Anime d20: Detchitoyo High School Characters

Zack2216

First Post
Setting/intro: the character's, being notoriusly destructive or well known for attracting destruction have been transfered to a school (they will start as 8th graders) where they can monitered (contained) for the rest of their high school career. Detchitoyo Highschool is located in Sanzaku City, 3 hours north east of Tokyo, Japan. The city is large, but the population shrinks by 1% every year, due to families attempting to escape the regular mishaps that happen there on a regular basis, so there is room for more. The poplulation is about 3 million, and the city is up to date on most technologies and fads due to it's close proximy to tokyo and internet access. Other items are also accessable, as extraplanar entities make regular visits to the city, and many have set up shop there aswell selling oddities, magic items, souls, etc.

Current year is 2010.

Detchitoyo Highschool is a very large high school, covering several acres (and that is the complex alone, not including the sports areas). It is one of a couple high schools in the city, being the most populated and located in one of the more populated areas of Sanzuku. There are 2 other highschools, and their populations are almost as high. The principle is Ken Thazad. Students: 6k freshmen, 4k sophmore, 3k juniors, 2k seniors, 1k Illustrate'

The student poplulation is quite large, about 16,000. The population is seperated into 2 groups, the average students, and the 'talented' students. The talented students are unique, in that they have training in one or more professions (character classes). These students also oftentimes join Clubs that share similar interests. They are Sponsered by teachers, who also share these interests. Almost all clubs are snooty and tend to pay little attention to those outside their circles unless the student has shown great strength or aptitude, or defeated a stronger member of the club. Clubs recognize each other, but most of this is with hate or spite. Few clubs actually get along, usually because of a minor difference in technique, code, or belief. Fights happen regularly between the clubs, and the teahers tend to ignore them.

All right now for
Character Creation
All characters are to be built from 55 cp.

My argument for this so that defects aren't quite so common. That, and I already know you want to write a nice big character description for me. :D

I prefer the use of the feats outlined in the manual, although if you want to use feats from alternate settings, just bring it up with me.

House rules:

Races: I would prefer if you played one of these races, but I am open to any other races you guys may be interested in. Just bring it up.

All of the classes from the manual are available.
The adventurer class gives 1 extra cp at levels 1,2,4,6,8,10,11,12,14,16,18,20
This brings it up to the full 200 cp over 20 levels.

Human Point Cost
Base movement 0
+1 Feat at 1st Level 20
+4 Skill Points at 1st Level .5
+1 Skill Point each Level .5
Total Value 3
Final Cost -3 (3 character points are returned)


Elf Point Cost
Base movement 0
+2 Dexterity 1
-2 Constitution -1
Immunity to magical sleep spells 1
+1 Feat at 1st level 2
Total Value 3
Final Cost -3 (3 character points are returned)

Artificial Construct Point Cost
Base movement 0
No Constitution 0
Immune to poison, sleep, paralysis, stun 4
Immune to disease, death, necromantic effects 3
Cannot heal (must be repaired) -4
Not subject to critical hits or subdual damage 2
Not subject to Ability damage, Ability drain, or energy drain 2
Automatic Fortitude saves unless effect can target objects 3
Total Value 10
Final Cost 4


Tiefling: the character has some demonic traits because she is of demonic decent, and has a set of horns, bat wings, and a tail. They oftentimes also have slitted or monocolored eyes, or unusual skin colorations and possibly scales. Despite their heritage, Tieflings aren't always evil if raised in a normal (as normal as it could be) home.

Ability Point cost
Bse Movement 0
+2 charisma 1
+2 dexterity 1
+2 inteligence 1
Flight (normal) rank 2 6
Telekinesis: Fire only rank 3 6
Bane lvl 1 (crucifix) -1
Bane lvl 3 (hollowed ground (churches, graveyards, etc)) -3
Detectable (telekinesis: fire) lvl 3 -3
Marked lvl 2 -2
Total Value 6
Final Cost: 0


Aasimar: The character has some angelic heritage. This is shown by the characters wings, and often time glowing skin and odd colored eyes (by odd, they can have white yellow, or rainbow huyed pupils, or monocolored eyes). Aasimar are usually good natured, and try to help others when they can.

Ability Point Cost
Base Movement 0
+2 charisma 1
+2 wisdom 1
+2 constitution 1
Flight (normal) rank 2 6
Healing rank 1 4
Detectable (Healing) rank 3 -3
Marked lvl 2 -2
Total Value 8
Final cost: 2

Homebrew stuff:
Energy points: If the character has either the dynamic sorcery or magic attribute, he uses his highest mental stat modifier for determining bonus eps.

The Healing attribute is instantaneous (no 10 minutes).

Fusion
Cost: 8 character points/rank
Relevant ability constitution
Progression: When fused, the characters add 10 character points/rank of fusion to the new form
The character is able to join with another character or creature that has the fusion attribute, creating a partially new entity. The entity usually shares many of the same appearances and character personality traits as the base characters. The new entities personality is an amalgam of the two fused characters, averaging any extremes in either of the two characters. The characters do not lose all of their defects when fused, but can use gained character points to remove them. Only unfused characters can fuse, and only two characters can fuse at a time.When you fuse, you add the hit point totals together (not including bonus hp from constitution or the Damn Healthy! attribute), energy point totals (not including extra ep from the bonus energy attribute, or having high mental stats) base attack bonus, base abilities, and base saves. The new energy point total depends on the total base energy points and the new lowest mental modifier, unless either of the characters has the dynamic sorcery attribute or the magic attributes. You use the higher of the skill ranks of the fused characters. However, the new entity maintains any specializations the original characters had. The fused entity has the feats of both characters.
There are a two ways characters can fuse-

50/50: This represents a new entity that has equal shares of each character’s abilities. The two characters convert all of their attributes (not including Fusion) into character points, then use up to half (rounded down) of said character points to spend on attributes that either of the characters had before the Fusion. These repurchased attributes will be added to the new form. Also, each character gains an extra 10 character points per rank of fusion to spend on purchasing more ranks in attributes the characters already have. Also, the newly gained character points can be spent on attack combat mastery, defence combat mastery, damn healthy!, enhanced ability, special attack, and most defects that could apply to the new form.

75/25: This represents a new entity that has the major physical appearances of the lead character, and usually (though not all of the time) has some minor physical appearances of the second character. The lead character (the character that represents the 75%) retains all of his attributes. The other participant (the 25%) doesn't add any character points other than those gained from fusion to the new form. Both characters gain bonus character points depending on their ranks in fusion that they can add to the new form. These character points must be spent on attributes that the lead character has, or like the 50/50 form, characters can spend character points on attack combat mastery, defence combat mastery, damn healthy!, enhanced ability, and special attack, even if the lead form doesn't not have them. The new form can also have defects.

All attributes gained by the individual characters stack. So, if both characters purchase 2 ranks in force field with their extra character points, then the ranks add on to each other and stack, so the new entity has 4 ranks in force field. However, for them to stack, they have to be the same version. Such as in the last example, when both characters purchased ranks in force field, all of the ranks would have to be in one specific kind of force field, shield, self only or the extendable version. Otherwise, they exist separately of each other.

-Flunkies, own a big mecha, pet monster, personal gear, servant, organizational ties, and wealth ranks cannot be purchased beyond their original value through fusion (though their current ranks can be retained if either of the characters (or the lead character in the 75/25 form) has the attribute and enough character points to repurchase the original value of the attribute). Fusion is meant to affect the new characters, not the amount of items the character(s) own or any minions that the character may have, whether they are monsters or people.

Fusion specific (and alternate form) defects
Time Limit
1 bp - the fusion only lasts an hour
2 bp - the fusion only lasts 10 minutes
3 bp - the fusion only lasts 1 minute

Limiting
1 bp - If the fused creature is brought down to 50% of its total HP, the fusion ends
2 bp - If the fused creature is brought down to 50% of its total HP, the fusion ends, and the characters lose 25% of their health
3 bp - If the fused creature is brought down to 50% of its total HP, the fusion ends and the characters lose 50% of their health

Defect
Drug Addiction
The character is addicted to a drug, and feels (physically or mentally) that he/she must have access to and must take that drug constantly. This addiction can range from needing it to relax or concentrate, or needing it to maintain his existance. Addicts are usually in denail, proclaiming that they aren't addicted and could stop whenever they want.

3 BP The character is constantly destracted, constantly thinking of the said addicted to drug(s), incurring a -1 check to all skill checks and defence rolls

6 BP The character, in addition to the earlier level, must make hourly concentration checks (DC 20) or the penalty to checks and defence increases to -2. The character suffers from withdrawl if the drug hasn't been taken in 3 days, the character must make a fortitude save DC 16, or suffer a constant -3 to all checks and defence rolls (this replaces the normal -1 to all checks) from constant headaches, nausea, stomach cramps, and halucinations.

9 BP The character, in addition to the earlier two levels, the drug is, once the character is addicted to it (though the character could just need it, never have been addicted to it), the drug is essential to the character staying alive, either becuase the drug has so warped (irreversibly) the characters body chemisty that it is required to maintain some sort of equilibrium in the characters body, or the drug is the only thing staving off the affects of a poison, disease, curse or nanoprobes programed to be inactive while the drug is detected in the characters system. -OR- The character is so addicted to the drug that the distraction penalty to skill chekcs and defence rolls is -2, and the Character hourly concentration DC is 25. If the character fails the concentration check, the penalty increases to -3. Also, the character enters withdrawl within 24 hours of taking the drug, unless the character makes a fortitude save DC 25, and the effects of the withdrawl are increased to -4.


Well, if I can think of anythink else, I will post it up. If you have any home brew stuff you would like to try out, go ahead and email me at Zack2216@hotmail.com and we can discuss it.
 
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Here's my character. I took a few liberties, but nothing too serious.

Togashi Tetsuya
3rd-level Dynamic Sorceror(Key Ability Intelligence)

STR 9 (4 cp)
CON 11 (5 cp)
DEX 13 (6 cp)
INT 17 (8 cp)
WIS 8 (4 cp)
CHA 13 (6 cp)

Attributes:
Dynamic Sorcery III (8 cp + class)
Servant III (6 cp)
Magic III(12 cp)
Energy Bonus I (3 cp)

Defects:
Magical Restriction I (must carry cards) (-1 cp)

Skills:
Knowledge: Arcane +9(6 ranks)
Knowledge: Games +9*(6 ranks)
Knowledge: Occult +9(6 ranks)
Research +9(6 ranks)
Diplomacy +7(6 ranks)
Speak Language (English)
Power Usage +6(3 ranks--I'm listing it with INT bonus because all of my attributes use INT.)
*There is no Knowledge: Games skill, but I added it here to go with the character. Not that I think it'll have many uses in the game, mind you.

Feats:
Dodge
Run
Extend Spell

Combat Stats:
Melee attack +1
Ranged attack +4
Defense bonus +3
Reflex Save:+2
Will Save:+2
Fortitude Save:+1
Armor 0
HP:12
EP:24

Backstory:

Togashi Tetsuya is the son of a wealthy politician. Early on he was raised to follow in his father's footsteps, but although he learned fine (and still retains those lessons to this day), he was easily distracted. Tetsuya loved games of all kinds, and seemed to treat the world as one big game.

As he grew up, he began playing trading card games, and became quite good at them. He enjoyed their mix of chance and strategy, not to mention the constant changes in the game with each new set of cards. Although he was a bright child, Tetsuya's grades began to slip as he payed more and more attention to his cards. "It's not natural," his father would say. "That boy needs to spend more time with other kids and less time with those pieces of cardboard."

However, when he was eleven, something happened that would change the rest of his life. One day, Tetsuya was attacked by a local bully. Desperate to defend himself, Tetsuya reached out to a hidden power that he himself didn't know he had. He channeled that power into a card from the Yu-Gi-Oh TCG called Fire Arc, which blasted the bully with a jet of fire.

Trying to hide that particular incident, he began experimenting on his other TCG cards, "charging" them and allowing him to use powers that usually related to the card. Once, when he used this ability on a Mystic Familiar card from Magic:the Gathering, instead of becoming charged it transformed into an intelligent raven, which quickly became Tetsuya's familiar Ero (stats below.)

Ero (who seemed to have a great deal of knowledge for such a recently born bird) theorized that Tetsuya had inherited some kind of power, and the cards were merely a focus for it. He had a bit of hazy knowledge about some cards that were supposed to have some innate power, and those who used them (called Tarot Warriors) and claimed that Tetsuya could probably create great effects if he used one of the cards. Tetsuya could care less, though, and merely finds the fact that he can 'make his cards come to life' cool.

However, Tetsuya quickly ran into trouble. He came across a cult, who quickly came to the idea that he was some kind of 'Chosen One.' Tetsuya was easily manipulated, and went along with their activities until they were caught in illegal activity involving drug trade. Tetsuya's father quickly pulled some strings to get him off the hook, but sent him to Dechitoyo High School.

Tetsuya is a dreamy and somewhat antisocial kid who is easily distracted. Despite this, he is highly intelligent and his parents have high hopes for him. He always carries around cards-charged or not-with him. He is currently living at his uncle's house, and is 12 years old (he turns 13 in a couple of months.)

Magic Abilities
Mimic I (7-point version)
Flight I (4-point version)
Armour I (regular)
Projection II (2-point version)
Size Change I (Full)
Teleport I

Ero:

STR 4, DEX 15, CON 10, INT 15, WIS 12, CHA 9
Attributes: Flight I(4 points), Natural Weapon (claw), Telepathy IV (works only on mages, Reduced)
Defects:Reduction (Telepathy, can only be used to communicate, reduces cost by 3 CP), Vulnerability I(Antimagic Effects)
Skills: Knowledge:Arcane +6, Knowledge:Occult +6, Listen +5, Spot +5
Feats: Dodge
Melee Attack:-3, 1d4 claws
Defense Bonus +2
HP 4
 
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J. K. ^_^

Joshua Koji Anderson
3rd-level Human Adventurer

Abilities:
STR 26 (8+1 cp) +8
CON 20 (9+1 cp) +5
DEX 20 (9+1 cp) +5
INT 14 (7 cp) +2
WIS 20 (8+2 cp) +5
CHA 10 (4+1 cp) 0

Attributes:
Adaptation: Cold (1 cp)
Armour I (4 cp)
Damn Healthy! I (2 cp)
Extra Arms II: Monkey-like feet (2 cp)
Heightened Awareness II (2 cp)
Heightened Senses: Sight II (2 cp)
Heightened Senses: Hearing II (2 cp)
Heightened Senses: Smell II (2 cp)
Highly Skilled I (1 cp)
Jumping II (2 cp)
Natural Weapons II: Claws, Horns (2 cp)
Regeneration I (4 cp)
Special Movement II: Brachiating, Cat-like (2 cp)
Speed I (2 cp)
Superstrenght I (4 cp)

Defects:
Ism II
Marked III
Phobia I
Significant Other (Raya) I

Skills:
Balance +8 (1 rank)
Climb +10 (2 ranks)*
Hide +8 (3 ranks)
Jump +53 (5+40 ranks)
Knowledge: Nature +10 (6 ranks)
Listen +20 (3 ranks)
Move Silently +8 (3 ranks)
Search +20 (6 ranks)**
Spot +20 (3 ranks)**
Survival +15 (6 ranks)**
Swim +10 (2 rank)
Tumble +13 (6 ranks)
* I wonder if i should be entitled to a bonus given my feet and my special movement
** if sense of smell can be applied add +8

Languages:
English (American)
Japanese

Feats:
Endurance
Great Fortitude
Iron Will

Combat Stats:
Initiative: +7
Melee attack: +9
Melee damage: 1d3+1d4+10
Ranged attack: +5
Ranged damage: -
Defense bonus: +5
Armour: 4
HP: 40 (3d4+15+1d8+5)
EP: 5
Movement: 60'

Saves:
Fort: +8
Ref: +6
Will: +8

Appearance: J.K. looks quite... odd. Trying to find a stable structure as he grows up, his DNA blesses (or curses) him with several animal features. A thick fur covers his body with colors ranging from the rich golden with black stripes of his back, which darkens into brown going down to his hands and feet, to the fair yellow and white of his belly, to the gray of a streak of longer shaggy fur that runs up his spine and ends on his forehead.
He's definitely big for his age, being more than 6 feet tall when he stands straight (he usually keeps his back and knees a little bent) and nearly 230 lbs, but he looks like he's gonna grow a lot more. His wide chest and shoulders, his massive thighs and calves, and even his neck are incredibly muscular: his sinewy arms are longer than normal and his hands easily reach his knees.
He's got two short horns coming out of his temples and pointing upwards and forward, while his ears have grown outwards, are covered with soft hair and resemble those of a wolf. His round, golden eyes have no white, like a hawk's or an owl's, and his nose has widened and darkened becoming much like a bear's muzzle. His black, still quite human lips curl into a wide ans amazigly bright smile; his large mouth hosts his incredibly white and sharp teeth that one day may grow into something dangerous and his rough, cat-like tongue.
Both his feet and hands have opposable thumbs, and he learned to use his feet nearly with the same agility he has with his hands; both have large, fat fingers that conceal steely retractible claws.
Josh usually wears only a pair of shorts (he's fond of red ones), because his fur protects him from the cold, and it feels funny under clothes, and he has no need for shoes. He likes piercings a lot and he has two rings on his left ear, one on his right eyebrow, and a barbell on each nipple. He has also dyed pink a lock of his gray mane that falls on his face.

Background: J.K. is the son of Jacob Anderson, a black colonel of the US military, and Kitagawa Hiroko, japanese photoreporter for Channel00, establihed web news bulletin. The couple met in occasion of an interview about the Phoenix Project, the american attempt at a clean and efficient energy source for civilian use, that Anderson was supervising. They fell in love for each other, and got married shortly after. They were there when the famous terrorist attack at the Phoenix Project site happened, and though both of them survived the disaster unscathed, the radiations they were exposed to were to be the cause of Anderson's untimely demise, five years later, of leukemia, and of the genetic instability of their unborn son, Joshua Koji. Somewhat scattered by the radiations, J.K.'s genes appear to be in a state of constant motion and evolution, perpetually searching stable configurations helpful to his survival. Needless to say, these configurations are often not human-like.
During his first years had to undergo every sort of examinations, often also painful ones, that a team of doctors could come up with trying to find out what exactly was happening to him, and if there was a way to reverse the transformations he was going through. By the time they gave up, noticing that there was little they could do and the boy was healthy and well nonetheless, his father started feeling ill. The memory of the sufferings he and his father had to endure to little avail, still haunts J.K., that even now hates to see hospitals, doctors, nurses and the likes and deeply frowns whe he hears the distant siren of an ambulance.
After his father died, her mother went back to her work, that normally brought her everywhere in the world but home, and Josh went to live with his paternal grandparents in Rockwell, a small town lost along the Mississippi. There he discovered that his life wasn't supposed to be easy. Not only he was a freak, he was from a black family too. Those children that weren't frightened by his appearance found out how fun it was to pick on a boy that no one was going to defend, in fact some of the adults even approved. He had to learn to cope with being the butt of a thousand jokes, with being left out from all the sports teams he loved to play (they were reasonably afraid the freak would be better than them), and with the fact that no girl wanted to be seen within one mile of him, unless it was for a bet. The few friends he got couldn't stand by him in public, lest they be tormented too. His joys in life were his mom's visits and the rare trips with her, his grandma's pies, going fishing and hunting with his grandpa, his jersey of the Titans, his skateboard and his weekly roleplaying session.
As he grew older and stronger he could stand less and less the constant harassing. He often struggled to contain his anger especially when facing comments like "His [bad word for black] daddy wasn't enough for his mommy, so she slept with an entire zoo." or something similar. One day he found on his way home from school a band of older guys that wanted to make him wear a leash and a muzzle. He fought so fiercely against them that he sent three in hospital. That same evening something very close to a lynching mob gathered around his home, and if it wasn't for the sheriff's timely intervention, god knows what could have happened.
After that episode it was clear that Rockwell was no more a safe place for J.K. so his mom proposed him to go to Japan, at his uncle's, who lived north east of Tokyo, not far from a school where she heard there were a lot of 'unusual' students like him. Intrigued by the idea Josh said goodbye to his grandparents and left.
Kitagawa Seiji (Oji-san for J.K.) is a single freelance inventor, a bit of a genius when it comes to electronics, and was more than happy to have a nephew to spoil and to share his big home with. J.K. (Koji-kun for Seiji) on his part loved this little and a bit awkward man, always up with a new gadget, at first sight. Seiji built for a J.K. a special Playstation controller that he could use well with his oversized hands, and even one for his feet, then they spent a whole day playing video games and speaking of the differences between Japan and America, eating chips and sushi. Hiroko is a bit worried about his men together, but she thinks J.K. deserves a bit of serenity too.
Now the school is about to begin, and J.K., who is a year behind because of all that happened to him, sincerely hopes that this time it will be different.

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Here's my Character, Tamalyn, I have a question or two about race for you. I made her half Aasimar and half-changeling, all I did was subtract flight and in its place added the alternate form cosmetic changes ability, so she is just a weaker Aasimar with a touch of oddness thrown in from her changeling father(changeling racial stats are unimportant since she just took alternate form level 0 to represent that half of her family).

Tamalyn NicEssus

1st level Dynamic Sorcerer (Charisma linked)

Abilities: 32CP
STR: 8
DEX: 22 (8 points from Enhanced Ability)
CON: 12 (2 points come from race)
INT: 12
WIS: 10 (2 points come from race)
CHA: 22 (2 points come from race, 8 points from enhanced ability)

Fort: +1
Ref: +6
Will: +2

HP: 13
EP: 50

BAB:0 (Melee -1, Ranged +6)
Defense: +6
Initiative: +10

Attributes: 25CP
Dynamic Sorcery II
Damn Healthy I
Energy Bonus II
Enhanced Ability (Charisma) IV
Enhanced Ability (Dexterity) IV
Jump I

Defects: 0 CP
guy magnet I (no points for this, just a fun little tid-bit I'd like to add on if thats ok with you, actually level I or II is fine with me)

Skills:
Balance: +8(2)
Concentration: +5(4)
Diplomacy: +10(4)
Knowledge Arcane: +3(2)
Knowledge Occult: +2(1)
Speak Language: English
Tumble: +8(2)



Feats:
Improved initiative

Race Stats: -2CP
Race: Aasimar/Changeling
Ability Point Cost
Base Movement 0
+2 charisma 1
+2 wisdom 1
+2 constitution 1
Healing rank 1 4

Alternate Form(cosmetic only) 0 2
Detectable (Healing) rank 3 -3
Marked level 2 -2 (Instead of Wings, her body has an un-earthly beauty, as well as a wonderous natural tatoo of full-sized Angelic wings that no tattoo parlor could ever produce, they look real enough to work, but they are simply natural markings stretching from her shoulders down to the backs of her upper thighs)
Total Value 4
Final cost: -2

History:
Tamalyn is the proverbial school girl, polite to a fault, generous, overly friendly, innocent, and drop dead gorgeous, she just has a way about her that is just very disarming and quite endearing to all of those around her. She has always been an angelic little cherub as she was growing up, it was simply the angelic blood flowing through her veins that made her so. She is one of the most popular girls in the school, a member of the popular crew, she is the head of the Junior Varsity cheer-leading squads, and only that because she is such a kind hearted person that she refuses to let herself be bumped to the varsity squad and take someone else's spot, despite her over-abunndance of talent. She could truly be one of the most athletic people in the school, her nimbleness and skill at tumbling have made her stand out at cheer-leading competitions throughout the country, together with her beauty and angelic innocence, she has won most of them. Her conscience is so highly developed that she refuses to use her bodies natural magics to help her win, relying soley on her abilities, and not on her sorcery.

Un-like the other 'Talented' children, Tamalyn would be attending the school whether or not she was totally mundane as she was actually born in the area, and lived with a friend of her mother's not one block from the school. Her parent's were killed before she was old enough to walk by some evil power or other, leaving her in the hands of her mother's bestfriend and maid of honor, Glory, a full Aasimar her self, who worked as a priestess at the Shinto Temple only a short distance from the school. Being left in the hands of the full Aasimar left Tamalyn feeling modest and wistfull, wishing for the wings that she would never have.

Nature did try to give her wings, but unfortunately, it was not to be, she was born with an incredible tattoo of angelic wings on her back that looked like they were real enough to burst forth at any moment, but never would. Aside from the wings however, she truly did resemble an Aasimar in all ways, her skin had an almost golden glow to it, and her eyes were large and rainbow colored, framing her delicate heart shaped face were golden lockes of hair.
 
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I used a CP to change the Adventurer d4 to a d8 for a level and counted the Elf immunity to sleep cost as part of the Immunity (Sleep) power if this is unacceptable let me know and I'll swap it out.

Lugh Mac Nugall
Male Elf Adventurer 3

Str 12 (6 CP)
Dex 20 (9 CP)
Con 12 (7 CP)
Int 20 (18 + 2 Enhanced Intelligence I) (9 CP)
Wis 18 (16 + 2 Enhanced Wisdom I) (8 CP)
Cha 20 (18 + 2 Enhanced Charisma 1) (9 CP)
Stats CP = 48

Alternate Form Rank 0 (2 CP) Flaw: Detectable (Magic,Mental and Spiritual) 2 BP (1 CP total)
Animal Friendship Rank 3 (3 cp) Flaw: Detectable (Magic,Mental and Spiritual) 2 BP (1 CP total)
Art of Distraction Rank 3 (3 CP) Flaw: Detectable (Magic,Mental and Spiritual) 2 BP (1 CP total)
Attack Combat Mastery I (3 CP)
Aura of Command Rank 3 (3 CP) Flaw: Detectable (Magic,Mental and Spiritual) 2 BP (1 CP total)
Enhanced Charisma I (1 CP)
Enhanced Wisdom I (1 CP)
Enhanced Intelligence I (1 CP)
Heightened Awareness Rank 1 (1 CP)
Heightened Senses Rank 3 (Type 1: Sight, Hearing Type 2:Darkvision) (3 CP)
Jumping Rank 1 ( 1 CP)
Mind Control Rank 1 6 CP Flaw: Detectable (Magic,Mental and Spiritual) 2 BP (4 CP total)
Mind Shield I (1 CP),
Projection Rank 1 (4 CP) Flaw: Detectable (Magic,Mental and Spiritual) 2 BP (2 CP total)
Regeneration Rank 1 (4 CPs)
Reincarnation I (Cold Iron In Contact with Lugh at the time of death or during the recovery period (Difficult) (4 CP) (Flaw: Detecable Magic,Mental,Spiritual (2 BP))* (2 CP Total)
Sixth Sense Rank 2 (Magic,Cold-Forged Iron) (2 CP)
Special Defense Rank 10 (Aging x2,Sleep x2,Hunger x2, Breathe x2, Pain x2) ( 10 CP)
Special Movement Rank 4 (Catlike,Lightfooted,Untrackable,Wall Bounding) (4 CP)
Telepathy Rank 2 (6 CP) Flaw: Detectable (Magic,Mental and Spiritual) 2 BP (4 CP total)
Attributes CP = 47

*When killed without cold forged iron Lugh will recover from the damage within a few weeks, as long as some part of his remains are recovered and given appropriate care, during the recovery period Lugh's remains radiate magic, and his spirit and mind can be detected in the remnants.

Defects
Achilles Heel (Uncommon) (Cold-Forged Iron) (2 BP)
Bane (Cold-Iron) (1 BP)
Vulnerability (Alternate Form,Animal Friendship,Art of Distraction,Aura of Command,Regeneration,Telepathy,Mind Control,Projection are inaccessable in the presence of cold-forged iron) (3 BP)
Marked III (3 BP) (Surrounded by Unearthly Aura)
S.O. (3 BP) (Princess Arestis)
Unique Defect (Cannot Break Given Word) 1 CP

HD: 2d8 (16) +1d4 (4) +3 (23 hp) (Upgrade 2 HD to d8 for level 2 CP)
Energy Points: 16
BAB: +2
Attack: +7 Melee
+7 Ranged
Defence: +5 Dex
Fort: +2
Ref: +6
Will: +5 (+7 vs Mind Control)
Movement: 60

Feats:
1st Level Feat: Incomple Training (2 BP)
3rd Level Feat: Incomplete Training (2 BP)
Racial Bonus: Incomplete Training (2 BP)

Skills: ( (4+4) x 4 + (4+5) x2 = 50 SP)
Hide 5 Ranks +5 (Dex) = +10
Knowledge (Arcane) 4 Ranks + 5 (Int) = +9
Knowledge (Occult) 4 Ranks + 5 (Int) = +9
Knowledge (Nature) 2 Ranks + 5 (Int) = +7
Listen 4 Ranks +4 Wis +2 Heightened Awareness +4 Heightened Senses = +14
Move Silently 4 Ranks + 5 (Dex) = +9
Power Usage (Mind Reading) 6 + 4 (Wis) = +10
Power Usage (Mind Control) 6 + 4 (Wis) + 1 (Rank Bonus)= +11 :
Power Usage (Projection) 6 + 4 (Wis) = +10 :
Perform 4 Ranks + 5 (Cha) = +9
Spot 4 Ranks +4 Wis +4 Heightened Senses +2 Heightened Awareness = +14
Speak Languages (Japanese) 1 Rank + 5 (Int) = +6

Total CP: 98
Total CP Allowed: 55 + 4 (Elf) + 17 (Adventurer) + 19 (Defects) + 3 (Bonus)= 98 CP

Background and History

Lugh is a Sidhe (pronounced Shee) a creature from the plane of Faerie, and more than 600 years ago, Lugh was about the age of a teenager for his race. He foolishly wandered out of Faerie across one of the borders between here and there. Emerging onto a beach, as twilight fell, the young boy immediately did what came naturally, he looked for something interesting to do. So he wandered up the beach where he eventually came upon a castle overlooking the sea.

Lugh made his way up to the castle and approached the gates, a guard was about to challenge him but drawing on his racial abilities Lugh read the poor man's mind and then let his features flow into the form of one of the other guards, and so was granted access to the castle.

Happy with this accomplishment Lugh made his way through the castle sneaking around and observing. He made his way around the castle until he came upon the dining room were the inhibatants were eating, Lugh was immediately struck by the beauty of a girl who was about his own age in human terms. Plucking information from the mind of the diner's he learned that the girl was the Princess Arestis and this was the castle of the royal family of the area.

Lugh decided that he'd found himself something interesting and slipped out of the castle, at least that was his plan. Unfortunately for Lugh the royal family had a court wizard, who had detected his snooping and so as he was making his way out he find himself confronted by the old magus, Lugh was not particularly bothered until he discovered the little old man was carrying a talisman of iron and was well aware of his nature. Fortunately for Lugh when the man discovered that Lugh was rather purposeless and rather smitten with the princess, the old man had an idea, and forced Lugh to give his word to protect the Princess Arestis. Lugh decided to go along with this since he had very little choice in the matter. Unfortunately for Lugh this vow had more consequences than he'd expect. Guarding the princess he discovered she had a mischevious nature much like his own, which he found highly amusing, even if it did make keeping her safe as he'd sworn slightly more difficult, and he found himself developing feelings for the girl and a real desire to protect her from harm formed in him.

Less than a month later the castle was overrun and the kingdom was overtaken by an opposing ruler. The magus, Arestis and Lugh were cornered by the evil kings wizard who easily slew the old magus and then on seeing Lugh and the Princess he decided that death was nowhere near cruel enough and he cast a spell that ripped open a hole in space and time and sent Arestis hurtling to an unknown destination, bound by his oath and his feelings for the princess Lugh threw himself throught the portal.

And so the two emerged into the modern world, in the grounds of a strange school, no one there seemed overly shocked by the appearance of a Sidhe or a princess in ancient dress, and the two were quickly approached by an offical who led them off and explained the nature of the High School and the place and time they were now in.

Devestated by the loss of family and friends Arestis had little else she could do other than accept an enrollment in the school. Bound by his feelings for the princess more than by his oath anymore Lugh decided to enrol at the school too.

After his first week at the High School Lugh has learnt that there seems to be a reason human's grow up so quickly, they seem to be hell bent on killing each other.

Appearance:
Lugh (Primary Aspect) (Normal face (being nice) (Plum), Real tone (usually in thoughts)(DarkOrchid), Angered (Unbolded represents vengeful anger,Bold represents immediate angry)(Purple))
True Form: Lugh's true form is a gender neutral humanoid about 7' tall, who's very skinny and very pale, with silver hair, and violet eyes.

Usual appearance: Lugh usually appears as an fairly young elf unusually tall for his age, about 5" in height, with silver hair and violet eyes. He is surrounded with an unearthly aura of confidence that clearly marks him as something distinctly other than an elf. His dress is fairly formly, but modern.

Battle Glamour: When in combat Lugh appears a a 7' tall, elf-like creature, slender and tall, with sharply pointed ears, and slightly pointed teeth, his eyes turn a blackish purple and his hair glows bright silver. His clothing also takes on characteristics remniscent of armour.

Brenna (Alternate Form) (Normal (Red), Seductive (DarkRed))
Brenna appears as a female elf, about 4' 4" in height, she has shoulder length brown hair, and unnaturally emerald eyes. Brenna's dress is black, and only comes down as far as a miniskirt, and is tightly fitting. The dress is supplemented with a fair amount of dark eyeshadow, and ruby coloured lipstick. The hem of the dress is marked with red stars. Brenna is also marked by an unearthly aura of pure arrogance.

Princess Arestis (Significant Other) (NPC):
A young human girl with long golden hair and blue eyes. Her dress seems rather formal and several centuries out of date.
 
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UPDATED 10-3: If there is anything incorrect, please alert me.

Code:
[color=white][b]Name:[/b] Shyekara "Kryptonite" Hawking
[b]Class:[/b] Tech Genius/Pet Monster Trainer
[b]Race:[/b] Human
[b]Gender:[/b] Female
[b]Alignment:[/b] CG

[b]Str:[/b]  8 -1      [b]Level:[/b] 1/1      [b]XP:[/b] 0
[b]Dex:[/b] 16 +3      [b]BAB:[/b] +0         [b]HP:[/b] 6 (2d4)
[b]Con:[/b] 10 --      [b]Defense:[/b] +3     [b]EP:[/b] 3 (2d2+1)
[b]Int:[/b] 20 +5      [b]Speed:[/b] 30 ft.       
[b]Wis:[/b] 12 +1      [b]Init:[/b] +7        
[b]Cha:[/b] 18 +4      [b]ACP:[/b] -0         

       [b]Total  Base   Mod  Misc
Fort:[/b]   +0      0    +0        
[b]Ref:[/b]    +3      0    +3        
[b]Will:[/b]   +5      4    +1         

[b]Languages:[/b] English, Japanese, Tolkien Elven, German, Russian, Infernal

[i]Attributes[/i]
[b]Class Skills[/b]
Computer Use (Int), Decipher Script (Int), Demolitions (Int),
Disable Device (Int), Drive (Dex or Int), Gamble (Wis), Handle Animal (Cha), Knowledge: Biological Science (Int), Knowledge: Electronics (Int), Knowledge: Nature (Int), Knowledge: Mechanics (Int), Knowledge: Physical Sciences (Int), Medical (Wis), Profession (Int), Repair (Int), Research (Int), Speak Languages (Int).

[b]Mechanical Genius[/b] [1]

[b]Personal Gear[/b] [1]
Laptop
Code Translational Gear

[b]Pet Monster[/b] [3]
20 Pts/Monster, + 60 Pts

[b]Art of Distraction[/b] [3]

[b]Sixth Sense[/b] [1]
Electricity.

[b]Animal Friendship[/b] [1]

[b]Feats:[/b] Improved Initiative, Ambidexterity

[b]Skills                        Total  Ranks  Mod  Misc[/b]
Bluff			       +6      2     +4
Computer Use		       +10     5     +5
Decipher Script		       +9      4     +5 
Demolitions		       +10     5     +5
Diplomacy		       +6      2     +4
Disable Device		       +10     5     +5
Drive			       +10     5     +5
Knowledge: Electronics	       +10     5     +5
Knowledge: Mechanics	       +10     5     +5
Knowledge: Physical Sciences   +10     5     +5
Open Lock		       +5      2     +3
Repair			       +10     5     +5
Research		       +10     5     +5
Search			       +6      1     +5
Seduction                      +5      1     +4[/color]

Appearance
Shyekara - or Kryptonite, her handle, as she prefers to be called - is a strikingly beautiful young woman. Her hair is relatively long, hanging down to roughly the middle of her back, and she lets it simply fall back along her shoulders rather than put it into a ponytail. Her eyes are a piercing green color, and they almost always reflect her vast intelligence in their depths. Her clothing is ornate and black; she wears large, baggy, black jeans, and her shirts are generally tighter and black. She wears three sets of earrings with two more in her left ear.

Description
Eyes - Green
Hair - Black with Green Highlights
Height - 4' 7"
Weight - 94 lbs.
Age - 16

Personality
Kryptonite is a hacker, and her personality reflects it. She works dilligently on any task set before her, not allowing anything to go undone. She is unusually intense about her work, especially when it involves computers; however, she does have her bad days, and she can become depressed for weeks after she fails at something.

Kryptonite, however, also has a dark side. As a hacker, she generally doesn't do malicious things, such as destroy files. However, when angry, she is quite capable of wiping out entire networks in one sitting. In addition to her hacking skills, she is also a skilled programmer. Shyekara is unusually adept at writing virii, and does so for fun; she has written several that are her favorites, and she uses them against those who are particularly irritating.

Kryptonite is generally a nice enough person. However, getting on her wrong side is often a dangerous move; she doesn't react right away, and still tries to be nice in person, but once out of sight, she begins planning the offender's downfall.

Background
Hacker. When people hear and come to understand what it is that Kryptonite does, this is what they think. But she goes far beyond that...

Her life began in a well-off home. Her parents were well-educated and generally more wealthy than the average family. They believed in giving their child access to all information, and so she began learning...

Computers became her focus. Shyekara was madly in love with computers. They were amazing, the things they could do... she was in complete control. She tinkered with them day and night, learning how to use them, then how to take them apart... then how to build them... then how to program them...

However, she soon became disillusioned with her own computer. She began hacking away, clumsily, at the network her parents had assembled in their home. Having mutilated that, and been scolded by her parents, she learned from her mistakes... she learned how to be more covert, how to cover her actions and hide her trails.

Once again, however, she became disillusioned. On the 'net, there were thousands of other computers... why shouldn't she have access to them? Slowly, much slowly than before, she began chipping away at the mysteries the internet provided. She began to understand more, and began to apply principles she learned from hacking her home network to hacking the networks of others. It was difficult, and she had several close calls... during this time, she found many interesting things. She learned of how a few companies were slowly developing technological teleportation, and she took these ideas and codified them in her programs, constructing devices that allowed her to make her code take physical shape in the real world, a process so bizarre that she didn't even fully understand it.

And then she was caught.

In the United States, Shyekara was a criminal now, having committed at least seven dozen known acts of hacking. But not just in the states, no - she had hacked networks in other nations, as well, from all over the globe. She was in very, very deep. She didn't understand all of what was happening, but she understood one thing - she was going to prison. For life.

Her parents disowned her. Their final act, they wanted to insure their good name by removing themselves from her. And so she faced her sentence alone, with no one but a lawyer to support her - but her guilt was assured, and he was no help. Having lost her last name when her parents disowned her, she chose a new one, one that was completely different from her original family name.

But then, something interesting happened. Despite all of the charges against her, there appeared a glimmer of hope. An official from a distant school appeared, and talked to Shyekara - no, not Shyekara, she was Kryptonite now, the name she had given herself on the 'net - and told her of a school where she would be protected. A school where she could hone her talents, safe and protected from the eyes of the government. To this nation, she would simply disappear.

Kryptonite accepted the offer.

Quickly, quietly, and secretly, she was moved from the US to Sanzaku, Japan, and began taking classes at the Detchitoyo Highschool. Little did she know, however, that this meeting had been arranged by the very people who were prosecuting her, desiring instead to allow her to develop her skills and see where she wound up in her studies. They would intervene once she finished her schooling, but for now, they simply backed away, letting her be.

But why was she classified as 'talented'? Kryptonite had heard rumors of the kinds of students who went to this school; the school official had told her of the difference between the normal students and the 'talented' ones. Perhaps it was her ability to work with machinery? Perhaps it was the fact that she had invented the code translational gear, and could blur the lines between the world of the bit and baud and the real realm? Or, perhaps, and this she feared most of all... perhaps there was some talent, hidden deep within, that she hadn't found yet, something that would one day leap out unbidden, that would truly set her apart. For now, however, Kryptonite believes that it is merely her completely natural superior intellect that has caused her to be placed where she is going... but she is smart enough to know, deep inside, that there is more going on than meets her eye...

Explanation of 'Pet Monsters'
Kryptonite came close to perfecting an unusual eletronic device that is based off of several technologies. This device allows her to transfer a program from code into an actual creature, capable of things similar to what it accomplishes in the world of the bit and the baud. Generally, Kryptonite has only used this device to transfer her virii from code to physical creature; however, it is probable that it could be used to transfer virtually any program. The exact technology is difficult to explain, and Kryptonite - its inventor - doesn't even fully understand the process herself, having come across this system more or less by accident. However, this system is not without a weakness: while the virii are present in the physical world, their data is stored on the device used to create them, and as the virii are beaten by the physical world, the data they consist of is gradually corrupted; a dead virus' code is completely and utterly corrupt and unsalvageable, and Kryptonite must write it from scratch. Before they are 'dead', however, the virii can be transferred back into code form, and Shyekara can take the time to go through the code and repair it. The equipment Kryptonite uses is referred to as 'Code Translational Gear'.

Code:
[color=white][b]Virus[/b]
[b]Name:[/b] Lucifer Hawk
[b]Class:[/b] Adventurer
[b]Race:[/b] Artificial Construct
[b]Gender:[/b] None
[b]Alignment:[/b] N

[b]Str:[/b] 12 +1      [b]Level:[/b] 1        [b]XP:[/b] 0
[b]Dex:[/b] 12 +1      [b]BAB:[/b] +0         [b]HP:[/b] 4 (1d4)
[b]Con:[/b] -- --      [b]Defense:[/b] +1     [b]EP:[/b] 1 (1d2-4)
[b]Int:[/b]  8 -1      [b]Speed:[/b] 30 ft.       
[b]Wis:[/b]  4 -3      [b]Init:[/b] +5        
[b]Cha:[/b]  2 -4      [b]ACP:[/b] -0         

       [b]Total  Base   Mod  Misc
Fort:[/b]   +0      0    --        
[b]Ref:[/b]    +0      0    +0        
[b]Will:[/b]   -3      0    -3         

[b]Languages:[/b] n/a

[b]Attributes[/b]
[i]Class Skills[/i]
All non-combat skills.

[b]Special Attack[/b] [5]
Electrostatic Discharge (5d8, Area, Short Range)

[b]Heightened Senses[/b] [2]
Type II: Electrical Current Detection, Magnetic Field Detection

[b]Feats:[/b] Improved Initiative



[b]Skills                        Total  Ranks  Mod  Misc[/b]
Tumble               	       +3      2     +1[/color]

Appearance
Lucifer Hawk, when it takes shape in the physical realm, is an amorphous glob of metal, always surrounded - at least partially - by a globe of electrostatic energy. It has no legs, and instead rolls everywhere that it is commanded to go, as it is vaguely spherical in shape.

Personality
The purpose of Lucifer Hawk as a virus is to watch over the flow of power in a machine, then to destroy the processes that cause the most current, based upon Kryptonite's commands.

Lucifer Hawk is designed as a highly offensive and destructive virus, with little other capabilities. It has the ability to sense electrical current, and to sabotage the processes that are making current flow - in the physical realm, this manifests itself as an electrostatic discharge.

Background
Kryptonite designed Lucifer Hawk as an exercise in learning how to hit an opponent where it counted. Generally, processes that caused a change in the flow of power were indicative of devices, internal or external; Kryptonite would eliminate the ability to use these peripherals by using the Lucifer Hawk to cancel the processes making use of them.

Code:
[color=white][b]Virus[/b]
[b]Name:[/b] Willbender
[b]Class:[/b] Adventurer
[b]Race:[/b] Artificial Construct
[b]Gender:[/b] None
[b]Alignment:[/b] N

[b]Str:[/b]  4 -4      [b]Level:[/b] 1        [b]XP:[/b] 0
[b]Dex:[/b] 16 +3      [b]BAB:[/b] +0         [b]HP:[/b] 4 (1d4)
[b]Con:[/b] -- --      [b]Defense:[/b] +3     [b]EP:[/b] 1 (1d2-3)
[b]Int:[/b] 14 +2      [b]Speed:[/b] 30 ft.       
[b]Wis:[/b]  4 -3      [b]Init:[/b] +7        
[b]Cha:[/b]  4 -3      [b]ACP:[/b] -0         

       [b]Total  Base   Mod  Misc
Fort:[/b]   +0      0    --        
[b]Ref:[/b]    +2      0    +2        
[b]Will:[/b]   -3      0    -3         

[b]Languages:[/b] n/a

[b]Attributes[/b]
[i]Class Skills[/i]
All non-combat skills.

[b]Force Field[/b] [5]
Blocks 30 points of damage.  Extendable to others nearby.
Offensive, Regenerating. 

[b]Feats:[/b] Improved Initiative[/color]

Appearance
The Willbender takes shape in the physical realm as a small, greyish device, with a small dome-like top. It is generally encircled by a sphere of prismatic energy.

Personality
The Willbender is a more defensive virus, designed to protect a network from hacking. However, should an offender attempt to penetrate the network it is on, the willbender will instead send out a small packet of destruction to the sender, while denying access to the intruder.

Willbender is a two-way virus, designed to defend and attack at the same time, though it will only attack when provoked.

Background
Kryptonite designed Willbender after being burned by a few hackers who destroyed her work. Willbender was the result of study into chess-playing artificial intelligences; willbender was designed with the same concept in mind, able to pick through a situation and find the best possible way to cope with it.

Code:
[color=white][b]Virus[/b]
[b]Name:[/b] Doorkeeper
[b]Class:[/b] Adventurer
[b]Race:[/b] Artificial Construct
[b]Gender:[/b] None
[b]Alignment:[/b] N

[b]Str:[/b] 18 +4      [b]Level:[/b] 1        [b]XP:[/b] 0
[b]Dex:[/b] 14 +2      [b]BAB:[/b] +0         [b]HP:[/b] 4 (1d4)
[b]Con:[/b] -- --      [b]Defense:[/b] +3     [b]EP:[/b] 1 (1d2-3)
[b]Int:[/b] 14 +2      [b]Speed:[/b] 30 ft.       
[b]Wis:[/b]  4 -3      [b]Init:[/b] +6        
[b]Cha:[/b]  4 -3      [b]ACP:[/b] -0         

       [b]Total  Base   Mod  Misc
Fort:[/b]   +0      0    --        
[b]Ref:[/b]    +2      0    +2        
[b]Will:[/b]   -3      0    -3         

[b]Languages:[/b] n/a

[b]Attributes[/b]
[i]Class Skills[/i]
All non-combat skills.

[b]Invisibility[/b] [3]
Sight, Hearing, Radar.

[b]Massive Damage[/b] [2]
Bite attack.

[b]Feats:[/b] Improved Initiative[/color]

Appearance
The Doorkeeper appears as a mechanical tiger-like creature with jaws of steel. It is typically kept invisible by programming that makes it difficult to detect through standard methods.

Personality
The Doorkeeper is a highly offensive virus that is designed to disguise itself just prior to viciously ripping its target to shreds. It thinks like a hunter, waiting for the perfect moment to destroy its target.

Background
The Doorkeeper is the physical translation of the trojan Kryptonite wrote.
 
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Thomas Ecks
Medium Humanoid (Tiefling) TN
Occupation: Gun Bunny
Hit Dice: 3d8+3 (27/27hp)
Initiative: +12
Speed: 66' (90' speed, fly 90')
Armor Class: +6 (+8 vs. ranged attacks, +10 vs. ranged attacks when using briefcase)
Base Attack/Grapple:+2/+3
Attack: +9 ranged (mp5k - d8+3)(+10 within 'short range')(+11, d8+4, within 30')
Full Attack: +9 ranged (mp5k - d8+3)(+10 within 'short range')(+11, d8+4, within 30')
Space/Reach: 5ft / 5ft
Saves: fort +2/1, ref +9/3, will +3/1
Abilities: str 12, dex 22, con 12, int 22, wis 14, cha 16
Skills: balance(slippery surfaces) +9/3, bluff(acting) +6/3, demolitions(bomb disposal) +12/6, gamble(computer games) +5/3, gather information(gossip) +6/3, intimidate(psychological) +9/6, investigate(police) +12/6, knowledge(police sciences - criminology) +12/6, listen(urban) +5/3, ranged defense(briefcase) +2/6, seduction(female) +6/3, sense motive(body language) +8/6, sport(pool) +12/6, spot(tailing) +6/4
Feats: improved initiative, burst fire, point blank shot, far shot
XP: 3000/6000
Languages: german, english, french, russian, japanese

Attributes:
Cosmetic Alternate Form (human)
Divine Relationship lvl 1
Enhanced Dexterity lvl 1
Enhanced Intelligence lvl 1
Evironmental Control (reduce temperature) lvl 3
Extra Arm (tail) lvl 1
Flight (VTOL & hover) lvl 2
Heightened Senses (thermal vision) lvl 1
Heightened Awareness (+4) lvl 2
Massive Damage (+2) lvl 1
Personal Gear (mp5k, suppressor, laser sight, special briefcase, protective overcoat (dr 1)) lvl 1
Optimised Armour (cold) lvl 1
Special Attack (liquify gas) lvl 1 (2d8; burning, no regeneration, irritant/ short range, backblast 2, toxic (cold))
Special Defense (ages slowly) lvl 1
Special Defense (survives in low oxygen) lvl 1
Special Defense (eats every 2-4 days) lvl 1
Speed lvl 1
Unique Attribute (area is slightly cooler around him, and when in natural form his breath is always cold & misty, leaves frost on whatever he comes in contact with) lvl 1

Defects:
Achilles Heel (fire) lvl 3
Bane (crucifix) lvl 1
Bane (hallowed ground (churches, graveyards, etc)) lvl 3
Dependent (luiquify gas is dependent upon environmental control) lvl 1
Detectable (environmental control) lvl 3
Easily Distracted (guns) lvl 2
Involuntary Physical Change (Banes) lvl 2
Marked lvl 2
Phobia (fire) lvl 2
Skeleton in the Closet lvl 3

Description:
The kind of clothes Thomas wears are dark and sombre in colour, and no matter how hot a day it is there'd be no doubt he'd be wearing his dense black overcoat, turtle-neck sweater, long pants and combat boots. As human as he may look though, the air around him is always colder than normal. His eyes are a piercing sapphire blue, and his short hair is raven black but reflects light strangely, kinda how an oil slick does. He carries a briefcase around with him which he keeps all his school things in, plus a sub-machinegun covered in intricate carvings, rigged to fire from a secret compartment. The compartment's easy to find on close inspection though, as it needs the majority of space in the suitcase.

In his demonic form his skin becomes more pale, and the irises of his eyes, when inspected closely, look as though they're composed of slivers of ice. He grows a pair of inch long horns made of bone-hard ice, his breath becomes misted and frosty, and he leaves frost on whatever he comes in contact with. He also gains wings and a tail, his wings made of feathers exactly like his hair and a scaly black tail ending in a point, which he's able to use like an extra limb. The scales of his tail also possess the strange oily sheen.

History:
Thomas was born a healthy, normal son to a pair of German parents. Both parents worked in the police force, though his mother took time off after his birth to care for him until he was old enough to be put in daycare. His parents were utterly puzzled by the nature of his eyes and hair, but they had no complaints. The true nature of his appearance though was latent traces of demonic blood, originating from his father's side and acquired by his ancestors through means of dark rituals in medieval times. This seemed to have little more than an aesthetic effect though, because his parents raised him as a kind and caring young gentleman.

Thomas had great respect for his parents. His mother worked in bomb disposal and his father was a respected detective, and the love they had for their work came second only to their family. Thomas' parents brought home a lot of income from their respective professions, and they always shared their knowledge with him, so with his impressive intellect he grew into the police lifestyle quickly and easily absorbed the knowledge they gave him. His mother in particular had an appreciation for firearms which her son managed to inhererit, and she maintained a number of valuable arms which she kept on display behind bulletproof glass with an electronic lock (being in bomb disposal she could get a little paranoid about risks).

His world came crashing down though during a simple trip to the bank with his father. They were at the wrong place at the wrong time. Two armed men entered the bank while Thomas and his father were standing in line. Everyone was told to lie on the floor, which most did, except for an elderly woman who simply couldn't. Thomas' father attempted to reason with the bank robbers on the part of the confused and scared woman, but the criminals soon became frustrated, and one of them shot the old woman then Thomas' father. The old woman died before she hit the floor, and Thomas' father took a bullet to the head, but was still alive, unconscious and bleeding though. Thomas, being only seven years old at the time, freaked out and started screaming. In response the second criminal, who was armed with a sawn-off shotgun, calmly walked over and smacked Thomas in the head with the butt of his weapon. Thomas fell to the floor, silent, and in a few moments he came back to his senses, realising he was bleeding from his head. He sat up and looked around. His father was still on the floor beside him, still bleeding into the worn carpet. Both criminals' backs were turned to him, the man with the sawn-off shotgun only a few metres away.

He didn't understand what he did next, but he did it calmly and without fuss. Thomas removed his father's swiss army knife from his pocket and quietly unfolded the blade as he walked up behind the shotgun wielding criminal, then almost emotionlessly he drove it hard into the back of the criminal's knee. The criminal fell over, dropping his gun and grabbing his knee. Thomas picked up the sawn-off shotgun and turned on the criminal who had shot his father. The criminal hesitated for a moment at the sight of an armed child, telling Thomas to put the gun down. He knew how to use it though. Before the first criminal had finished talking, Thomas sneered and fired the shotgun, leaving his target with only the bottom half of their head. He silently turned on the second criminal, who was lying on the floor and now begging for his life. His pleas fell on deaf ears as Thomas emptied the second barrell into the criminal's stomach. He then tossed the gun to one side, and sat and watched as the second criminal died. The situation was covered up, and the story was changed for the public. As far as anyone was concerned Thomas' father resolved the situation at the cost of suffering brain damage from the gunshot wound to the head.

Life quickly went downhill for Thomas, his mother now had to pay for someone to take care of her husband, who was in a vegetable like state. She also became scared of Thomas after being told what he did, tending to avoid him at home and interact very little with him. Thomas' life became lonely and depressing. He soon had strange recurring dreams of standing on a great plain of ice, a massive three-headed figure resided on the horizon, and he could see people trapped under the ice below him. In addition to that his mother also became depressed, and took to drinking. Thomas learnt to hide in his room when she was in a bad mood. When drunk his mother accused him of all the bad things that were happening. He could only cope by switching off his emotions. His mother was relieved of her duty after a bomb disposal blunder which put a colleague in a wheelchair. Thus they could no longer afford the special care for Thomas' father and they had to keep him at home. Thomas spent more and more time out of the house to avoid his wrathful mother, and things went from bad to worse. Each time he had the dream now, it seemed as though he was getting closer to the huge thing on the horizon.

After about a year of living like this his mother snapped, fortunately it was while Thomas was staying over at a friends. The next day Thomas came home to a crime scene, and was informed that there had been a murder-suicide in the house. He nodded, and after packing a few things took the bus to his grandparents' house a few hours from the city, by himself. He lived there for a few months, but his grandparents became unnerved living with a child so different from the one they used to know, they found him emotionally detached and somewhat disturbing. It was at his grandparents' that he started displaying his unnatural behaviour. He refused to go with his grandparents' to church, he would spend long periods staring at his grandfather's hunting rifle, he even had gained a phobia of fire from somewhere.

When his grandparents could take no more, he was shipped off to Japan to attend Detchitoyo Highschool, suggested by one of the officials who helped cover up the bank robbery incident. He has boarded there since the age of ten and has held the school title of 'pool table champion' for the past three years, playing pool seems to be the only thing which makes him genuinely happy. He was also given an exquisite Heckler & Koch MP5K by an unknown benefactor, which noone has found out about yet fortunately, he manages to occupy long hours maintaining the weapon and keeping it in immaculate condition.
 
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Character:
Code:
Character Name:	Kurawashi Maneko
Player Name:	Thels
Dungeon Master:	Zack2216
Race&Gender:	Human Female
Class&Level:	Magical Girl1
Alignment:	Chaotic Good
Size:		Medium
Age:		17
Height:		4'8"
Weight:		89lb
Skin&Eyes:	Oriental, Hazelbrown
Hair:		Straight Long Black

Strength:	 6 (-2) (3)
Dexterity:	18 (+4) (9)
Constitution:	 8 (-1) (4)
Intelligence:	16 (+3) (8)
Wisdom:		 8 (-1) (4)
Charisma:	16 (+3) (8)

Fortitude Save:	-1 (+0 Base, -1 Con)
Reflex Save:	+6 (+2 Base, +4 Dex)
Will Save:	-1 (+0 Base, -1 Wis)

Melee Attack:	 0 (+0 Base)
Ranged Attack:	 0 (+0 Base)
Initiative:	+4 (+4 Dex)
Armor Class:	+4 (+4 Dex)

Speed:		54 (18 Dex * 3 Size)
Max Weight:	20 (Light), 40 (Medium), 60 (Heavy)
Hit Points:	7 (of 7)
Experience:	0 (need 1000)

Languages:	4 (1 Racial, +3 Int)
Japanese
English
German
Russian

Skills:		12 (6/level)
Escape Artist	+6 (+2 Ranks, +4 Dex)
Knw Occult	+5 (+2 Ranks, +3 Int)
Listen		+1 (+2 Ranks, -1 Wis)
Move Silently	+6 (+2 Ranks, +4 Dex)
Spot		+1 (+2 Ranks, -1 Wis)
Tumble		+6 (+2 Ranks, +4 Dex)

Feats:
Dodge
Improved Initiative

Racial Abilities:
Base Movement (0)
+1 Feat (2)
+1 Skillpoint/lvl (x4 at 1st) (1)

Class Abilities:
Servant IIII

Attributes
Animal Friendship II (2)
Art of Distraction I (1)
Extra Arm I (1)
Flunkies III (3)
Servant II (4)
Unknown Superhuman Power (20)

Defects:
Easily Distracted III (-3)
Significant Other III (-3)
Unskilled III (-3)

Servant:
Code:
Character Name:	Kaji
Player Name:	Thels (Servant)
Dungeon Master:	Zack 2216
Race:		Furry
Class&Level:	Adventurer1
Alignment:	Chaotic Good
Size:		Tiny
Age:		Unknown
Height:		0'5"
Weight:		4lb
Skin&Eyes:	Furcovered, Large Brown
Hair:		Short Brown Fur With White Streaks

Strength:	 2 (-4) (1)
Dexterity:	 6 (-2) (3)
Constitution:	 6 (-2) (3)
Intelligence:	16 (+3) (8)
Wisdom:		16 (+3) (8)
Charisma:	16 (+3) (8)

Fortitude Save:	-2 (+0 Base, -2 Con)
Reflex Save:	-2 (+0 Base, -2 Dex)
Will Save:	+5 (+0 Base, +3 Wis, +2 Feat)

Melee Attack:	-3 (+0 Base, -3 Defect)
Ranged Attack:	-3 (+0 Base, -3 Defect)
Initiative:	-2 (-2 Dex)
Armor Class:	-3 (-2 Dex, -3 Defect, +2 Size)

Speed:		6 (6 Dex * 1 Size)
Max Weight:	3 (Light), 6 (Medium), 10 (Heavy)
Hit Points:	2 (of 2)
Experience:	0 (need 1000)

Languages:	4 (1 Racial, +3 Int)
Furry
Japanese
English
German

Skills:		16 (7/level)
Gather Info	+7 (+4 Ranks, +3 Cha)
Knw Arcane	+7 (+4 Ranks, +3 Int)
Knw Biological	+7 (+4 Ranks, +3 Int)
Listen		+7 (+4 Ranks, +3 Wis)

Feats:
Iron Will

Racial Abilities:
Slow Movement (-1)
Darkvision (1)

Attributes:
Environmental Control:
- Light I (1)
- Darkness I (2)
- Silence I (2)
- Temperature I (2)
- Weather II (4)
Force Field Extendable II (8):
- Air Tight
- Blocks Incorporeal
- Blocks Teleport
- Both Directions
- Static
Healing IIIII (20)
Mind Control II (12)
Pocket Dimension II (8)
Special Defence:
- Does Not Age II (2)
Telepathy III (3)

Defects:
Inept Attack III (-9)
Inept Defense III (-6)
Sensory Impairment:
- Shortsighted (-1)
Unskilled III (-3)

Flunkie1:
Code:
Character Name:	Zaishizi Tomoko
Player Name:	Thels
Dungeon Master:	Zack2216
Race&Gender:	Human Male
Alignment:	Neutral
Size:		Medium
Age:		18
Height:		5'3"
Weight:		133lb
Skin&Eyes:	Oriental, Darkbrown
Hair:		Short Black Spikes

Strength:	10 ( 0) (5)
Dexterity:	 6 (-2) (3)
Constitution:	10 ( 0) (5)
Intelligence:	 6 (-2) (3)
Wisdom:		 4 (-3) (2)
Charisma:	 4 (-3) (2)

Fortitude Save:	 0 (+0 Base,  0 Con)
Reflex Save:	-2 (+0 Base, -2 Dex)
Will Save:	-3 (+0 Base, -3 Wis)

Melee Attack:	 0 (+0 Base)
Ranged Attack:	 0 (+0 Base)
Initiative:	-2 (-2 Dex)
Armor Class:	-2 (-2 Dex)

Speed:		18 (6 Dex * 3 Size)
Max Weight:	33 (Light), 66 (Medium), 100 (Heavy)
Hit Points:	8 (of 8)

Languages:	1 (1 Racial)
Japanese

Skills:		4 (1/level)
Jump		+1 (+1 Rank, 0 Str), Crossclass
Climb		+1 (+1 Rank, 0 Str), Crossclass

Feats:
Endurance
Run

Racial Abilities:
Base Movement (0)
+1 Feat (2)
+1 Skillpoint/lvl (x4 at 1st) (1)

Flunkie2:
Code:
Character Name:	Aruken Ondo
Player Name:	Thels
Dungeon Master:	Zack2216
Race&Gender:	Human Male
Alignment:	Neutral
Size:		Medium
Age:		19
Height:		5'1"
Weight:		159lb
Skin&Eyes:	Oriental, Green
Hair:		Short Black

Strength:	10 ( 0) (5)
Dexterity:	 6 (-2) (3)
Constitution:	10 ( 0) (5)
Intelligence:	 6 (-2) (3)
Wisdom:		 4 (-3) (2)
Charisma:	 4 (-3) (2)

Fortitude Save:	 0 (+0 Base,  0 Con)
Reflex Save:	-2 (+0 Base, -2 Dex)
Will Save:	-3 (+0 Base, -3 Wis)

Melee Attack:	 0 (+0 Base)
Ranged Attack:	 0 (+0 Base)
Initiative:	+2 (-2 Dex, +2 Feat)
Armor Class:	-2 (-2 Dex)

Speed:		18 (6 Dex * 3 Size)
Max Weight:	33 (Light), 66 (Medium), 100 (Heavy)
Hit Points:	8 (of 8)

Languages:	1 (1 Racial)
Japanese

Skills:		4 (1/level)
Computer Use	+2 (+1 Rank, -2 Int, +3 Feat), Crossclass
Knw Electronics	+2 (+1 Rank, -2 Int, +3 Feat), Crossclass

Feats:
Skill Focus: Computer Use
Skill Focus: Knw Electronics

Racial Abilities:
Base Movement (0)
+1 Feat (2)
+1 Skillpoint/lvl (x4 at 1st) (1)

Flunkie3:
Code:
Character Name:	Anette de Calier
Player Name:	Thels
Dungeon Master:	Zack2216
Race&Gender:	Human Female
Alignment:	Chaotic Good
Size:		Medium
Age:		17
Height:		4'10"
Weight:		91lb
Skin&Eyes:	White, Darkblue
Hair:		Long Curly Black

Strength:	  6 (-2) (3)
Dexterity:	  6 (-2) (3)
Constitution:	  6 (-2) (3)
Intelligence:	 14 (+2) (7)
Wisdom:		 14 (+2) (7)
Charisma:	 16 (+3) (8)

Fortitude Save:	-2 (+0 Base, -1 Con)
Reflex Save:	-2 (+0 Base, -2 Dex)
Will Save:	+2 (+0 Base, +2 Wis)

Melee Attack:	-3 (+0 Base, -3 Defect)
Ranged Attack:	-3 (+0 Base, -3 Defect)
Initiative:	-2 (-2 Dex)
Armor Class:	-2 (-2 Dex)

Speed:		18 (6 Dex * 3 Size)
Max Weight:	20 (Light), 40 (Medium), 60 (Heavy)
Hit Points:	6 (of 6)

Languages:	3 (1 Racial, +2 Int)
French
English
Japanese

Skills:		36 (5/level)
Bluff		+5 (+2 Ranks, +3 Cha), Crossclass
Diplomacy	+5 (+2 Ranks, +3 Cha), Crossclass
Disguise	+5 (+2 Ranks, +3 Cha), Crossclass
Gather Info	+5 (+2 Ranks, +3 Cha), Crossclass
Handle Animal	+5 (+2 Ranks, +3 Cha), Crossclass
Intimidation	+5 (+2 Ranks, +3 Cha), Crossclass
Knw Foreign Clt	+4 (+2 Ranks, +2 Int), Crossclass
Perform		+5 (+2 Ranks, +3 Cha), Crossclass
Seduction	+5 (+2 Ranks, +3 Cha), Crossclass

Feats:
Concealment
Improved Initiative

Racial Abilities:
Base Movement (0)
+1 Feat (2)
+1 Skillpoint/lvl (x4 at 1st) (1)

Attributes:
Highly Skilled IIII (4)

Defects:
Easily Distracted III (-3)
Guy Magnet III (-3)
Inept Attack III (-9)

Description: On first glance, Maneko looks like your average japanese schoolgirl, dressed in standard school uniform during schooltime and colorfull nonrestricting clothes at other times. Though her hair is worn in a variety of styles, it's always kept hanging down, never knit together. Her face is mostly portrayed by her two eyes with large hazelbrown pupils and her mouth formed in a nice round curl when she's smiling, which happens to be the case most of the time. Her small ears each contain a goldcolored earring while a single simple round ring in the same color can be found on each of her hands. A goldcolored bracelet marks each of her wrists, containing inscriptions in a secret language.

Servant: Kaji is a little furry creature consisting of one central body, consisting of a mouth, some sort of nosehole that doesn't stick out, two big catlike brown eyes, Two feet almost without legs at the bottom, and two animallike ears sticking out the top. It's skin is completely covered with a bruwn fur, except for the eyes, ears and feet and the white streaks here and there. He lacks any physical powers, but posesses several mental powers. He lacks hands, but his feet are capable enough to grab hold and ride on someone's shoulders.

Flunkie1: During his early childhood, Tomoko was bullied a lot, probably because of his poor looks and his shyness to socialize. He was in the Junior High School athletics team, but ending up last was quite common for him, so that didn't really help either. During his last year at Junior High, he was in the same classes as Maneko was. He noted that somehow he would be bullied less when being around Maneko, so he tried to stick close to her (often to Maneko's annoyance, but she's a nice kid, so she doesn't say anything of it, usually making excuses to get away), even trying to join the same High School as she did (successfully).

Flunkie2: Ondo is a boy with a weight problem. His looks beyond that aren't really helpfull either. Though he wasn't bullied around as much as Tomoko, he surely was an outsider in about every group. When not playing with one of his computers, he usually hangs out with Tomoko, from whom he learned to know Maneko. Since Tomoko was hanging around with Maneko a lot, it didn't take long for Ondo to take up the habit as well (again to Maneko's annoyance).

Flunkie3: Anette is a transfer girl from France. She met Maneko on Junior High and went together with her to Detchitoyo High School. She's a flirter and a tease, thinking about boys a lot, which occasionally get's her into troubles. She has great interest in Maneko, who usually ends up in the more interesting situations.

Background: Maneko descends from a female line of spiritualists. Her mother, her grandmother and most of the female ancestors in that branch of her family were part of an order called the Kalanne. The Kalanne were keeping to themselves most of the time, merely training and playing around with their own powers, without actually putting them to use outside the order. The order has suffered hardship in far history, when her members were looked upon as witches and sometimes prosecuted, but in recent years things have greatly improved, as it becomes more common for women to meet up for group activities. The Kalanne simply conceals their meetings as closed exercise trainings. Most members of the Kalanne possess special powers, sent on from mother to daughter, though sometimes a generation misses out on them. Most that fell between, stay away from the meetings, as there's nothing for them to do, yet a few attend them, showing interest in the powers of the others, observing their trainings and bringing up ideas. All members are female.

Maneko herself will probably one day join the order, as she's in line of the power, through her mother. She already discovered one of her powers, her hair. She can somehow force her hair to bend and pick up items without dropping them. She doesn't feel much for the order yet, still wanting to go out there and see the great things in life. Since most powers stay latent until later in life, Maneko was able to attend Junior High School close to home like any normal girl. She was told to hide her hair power, that came unveiled during her last year, to prevent her from being a castout. Fortunately, Detchitoyo High School was not far off and housed more unusual students, so she could go there without falling out of place.

During the break after Junior High School, Maneko ran into Kaji. Kaji was followed by two scientists planning on taking him in to experiment on him and perform an authopsy. He was trying to pass for a stuffed animal in a Toy Store when he saw Maneko passing by, sensing there was something special about her. He quickly called her for help against the madmen. Maneko didn't hesitate, tossed Kaji into her backback, ran out the door and drove away on her bicycle. One of the scientists saw the event and followed her in his big black car, but Maneko was able to shuff him off thanks to a few small alleys after a few thrilling moments.

Back home Kaji didn't want to tell her about his origin, but he did say that as a reward for saving him, over time he would teach her a bunch of tricks, as long as she keeps him save from harm. Maneko doesn't believe him, but thinks he's a cute little critter and takes him along, sometimes in her backpack, sometimes him sitting on her shoulder.

Habits: Maneko is goodhearted and naive, but very curious. She always wants to see things or know how things work, up until the moment that she spots anything else, losing her focus to that completely. She doesn't want to annoy people (which usually leads to her own annoyance in the cases of Tomoko and Ondo) and tries to stay friendly all the time.

Extra Arm: When her hair is loose or bound in one string, she can by sheer willpower move her hair around, manipulate things, pick things up, hold then and put them down again, all just as well as someone can do with his own hands.

Significant Other: Kaji has been discovered by a small science lab that wants to take him in for studies (experimentation and autopsy). It is likely that other organizations at some point will also discover Kaji, with the same eager interest.

Pocket Dimension: Kaji can manipulate mirrors so that they provide access to his private space. This space consists of furrclad walls, with several furballs in different sizes spread around that could serve as couches. Maneko recently moved a small table and a closet into the room, which could occasionally come in handy.
 
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Damien Wallen

Damien Wallen

Human Male, Magic Boy 3 [race:-3]

Str 14 (+2) [7]
Dex 14 (+2) [7]
Con 10 (0) [5]
Int 16 (+3) [8]
Wis 12 (+1) [6]
Cha 14 (+2) [7][abilities:40]


Abilities:

Servant 4 [0]
-class ability

Highly Skilled 2 [2]

Item of Power 2 "Eye of Dante" [4+class]
-Energy Bonus 1
-Heightened Sense 1 (Darkvision)
-Healing 1 (Detectable: white light)
-Special Attack 2 "Dark Bolt"
--Affects Incorporeal
--Short Range
--Uses Energy
--3d8 damage

Sixth Sense 1 (Spirits) [1]

Special Attack 3 "Touch of Death" [8 + class]
-Melee
-No Damage
-Toxic
-Accurate 2
-Drain Body (con) -10

Special Attack 1 "Bone Blade" [1]
-Melee
-Accurate
-Muscle Powered

Telepathy 1 (Spirits Only) [2][attributes:18]



HD: 3d8
HP: 24
Energy: 30
BAB: +2
Defense: +2 (+4 vs ranged, +5 vs personal ranged, +3 vs melee, +4 vs melee with sword)
Init: +6

Fort: +1
Refl: +6
Will: +4

Move: 42

Feats:

Iron Will [human bonus]
Sneak Attack [1st]
Improved Initiative [3rd]


Skills Bonus/Ranks

jump +3/1
--(high)
knowledge arcane +9/6
--(magic)
knowledge occult +7/4
--(spirits)
speak languages - /2
--(Japanese, Latin)
Spot +5/4
--(ambush)
Tumble +7/5
--(roll)
Ranged Defence - /2
--(personal)

x decipher script +4/1
--(runes)
x hide +4/2
--(skulking)
x move silently +4/2
--(urban)
x bluff +3/1
--(fast talk)
x melee defence - /1
--(sword)

Attacks:

Touch of Death (+12 attack, 0 dmg, -2 str, -2 dex, -4 con)
Bone Blade* (+8 attack, 1d8+2 dmg)
Dark Bolt* (+4 attack, 3d8 dmg, 50ft max range)

* +1d6 sneak attack if applicable


Appearance:

Damien is a sallow faced young man with sharp blue eyes and unnaturaly ivory colored hair. He wears his hear neatly combed back into a tail down to his shoulder blades. He stands about 6'2" tall, but with an almost skeletally thin build.

Background:

Damien was born in England, to a pair of archeologists working on roman ruins throughout the isles. His mother died in a car accident when he was still very young, and his father soon got remarried to a younger Japanese woman.

He grew up as a fairly nomal child, if somewhat withdrawn from his contemporaries. He spent much of his spare time with his Grandfather, a rather excentric old man. The old man had spent much of his life researching the occult and strange occurances, and he enjoyed passing on his knowledge to his grandson, who proved to be an avid learner.

Damien eventually learned to control some magic himself, specifically the magic of the dead. The young necromancer trained under his grandfather whenever his father went away on a dig or whenever else he could get a spare moment. Neither his father or his stepmother approved much of all this, but they believed to be all tricks and fakery rather than real magic, and so they remained silent for the most part.

When Damien was twelve his father was diagnosed with cancer. It was a long slow decline, but there was nothing anyone could do to help him, and even Damien's magic had no power to prevent death. His father's slow death took a heavy toll on his grandfather as well, and not long after the first passed on, the other followed. The two deaths left the young man in the care of his Japanese stepmother, who decided that she would return with Damien to her home and live in the town of her parents. She left Damien with a family friend for a couple of weeks while she went to prepare a place for them in Japan.

When Damien eventually followed her, he brought two things back with him. The first was a ring that his father had been researching before he died. The ring had some connection with the underworld, but it was rather tame compared to his other souveneir. Before he had died, Damien's grandfather had left his remains to his grandson to continue his research. And so, his grandfather's bones came with him to Japan, packed in a spare suitcase.

When his new family learned that the gaijin addition to their family had raised a skeleton to serve him, they did the only thing that came to mind, and enrolled him in Detchitoyo High School, hoping to get him out of their way.

Personality:

Damien maintains his distance from other children his age, but it is not out of some morbid love for the dead, or a hatred of the living. Rather, he recognizes that his chosen calling makes many people uncomfortable, and it is not his place to intrude upon them. He follows necromancy out of a genuine interest and the fascination it holds for him, and he holds a
great disdain for those who mimic death and the undead out of a desire to be trendy. Indeed, out of a simple desire to dissascociate himself with the "goth" crowd, he refrains from wearing black as much as possible, instead favoring greys, browns and other earth tones.


Attribute Descriptions:

Servant: see Skull, below

Item of Power: The Eye of Dante is a small silver ring with a dark gemstone mounted in it. It was found by Damien's father in a barrow in England, and then appropriated by the young man after his father's death. The ring's connection with the dead grant Damien the ability to see in the dark, but also greatly enhances his magical abilities, giving him larger reserves of strength and allowing him to channel that energy into bolts of negative energy flung from his hands. His continued studies of his ring have lead him to unlock it's hidden abilities to tap into positive energy as well as negative. Life and death sealed together in a simple ring.

Sixth Sense (Spirits): Damien's necromantic magic allows him to sense the presence of the restless dead. Wherever there are ghosts and spirits haunting an area, he can feel them as they prickle the back of his neck.

Special Attack (Touch of Death): By channeling necromantic energy through his body and into his opponents, Damien can weaken them and sap their strength.

Special Attack (Bone Blade): A simple ritual allows Damien to draw upon the underworld and summon a sharpened bone sword that flickers with an unearthly blue flame.

Telepathy (Spirits): When he senses the dead haunting an area through his sixth sense, Damien can sometimes pick up traces of stong emotions left behind by the dead.




Skull

Artificial Construct, Adventurer 1 [race:4]

Str 18 (+4) [9]
Dex 8 (-1) [4]
Con - (0) [0]
Int 4 (-3) [2]
Wis 10 (0) [5]
Cha 6 (-2) [3][abilities:23]


Attributes:

Armor 1 [4]

Damn Healthy 2 [4]

Mind Shield 3 [3]

Reincarnation 3 [12]

Heightened Senses (Darkvision) [1]

Special Defenses 10 [10][attributes:34]
-does not age
-does not breath
-does not eat
-does not feel pain
-does not sleep

Undeadism 3 [-3]

Marked 3 [-3]


HD: 1d4 + 2d8
HP: 20
Energy: 0
BAB: 0
Defense: -1

Fort: 0 (object only)
Refl: -1
Will: 0 (+6 vs mental attacks)

Move: 24


Feats:

Endurance


Skills Bonus/ranks

Knowledge Domestic Arts +1/4
--(cleaning)


Skull is, of course, the animated remains of Damien's grandfather. A short, stocky skeleton of spotlessly cleaned ivory, Skull follows Damien everywher. The soul is long gone, but the body still serves. It is a nearly brainless automaton, but Damien has been training it to work for him, carrying his books and cleaning his room. However, it is not totally under his control, as its lack of brain power causes it to be easily distracted or confused.


Electives: Anatomy
Art
 
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