Burned Circle Rogues Gallery


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Bluedevil

First Post
aidanturner.jpg




High Concept: Battle Hardened Warden
Trouble: Lead me, follow me, or get out of my way
Refresh: Wizard (Evocation [-3], Thaumaturgy [-3], The Sight [-1], Wizard's Constitution [0], Refinement-1 [ Focus item slots]), No Pain No Gain [-1]

Aspects: A History of Violence, Missing in Action, Deserve has nothing to do with it,Courage or Stupidity, and A Wizards Tricks

[sblock=Phases]
Phase One:

Malcom was born to a well to do magical family in London with a long history of defending the White Council all the way back to the days of the original Merlin. His family was well respected by the members of the council, often leading to his mother and father getting the prime positions or posts the warden’s have to offer but also being offered up some of the more dangerous assignments.


Malcom’s mother died when he was still young, victim of an assignment to destroy several troublesome black court members. Malcom’s father was forced to care for him alone, a task which proved to be a constant struggle as duty often got in the way of family and he was called away constantly to do the bidding of the White Council.


Malcom’s relationship with his father was barely cordial while his father was around. His father demanded the excellence of the Crestwood name and put Malcom through a rush of manic moments of training and depressive moments of abandonment.

Aspect: A History of Violence

Phase Two:


Malcom was all set to head to Edinburgh, when he decided to take a different path. He ran away from his father, his responsibility, and his future and instead headed off to find his own adventure all across Europe. He traveled extensively, staying away from the White Council and the responsibility that he felt was crushing him.


Aspects: Missing in Action



Phase Three: Blackest Knight

A group of Black Court vampires set themselves up in a local apartment complex, slowly killing all of its patrons before a warden challenges them in close quarter combat. Black Court are strong and fast, so this warden needs to be smart about his approach.

Malcom attempts to find out about the depth of the Black Court's control on the community by trapping several fairies and attracts the attention of one of the local faye, an ogre named Logan who demands compensation for the trapping of his friends. After a bargain is struck between them to resolve the issue, Malcom convinces the powerful ogre to help him against the mutual threat.

Knowing that their combine strength alone would be not enough, he also calls in a favour with the ghost hunter Juno, whose particular hatred of the undead is easily diverted to the vampire threat.

Aspect: Deserve has nothing to do with it

Phase Fourth: Guest Star Adventure


Malcom involves himself with a gifted ghost hunter facing off against a necromancer. While Juno goes for the device the necromancer is using to control his horde, Malcom heads straight at Necromancer to distract him while Juno solves the problem of the horde.

Aspect: Courage or Stupidity


Phase Five Guest Star Adventure (Dragonwriter)

Malcom, despite the orders from the council to stay out of the vampire conflict, a debt was owed to the Ogre Logan and so Malcom grabbed his sword, his gun, and a few extra surprises for the Red Court and saddled up to help Logan fend them off of his territory. Whats a few vampires between friends?

Aspect: A Wizards Tricks
[/sblock]


Superb: Lore
Great: Conviction, Discipline
Good: Endurance, Investigation, weaponry
Fair: Presence, deceit, Guns, Resources
Average: Stealth, fists, empathy, Atheltics, Alertness


Evocation
Elements: Fire/Spirt(+1 Power)/Water
Focus Items: Shield Bracelet (+1 Spirit/Force Defensive Power), Blasting Rod (Spirit +1 Power)
Enchanted Items(4): Warden's Sword (YS p.303), Armored Coat (armor 2) (YS p303)

Thaumaturgy
Specializations: Divinations (+1 Complexity)
Focus Items: Divination crystals (Diviation +1 Complexity, Diviation +1 Control)


Rotes

Defensive Spirit Shield Block (Strength 3 [Shield bracelet 4] 2 rounds)

Force Blast (Strength 4 [5 with Blasting rod])

Stress

Physical: [ ][ ][ ][ ]
Social: [ ][ ][ ]
Mental: [X][ ][ ][ ]

Equipment:

Heavy Pistol
Clothing of variety, nice suit but mostly wears average everyday clothing.
basic tools for home repair
basic first aid kit.
 
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Dragonwriter

First Post
Logan Harcourt
High Concept: Big Son of a Wyld Ogre
Trouble: Pissed Off Winter’s Local Representatives
Other Aspects: Big, Weird, Changeling Family; Really Good With a Hammer; Protector of the Weak; Deals and Favors Like a Fae; I Know Faerie Trickery When I Find It

[sblock=Phases]
Phase 1: Where Do You Come From?
Logan was "adopted" as an infant. Really, he was left on the porch of a grown changeling woman in Atlanta who had taken in children of Faerie heritage on a regular basis. The woman, Michelle, had refused to make her Choice, remained fairly neutral regarding the Courts, and was at least allowed to raise some of the unwanted changeling children. Logan was not the first and definitely not the last to come into her care, where he grew up in a sizable, crazy, changeling-filled household.
Aspect: Big, Weird, Changeling Family.

Phase 2: What Shaped You?
Signs of his ogre blood showed fairly early, as he became one of the biggest and strongest boys in the neighborhood. He also became something of a protector to his "siblings" in the house. He tested out of school early (16/17) to get a job and to help Michelle with keeping the house in good condition. The next year, one of his "older brothers," Sullivan, who had fully embraced his Winter Troll heritage came back around. Sullivan was out to strong-arm Michelle into pushing some of the youngsters in her care to Choose and go Winter. Logan took an iron-headed sledgehammer and taught Sullivan his mistake, though he refused to kill the young man/troll he still saw as a brother.
Aspect: Really Good With a Hammer.

Phase 3: First Adventure – Beat The New Boss
When a Red Court servant starts pushing a drug (derived from the Red Court narcotic saliva) to the neighborhood kids and teens, Logan takes notice. And when his "little (pixie) sister" Bethany is approached, he resolves to shut down the scumbag and his whole operation. But will Logan even survive when the vamp behind the plan takes charge and brings in extra muscle to track down and get rid of the meddlesome ogre-kin?
Aspect Gained: Protector of the Weak

Phase 4: Whose Path Have You Crossed? Malcom Crestwood
A group of Black Court vampires set themselves up in a local apartment complex, slowly killing all of its patrons before a warden challenges them in close quarter combat. Black Court are strong and fast, so this warden needs to be smart about his approach.

He starts trapping pixies and practically bullying them into dangerous scouting work. The Little Folk complain of this to their friend, the half-ogre Logan Harcourt. While the info from them is sketchy, Logan sets out to find the man forcing his diminutive buddies into such situations. It isn’t hard, but Logan quickly learns it was done for a good reason. The ogre-kin makes a deal with Malcom to get the pixies to do a better job in exchange for better payment. He even agrees to help Malcom with the final assault, in exchange for a favor at a later date.
Aspect: Deals and Favors Like a Fae

Phase 5: Who Else’s Path Have You Crossed? Keira Moore
Returning from the Nevernever after doing a favor for a centaur “cousin,” Logan runs into a strange patch of mind-muddling fog and a couple of people who got lost in it, including the young woman who helped him out against some Red Court scum. To clear what he sees as a debt (and mess with some Winter creeps), he helps Keira and Juno get out of the fog. The creature behind it doesn’t take kindly to this interference, and Logan has no issue with helping put the foul Fae down with his trusty sledgehammer, despite its usage of more mind-fogging tricks and illusions.
Aspect: I Know Faerie Trickery When I Find It
[/sblock]

[sblock=Skills, Powers, Stunts, and Stress]
Great (3): Contacts, Deceit, Conviction (12 ranks)
Good (3): Weapons, Endurance, Might (9 ranks)
Fair (4): Craftsmanship, Discipline, Alertness, Resources (8 ranks)
Average (6): Intimidation, Presence, Rapport, Driving, Athletics, Guns (6 ranks)
35 ranks total

Supernatural Powers:
Glamours (-2)
Inhuman Strength (-2)
The Catch is Cold Iron (+4) affecting:
-Inhuman Toughness (-2)
-Supernatural Recovery (-4)

Stunts:
My "Family" is Everywhere (Contacts): +2 to Contacts when used for the Know People trapping.
Wall of Death (Weapons): Able to use close-quarters weapons to make spray attacks against enemies in the same zone. (YS156)

Total Refresh Cost: -8; Remaining Refresh: 2

Stress:
Physical: ( ), ( ), ( ), ( ), [( ), ( )]
Mental: ( ), ( ), ( ), ( )
Social: ( ), ( ), ( )
[/sblock]

Equipment:
A high-quality 12-lb sledgehammer nicknamed “Buster”

Belongings:
Cell phone
Bicycle
Bus pass
Really good first aid kit
Assorted workshop and yard tools
One dressy suit

Logan lives in an in-law house behind his foster mother’s home in Sylvan Hills. The place isn’t big and is regularly invaded by the assorted rugrats Michelle is currently caring for, but it’s cozy and kept in good maintenance. He does general handyman-type work around his place and Michelle’s house, as well as similar work for the neighbors every now and then. The ogre-kin also spends time with the changeling children, whether working or playing with them, when his dear foster mother needs a hand or a little time off. A longtime friend, James Tully, sometimes hires him on to do construction work as part of his contracting business.

Logan has been in a relationship with Rose, a half-Summer elf, which has continued (albeit with a little more difficulty) since she went to college and he remained in Atlanta. He is also a big brother to several of the younger kids in Michelle’s care. Beyond his dealings with his siblings and matters of the faerie, he’s on pretty good terms with most of his neighbors and has done small-scale repair work for many of them.

Description:
Logan is a 23-year-old half-ogre looks like the stereotypical hulking brute. He’s 6’8” and weighs at least 350 pounds, all of it hard muscle. His eyes are dark brown, the same color as his short hair. His nose is a bit smushed, thanks to a couple of nasty fights he got into as a kid before his healing factor kicked in properly. When he speaks, it is with a deep and slightly gravelly voice. All this tends to give him a rather intimidating air, though he is generally friendly.
He tends to dress casually, often in plain blue jeans and a t-shirt. There are only two people in the world for whom he will dress nicely: Michelle and Rose.
 
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Shayuri

First Post
Name: Juno Reyes
Template: Emissary of Power
High Concept: Undead Slaying Police Officer
Trouble: The Ungrateful Dead

[sblock=Phases]Stage 1:
Raised by ex-military father in the LA barrio. Strained relationship due to father's disability, alcohol and control issues. Joined local small gang, but still had to take care of father sometimes.
-Aspect: Tough Hide, Tender Heart

Stage 2:
Torn between gang and family, Juno found a mentor in her crazy uncle and finally turned away from gang lifestyle. Her uncle took her to an old place of power to awaken her to her destiny in an ancient ritual. Juno and her father move away from LA then, and Juno gets her current job as a cop.
- Aspect: Call of Duty

Stage 3:
Altar Ego
When Juno discovers ritual necromancy implements on a routine bust, she burns the midnight oil to find the culprit. And when a ghost-enslaving cult finds out, it goes on the warpath. But can Juno survive when the spirit shackles are broken, and the pale horde's hunger is unleashed?
- Aspect: ?

Stage 4:
Winter Trails (Keira's story)
Juno tracks a were-panther into the Nevernever and the two are stalked there by crazed fetches. Juno must pierce the deceptions of the fey to find her way back to the mortal world.
- Aspect: Curse of Clarity

Stage 5:
Blackest Knight (Malcolm's Story)
Juno joins forces with a wizard enforcer and a half-fey ogre against a coven of black court vampires; she holds them at bay alongside the ogre to give the wizard time to work his spells, then helps finish them off.
- Aspect: Talk to the Fist[/sblock]

[sblock=Aspect Guide]Trouble - Ungrateful Dead: Juno's 'job' is to police the boundary between the worlds of the living and the dead. As such, unless a ghost really wants to return but can't, she's not terribly popular with them. She makes a policy of prioritizing hostile or harmful entities, which allows her to work with less onerous ones if need is...but much like cops and informants, they never forget they're on opposite sides of a fence. Entities she's 'put away,' but not killed...or friends of her victims...will sometimes make her life 'interesting'

Phase 1 - Tough Hide, Tender Heart: Juno's tough-girl act is just that; an act. Though she hates to admit it, and goes to some pains to try to make it seem like it's not so, she's a sucker for a sob story.

Phase 2 - Call of Duty: Despite her irresponsible youth, or perhaps because of it, Juno takes her responsibilities very seriously and puts them ahead of her own desires and sometimes well-being. Duty to family and friends, duty from her work as police, duty to her divinely-appointed other work, she can never just turn her back on any of it. Now if all these duties would just play nice with each other, her life would be much easier.

Phase 3 - ???: It is a mystery!

Phase 4 - Curse of Clarity: Juno is an empiricist, turning away from superstition and blind faith; trusting what she experiences and senses. She rejects illusions...even comforting, healthy ones...to confront reality on its own terms which sounds great, but when your reality includes angry ghosts and murderous vampires and conniving fey and mysterious wizards...it's really not.

Phase 5 - Talk to the Fist: Juno is not a woman of many words. Given a choice between engaging in nuanced diplomacy, and just hitting the problem until it's not a problem anymore, she experiences a definite tug towards the latter solution. This doesn't mean she's a raging violent psychopath...just that she favors direct action over discussion and debate. And in her line of work, BOTH her lines of work, 'direct action' often means some head-thumping.[/sblock]


Skills:
Superb - Conviction, Fists
Great - Athletics, Alertness
Good - Endurance, Investigation
Fair - Lore, Intimidation, Guns
Average - Resources, Scholarship, Empathy, Discipline, Drive

Stunts and Powers
World Walker -2
Righteousness -2
Inhuman Recovery -2
Holy Touch -1
Ghost Speaker -1
Marked by Power -1

Equipment
Badge
Gun (.38 service revolver)
Body armor (only when on duty though)
Cellphone
'Punching gloves' (sort of like mixed-martial-arts gloves, only with sand instead of padding in the protection; not casually worn, they indicate that she's getting serious now)
Pepper spray
Stungun

Belongings
Cheap studio apartment.
Cheap used car (90's Honda Whogivesacrap; a common, but infrequently talked about model)
Old laptop inherited from uncle (It does 'the email' and sometimes logs on to 'the interwebs' and otherwise doesn't do much.)
Punching Bag (for when it's too godawful to walk to Uncle's place to work out)
 

Thanee

First Post
Keira

Name: Keira Moore
Template: Were-Form
High Concept: SHADOWCAT GUARDIAN
Trouble: CURIOUS AS A CAT
Aspects: RECKLESS RASCAL, PLAYING WITH THE PREY, REMEMBER WHAT YOUR MOTHER TOLD YOU, THE HUNTER BECOMES THE HUNTED, MORE THAN MEETS THE EYE

Temporary Aspects: --

Consequences: --

Stress Tracks: (□/■)
Physical: □□□□□□□[□]
Mental: □□□
Social: □□□[□]

Description:
Keira is an attractive young woman in her early twenties. She is 5'8" tall and in perfect shape, lithe and lissom. Her raven-black hair is worn open and runs down to her slender waist. She seems to always have a smile on her lips and generally has a very easygoing nature. Keira likes to dress in a rather casual way, and she also seems to follow the principle of less-is-more. This, however, also has a practical aspect, as she has to slip out of her clothes in order to shapeshift, if she doesn't want to go clothes shopping every day. Not to mention, that skimpy outfits definitely help gathering tips during her work. Besides, the summers are pretty hot in Atlanta.

[SBLOCK=Phases]Where did you come from? (Background)

One day, Brendan Moore, an irishman living in Atlanta, stumbled upon a rather strange place, when he was out hunting in the woods that are all around the city. The first thing he noticed was the frozen water on the ground, not particulary likely considering the warm temperature. There were strange lights, too. They were 'wrong' in some way, but he couldn't put his finger on it. When he investigated further, he stepped into another world. He had found a gateway to the Nevernever. And unfortunately, the creatures there weren't exactly the welcoming kind. Fortunately, though, a majestic, black panther rushed to his side to help him. It creeped the hell out of him, when the panther later transformed into a woman.

To make things short, the two got together and he learned a lot about the strange things that lurked beyond the curtains of the world from his shapeshifting lover. He became the watcher of that mystic place out in the woods. About a year after that incident, their first daughter was born. She had hair as dark as the night. Therefore, they named her Keira.

Even when she was merely a child, Keira had a measure of her mother's powers. She had keen senses, and she was curious and reckless. The latter mostly because she was a lot more resilient than a typical mortal, probably because she isn't exactly mortal. This, coupled with the drive to explore everything around her, proved to be quite a dangerous mix. But you need to know your boundaries, even if they are a little higher, right? Her parents tried hard to keep her away from all things supernatural for the time being. She would learn about it soon enough.

Aspect: RECKLESS RASCAL

What shaped you? (Rising Conflict)

In her teens, she began to develop her true power, the ability to change her shape into that of a black panther. A fast and strong animal further enhanced by the supernatural powers indwelling her. In her panther-form, Keira is a majestic sight. Her shoulders reach nearly three feet in height, and her body is a good six feet long (plus another three or four feet of tail).

During this time, the existance of the supernatural could no longer be kept away from her. She learned much from her mother - about the Nevernever, the fae and the occult mysteries. And she also learned about the time when her father first met her mother, about that mystic place out in the woods. Naturally, that spurred her curiosity to the fullest.

Her parents, however, wanted to keep her away from the dangers of the Nevernever, as long as possible, knowing that the time would come sooner or later. As a distraction and to keep in shape, Keira does quite a bit of fitness sport, like jogging, or forest running, and she also likes to go dancing.

Growing older, Keira moved into her own place near the southern edge of Grove Park, just a small flat, but it's her own. She also started looking for work to support herself and found a job as a waitress in the Road House, a biker bar in the heart of Atlanta. She gets along really well with the crowd, good looks and a flirtatious nature certainly help with that. Keira even finds the occasional date there, but nothing serious. Saving as much money as she could and with some help of the guys from the bar, she could even afford her own motorcycle after a while. And there was no lack of teachers to show her how to drive, either.

Occasionally, her good nature coupled with a dose of overconfidence got her into a fight, but thanks to her supernatural roots, she rarely got into anything she couldn't handle. Even though, she knew quite well, that she had to keep her nature a secret, sometimes she just couldn't resist and some aspects of her catlike personality were shining through. And while she is quite capable of a swift strike from the shadows, sometimes her instincts have the better of her reason and she decides to play with her prey and wear it down before landing a finishing blow.

Aspect: PLAYING WITH THE PREY

What was your first Adventure? (The Story)

WINTER TRAILS

Despite her parents multiple warnings (or maybe because of them), Keira had to see what is on the other side, what this Nevernever they told her so much about is like. Venturing through the gateway, the young shapeshifter finds herself in a strange place, a winter wonderland, where she is chasing ghostly sounds and strange lights. But the faeries play a dangerous game with her, and soon she finds herself confronted by a more tangible threat.

Aspect: REMEMBER WHAT YOUR MOTHER TOLD YOU

Whose Path have you crossed? (Guest Starring)

Just as Keira is done with her shift in the Road House and ready to head home, she witnesses a bunch of thugs taking on a guy, who despite being rather brawny seems to be on the losing side.

As she jumps into the fray to give Logan a helping hand, they manage to turn the tables. But then she gets introduced to the vampire drug dealer and his narcotic saliva, and not quite knowing what she ran into there, things start falling apart once more.

Aspect: THE HUNTER BECOMES THE HUNTED

Who else's Path have you crossed? (Guest Starring Redux)

When Keira was chasing ghosts, she ended up in a tangle involving a necromantic cult, an undead slaying police officer and a warden. Siding with the two against the cult, she discovered that they all have merely been pawns in a greater game of power and control. They ended up beating the cult and freeing the enslaved ghosts, thus forcing the mysterious manipulator behind the scheme into the background. For now.

Aspect: MORE THAN MEETS THE EYE (was IT'S RARELY AS IT SEEMS AT FIRST GLANCE)[/SBLOCK]

Skills:

Human

Good: Alertness, Athletics, Presence, Rapport, Stealth
Fair: Contacts, Deceit, Empathy, Intimidation, Investigation, Lore
Average: Conviction, Discipline, Driving, Endurance, Fists, Resources, Scholarship, Survival

Beast

Superb: Athletics
Great: Alertness, Fists, Stealth
Good: Endurance, Might, Survival
Fair: Intimidation, Investigation, Lore
Average: Conviction, Discipline, Presence

[SBLOCK=Skill Overview]
Code:
        		Human	Beast

        Alertness	[+3]	[+4]
        Athletics	[+3]	[+5]
        Burglary		
        Contacts	[+2]	
        Conviction	[+1]	[+1]
        Craftsmanship		
        Deceit		[+2]	
        Discipline	[+1]	[+1]
        Driving		[+1]	
        Empathy		[+2]	
        Endurance	[+1]	[+3]
        Fists		[+1]	[+4]
        Guns			
        Intimidation	[+2]	[+2]
        Investigation	[+2]	[+2]
        Lore		[+2]	[+2]
        Might			[+3]
        Performance		
        Presence	[+3]	[+1]
        Rapport		[+3]	
        Resources	[+1]	
        Scholarship	[+1]	
        Stealth		[+3]	[+4]
        Survival	[+1]	[+3]
        Weapons
[/SBLOCK]

Stunts:
--

Powers:
Beast Change [-1]
Echoes of the Beast [-1]
Beast Senses: Hearing and Smell
Beast Trappings: [Alertness] Recognize by smell
Cloak of Shadows [-1]
The Catch: Silver [+4]
- Inhuman Recovery [-2]
- Supernatural Toughness [-4]
Human Form [+1]
- Claws [-1]
- Inhuman Speed [-2]
- Inhuman Strength [-2]

Adjusted Refresh: 1

Equipment:
Clothes
Cellphone

Belongings:
Small flat at the southern edge of Grove Park
Motorcycle

* * * * *​

[SBLOCK=Location]Name - Chilly Grove

Description - At this place in the Carver Hills, deep in the forest, something is always a little off. The temperature suddenly drops a few degrees, so that wanderers feel a little chilly here. Sometimes the lights play tricks with the eyes. But other than that, the grove looks perfectly normal. Unless you take one wrong step.

The Nevernever is constantly shifting, but there are Ways that remain more constant. The area beyond the portal is always a forest, but its physical properties shift from time to time. The weather is also always shifting. Sometimes it snows, or sleets, or rains a cold harsh rain. Sometimes it is clear of precipitation, but in those times it is full of fog. Often a blanket of snow lays across the land.

Also changing is a blanket that affects the minds of mortals who enter the area. It is a subtle effect that gives those travelling here a slight mental push toward the negative. You might be more paranoid, doubtful, or uncertain. There is no way to predict which emotion will be spread across the land at any particular time. You might enter one day to find it snowing and feel like every step leads you in the wrong direction. Another day you could enter to find snow across the ground and a deep fog spread through the forest, with the surety that something is watching you from the tree tops.

This has the unfortunate consequence of attracting fetches to the area when a mortal comes through the portal. They feed on fear, and the emotions that plague mortals here often lead to fearfulness, especially when a fetch can get a hold of them. They toy with those who wander in, scaring them and feeding on the fear. When the fear is overwhelming, they finish off their prey in a gruesome display of ravenousness.

There are other things in the woods: animals with human-like intelligence, a few goblins, pixies and sylphs, the occasional ex-changelings who have recently chosen to join faerie, roaming packs of malks, and other faerie associated with Winter. The sidhe also make outpost in the forest, but seeking them out is a dangerous prospect. They are the most dangerous of the faerie to meet.

Threat

Idea - There is a gateway to the Nevernever in the Carver Hills, north of Grove Park, which is controlled by the Winter Court. It is a dangerous place, and occasionally, something comes through from the other side.

Aspect - It's Cold Here

Face - Watcher Brendan Moore

Face

Name - Brendan Moore

High Concept - CHILLY GROVE WATCHER

Motivation - Brendan wants to keep the world safe from the dangers that lurk beyond the curtain. Most humans do not even know about them, and that is probably the way it should be. He also wants to be close to his wife, who is from the Nevernever and occasionally resides there.

Relationships - ...
[/SBLOCK]
 
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