjustment | •Uneasy (1)
•Unfocused (2)
| Moderate Stress: -1 to disadv rolls
| •Shaken (3)
•Distressed (4)
•Neurotic (5)
| Serious Stress: -1 Keep it Together -2 to disadv rolls
| •Anxious (6)
•Irrational (7)
•Unhinged (8)
| Critical Stress: -2 Keep it Together -3 to disadv rolls +1 to See Through the Illusion
| •Broken (9)
| GM Move
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•GEAR††† - As mentioned above. She's traveling light for this job. •WEAPONSUnarmedDistance: armAttacks: Violence [+2]Lock [0] [you are in control of the target until they break free]
Shift [0] [you create distance between yourself and the target through a throw, body check, or push]
Disarm [0] [you remove an object your opponent held in their hand]
Excessive force [2] [focus entirely on killing your target]SidearmDistance: room Ammo: 3Attacks: Violence [+2]Combat Shooting [-1 Ammo, Damage 2] [take a shot]
Overkill [-3 Ammo, Damage 3] [empty the gun into 'em]ShotgunDistance: field Ammo: 3Attacks:Violence [+2]Snapshots [-1 Ammo, Damage 3/1] [3 to room distance, 1 to field]Pellet Storm [-2 Ammo, Damage 3/1] [small close group all hit at once]
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binarysunset
This Skeleton
Posts: 23
Gender: Mysterious Skeleton
Pronouns: she/her or he/him
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Post by binarysunset on Oct 23, 2018 18:24:47 GMT -8
•NAME - Heather Lancaster •OCCUPATION - Forensic Photographer •AGE: 23 •HEIGHT: 5' 4 •CLOTHING: T-Shirt and Jeans •INVENTORY: smartphone, Canon Rebel T5 camera •VEHICLE?: None •RACE/ORIGIN: mixed race: half black and half Irish •RELIGION: Technically Catholic, but her family was never religious •BELIEF IN SUPERNATURAL: She's never had any firsthand experiences, but she's very open to the idea of there being something out there. She's been to art school, she knows there's some weird shit out there. •RELATIONSHIP STATUS: In a serious, long distance relationship •PERSONALITY: She comes off as very sweet and bubbly to those around her. She takes her photography very seriously since it's been her passion since she's been able to hold a camera. She's very knowledgeable about art and photography to an extent that some may find pretentious. •DISADVANTAGE ††† - TRUSTING Description: Heather wants to be liked by people and generally tends to assume the best of everyone. It certainly doesn't help that she had a relatively sheltered childhood (despite her father being the chief of police), so she hasn't grasped the full extent of human cruelty quite yet. -1 to intuition checks •ADVANTAGES ††† -Celebrity Description: Heather's father in the chief of police, so she's a fairly recognisable face around Detroit. She can't tell you whether or not that's actually a good thing. When you encounter someone new, at your option, roll +Charisma. ◦ (15+) They have heard of you, and you decide what they have heard. The GM makes them act accordingly and you take +2 to your next move targeting them. ◦ (10–14) They have heard of you, and you decide what they have heard. The GM makes them act accordingly. ◦ (−9) They have heard of you, but the GM decides what they have heard and makes a hard or soft move. ††† -Eye for Detail Description: Being an artist means Heather has a keen eye for all the little things and what makes them tick. When you Read a Person, in addition to its selection of questions, you may additionally choose from the following: ††† What do you think of me? ††† What sort of person are you? ††† Is there anything odd about you? ††† - Forbidden Inspiration Description: Every once in a while, when Heather is focusing on a photo (especially one of her own), she'll notice something that wasn't there before. So far, the things she's seen (spirit orbs, strange shadows) have all had a rational explanation. But, this is her first murder case, so perhaps things might change... When you dive deep into your art and allow yourself to be inspired by the Truth roll +Soul. ◦ (15+) Choose 2 options. ◦ (10–14) Choose 1 option. ◦ (−9) You have gazed too deep into the abyss. Choose 1 option anyway but you also experience terrifying visions or encounter something horrible. The GM makes a hard or soft move. Options: ††† Enticement: Entice an entity to come to you, and manipulate it. ††† Visions: See through the Illusion in a specific place. ††† Inspiration: Ask the GM if there is anything strange or supernatural about the situation you’re in. The answer will be revealed through your art. •RELATIONS Decide the nature of three additional Relations: ††† Neutral (0) - Most of the Detroit PD Description: When Heather was growing up, many officers in the PD loved having her around and thought she was the cutest little kid. Now that she's an adult, though, they're leery of her. It's commonly thought that, despite the quality of her work, Heather only got the job because her father is the chief of police. She knows that most of her coworkers see her as a talentless daddy's girl, and because of this, she keeps most of them at a distance. ††† Meaningful (1) - Molly Lancaster (mother) Description: Molly and Heather also had a difficult relationship growing up but they haven't bonded as deeply. They talk often and Heather comes over for dinner when invited. She has been very supportive of her daughter going into the arts, which Heather knows is a luxury not all kids in her position have. ††† Meaningful (1) - Aliyah Grace (roommate) Description: Aliyah has been Heather's roommate since college. They're both very avid lovers of art despite working in different mediums, and living together for so long means that they've been through a lot together. ††† Vital (2) - Nessa Gonzalez (long-term girlfriend) Description: Nessa and Heather met in their intro to drawing class in their freshman year of art school. They have been dating since April of that year and have become remarkably close. They tell each other everything and talk pretty much every day. After graduating art school, Nessa was offered a tattoo apprenticeship in her native Chicago and ended up moving back there. She and Heather are still very much in love and happy together despite this. •ATTRIBUTES Fortitude | Reflexes | Willpower | +0
| +1
| +2
| Endure injury | Avoid Harm | Keep it Together |
Charisma | Coolness | Intuition | Perception | Reason | Soul | Violence | +2
| +1
| +0
| +3
| -1
| +1
| -2
| Influence other
| Act Under Pressure
| Read a Person
| Observe a Situation
| Investigate
| See Through the Illusion
| Engage in Combat
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Description: Heather has never really had any proper combat training. It just never really interested her and she never felt it was necessary. She puts her effort into seeing and understanding the world, as well as making herself likeable.
• WOUNDS
Serious wounds (−1 ongoing) [] Stabilized
Critical wound (−1 ongoing) [] Stabilized
•STABILITY
Composed (0) No adjustment •Uneasy (1)
•Unfocused (2)
Moderate Stress: -1 to disadv rolls •Shaken (3)
•Distressed (4)
•Neurotic (5)
Serious Stress: -1 Keep it Together -2 to disadv rolls •Anxious (6)
•Irrational (7)
•Unhinged (8)
Critical Stress: -2 Keep it Together -3 to disadv rolls +1 to See Through the Illusion •Broken (9) GM Move
•GEAR ††† - normal street clothes.
•WEAPONS
Unarmed Distance: arm
Attacks: Violence [1] Lock [0] [you are in control of the target until they break free] Shift [0] [you create distance between yourself and the target through a throw, body check, or push] Disarm [0] [you remove an object your opponent held in their hand] Excessive force [2] [focus entirely on killing your target]
(she might be acquiring a proper weapon in the future, but for now, the only thing she can shoot with is her camera)
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Post by Dr. Jar on Oct 23, 2018 23:58:17 GMT -8
quote author=" ◊◊BLOODBEASTER◊◊" source="/post/88702/thread" timestamp="1539739720"]Please press 'quote' on this post to get the code, and repost here with your edited profile, once we've finished our character creation discussion. •NAME – Harriet Gray
•OCCUPATION -CSI
•AGE: 29 •HEIGHT: 5 ‘2
•CLOTHING: At work: Her CSI windbreaker and professional dress shirt and khaki pants. Slightly oversized. Otherwise she wears a large button up shirt and loose pants.
•INVENTORY: Crime scene investigation forensics kit.
•VEHICLE?: Silver Prius
•RACE/ORIGIN: African American •RELIGION:Atheist •BELIEF IN SUPERNATURAL: A true skeptic, she has no belief in the supernatural at all. •RELATIONSHIP STATUS: Single, has never been in a relationship. •PERSONALITY: Harriet is morally righteous and a very driven person at her workplace. She can be very passionate about advocating for the community but also seeks to balance that with analytical thinking and an open mind. She is unafraid to speak her mind and hopes that her presence in the department will help bring balance to the force. She is a skeptic who always seeks to have as many pieces as possible , and seeks to be thorough and exact in her work. •DISADVANTAGE Choose 1 disadvantage. (Optional) RATIONALIST
You refuse to believe in anything not confirmed as fact by modern science. In addition to the other effects of Seeing through the illusion the GM may choose 1:
◦ Your presence nurtures the Illusion, making it powerful and unpredictable.
◦ Your bewildered psyche starts creating mirror images of familiar places and people in the Illusion.
◦ You attract extradimensional entities.
Advantages
††† -
Description: Harriet is a rationalist with no belief in the supernatural and refuses to believe in ghosts, spirits or otherworldly entities. She believes death is the end of life and the afterlife was made up as a comfort to others.
•ADVANTAGES
Choose 2 advantages from your archetype. You may add a 3rd if you took a disadvantage. ✞ CRIME SCENE INVESTIGATOR
When you investigate a crime scene roll +Reason. You get to ask questions from the list below.
◦ (15+) Ask 2 questions
◦ (10–14) Ask 1 question
◦ (−9) Ask 1 question, but your investigation leads to danger or problems later on.
Questions: ††† What was the chain of events? ††† What can I assume about the perpetrator? ††† Which mistakes have the perpetrator made? ††† When was the crime committed? ††† When was someone here last? ††† Does the crime remind me of something I am familiar with already and if so, what? ††† Who might know more about the crime?
When you Read a Person and mention a name, person, or object, you can always ask “Are you lying?” This doesn’t use up any of the questions you may have been given from succeeding.
††† - Description: Harriet is an insightful investigator who looks for small details and pieces in the crime scenes. ††† -
✞ PREPARED When you investigate a location roll +Reason.
◦ (15+) Choose 3 options. You may save up to 2 until later.
◦ (10–14) Choose 2 options. You may save 1 until later.
◦ (−9) Choose 1 option, but you have missed or overlooked something crucial. The GM holds 1 and can spend that hold anytime to make a hard or soft move for the location.
Options: ††† Find or create a map of the location ††† Uncover any security systems and other obstacles ††† Pinpoint the location of something you’re after
††† - Description: Harriet lives to work and spends most of her day finishing details from the day before or preparing for work the next day. ††† -
✞ EYE FOR DETAIL
When you Read a Person, in addition to its selection of questions, you may additionally choose from the following:
††† What do you think of me? ††† What sort of person are you? ††† Is there anything odd about you?
††† - Description: (How does this manifest in your character?) Description: Harriet is naturally skeptical of people and spends time studying their behavior. She believes humans tend to lie by nature and so tends to focus on pulling factual details from them. •RELATIONS
Decide the nature of three additional Relations: Vital relationship: Her father, Richard Gray. The one person she trusts and has a lot of faith in. Meaningful: A work friend in Forensics, Laurie Silverman. They bond in the workplace as one of only a couple black women in the department. Neutral: Jeff Withers, a Police Detective. They have worked together on several cases but Harriet dislikes his romantic interest in her, and does her best to avoid him despite the fact he's a good detective. •ATTRIBUTES
Assign the modifiers +2, +1, and +0 to the three passive attributesFortitude | Reflexes: | Willpower | +1
| +0
| +2
| Endure injury | Avoid Harm | Keep it Together |
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the other seven active attributesCharisma | Coolness | Intuition | Perception | Reason | Soul | Violence | +0
| -2
| 1
| 3
| +2
| -1
| +1
| Influence other
| Act Under Pressure
| Read a Person
| Observe a Situation
| Investigate
| See Through the Illusion
| Engage in Combat
|
Description: Harriet is more of an observative and practical person than someone with a lot of charisma. She has the tendency to lose her cool in difficult situations and has had a reputation for being difficult in the department when she feels cases are being mishandled. She has a strong background in science and is very confident on the truth of the world’s physical laws. • WOUNDSSerious wounds (−1 ongoing)[] Stabilized Critical wound (−1 ongoing)[] Stabilized •STABILITYComposed (0)
| No adjustment | •Uneasy (1)
•Unfocused (2)
| Moderate Stress: -1 to disadv rolls
| •Shaken (3)
•Distressed (4)
•Neurotic (5)
| Serious Stress: -1 Keep it Together -2 to disadv rolls
| •Anxious (6)
•Irrational (7)
•Unhinged (8)
| Critical Stress: -2 Keep it Together -3 to disadv rolls +1 to See Through the Illusion
| •Broken (9)
| GM Move
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•GEAR(Defensive items, armored vest & the like.) ††† - flashlight ††† - double layer protective vest (If dressed for work) ††† - All-weather boots. •WEAPONSUnarmedDistance: armAttacks: Violence [1]Lock [0] [you are in control of the target until they break free]
Shift [0] [you create distance between yourself and the target through a throw, body check, or push]
Disarm [0] [you remove an object your opponent held in their hand]
Excessive force [2] [focus entirely on killing your target][/quote]
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