[PbP] D20 Modern: Brownout Characters

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Post your characters here. You can also post any extra feats/classes/stuff you want to use, so we can figure out if they'll work or not.
 

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Adrian Ronalds

Smart Hero 3/Mage 1: Medium Sized Humanoid; HD 4d6 (16 hp); Mas 10; Init +0; Spd 30.; Defense 12, Touch 12, Flatfooted 12 (+2 Class, +0 Dex); BAB +1; Grap +1; Atk +1 Melee (1d3, unarmed strike); +1 Melee (1d6, 19-20, Metal Baton);+1 Ranged (1d10,19-20,40' Crossbow)
FS 5 ft by 5 ft; Reach 5 ft; Special Qualities: Summon Familiar; AL: Ethical Alegiance (Chaos), Moral Alegiance (Good), Group (Family); SV: Fort +1, Ref +1, Will +4; AP 5+6+6+8; Rep +2; Str 10, Dex 10, Con 10, Int 19, Wis 10, Cha 9.
Occupation: Student (Computer Use,Knowledge (Arcane Lore), Knowledge (Physical Sciences))
Wealth: +13
Feats: Alertness (Within 5 ft of Familiar),Builder (Electronic/Chemical),Educated (Arcane Lore/Physical Sciences), Gearhead, Simple Weapon Proficiency,Studious,
Talents (Smart Hero): Savant (Knowledge [Arcane Lore]), Savant (Computer Use)
Spells (3/2) DC 14 + Spell Level
0- Daze, Prestigitation, Read Magic
1- Mage Armor, Sleep
Possessions: Metal Baton,Crossbow, PDA (Contains Electronic Spellbook*), Cellphone, Cellular Modem,Basic Electrical Toolkit, Upgraded Notebook Computer (Contains Electronic Spellbook*), Backpack, Spellbook*
At Home Base thingy: Scanner,Printer, Broadband Modem, Upgraded Desktop Computer (Contains Electronic Spellbook*),Chemical Kit,Backup Spellbook*
*Spellbook Contains
0- All
1-Mage Armor,Sleep,Ray of Fatigue,Change Self,Cause Fear,Feather Fall,Power Device
Familiar: Owl (Snowy): Tiny Animal; HD 4d8 hp 8; Mas 10; Init +3; Spd 10 ft., fly 40 ft (average); Defense 18, Touch 15 Flatfooted 15 (+2 Size, +3 Dex, +3 Natural); BAB +1; Grap; -9; Atk +6 melee (1d2-2 claw); FS 2.5 ft by 2.5 ft; Reach 0 ft; SQ: Improved Evasion,Low-Light Vision, Share Spells; Al: Master; SV Fort +2, Ref +5, Will +6; AP 0; Str 6, Dex 17, Con 10, Int 6 Wis 14 Cha 4 Skills: Listen +14, Move Silently +20 Spot +6 (+14 in Dusk and Darkness) + (Master's skills with familiar's modifiers)
Familiar Feats: Weapon Finesse (Claw)
Skills
Computer Use 7 Ranks (7+4+6= +17)
Concentration (Cross Class 6 Ranks) (3 = +3)
Craft (Chemical) 7 Ranks (7+4+2 = +13 )
Craft (Electronic) 6 Ranks (6+4+2 = +12 )
Decipher Script 7 Ranks (7+4+2 = +13 )
Disable Device 6 Ranks (6+4 = +10 )
Research 7 Ranks (7+4+2 = +13 )
Repair 6 Ranks (6+4+2 = +12)
Knowledge (Arcane Lore) 7 Ranks (7+4+6 = +17)
Knowledge (Physical Sciences) 7 Ranks (7+4+3 = +14)
Knowledge (Technology) 7 Ranks (7+4 = +11)
Knowledge (Theology and Philosophy) 6 Ranks (6+4 = +10)
Profession 7 Ranks (7 = +7) (The Ronalds look after their own)
Spellcraft (3+4 = +7)
Spot (0 Ranks) (0+0+2|) = +3 (+6 in Dusk or Darkness)
Listen (0 Ranks) (+0+0+2|)= +2
|Only within 5 ft of familiar)

History:

Adrian Ronalds is the youngest child of the Ronalds family, a family who have passed down the secrets of the arcane from generation to generation for almost 200 years. The family tends to keep very quiet about this and the most noteable uses of the powers provided tended to be divinations and enchantments, which have provided the family with a reasonable amount of wealth.

Born the son of Theodore and Melinda Ronalds, Adrian proved to have a natural talent for magic, able to recall arcane information with seeming ease. Being sent to a prestigious school for study Adrian had a natural grasp of computers and physics.Unfortunately being from a family with a magical secret and being part of rather close knit groups has left Adrian with very little social ability and a rather nasty ego, with only a limited respect for authority. Despite this Adrian is basically a good guy.

On his 18th birthday Adrian was initiated into the arcane secrets of the family, his father provided him with his first spellbook, which he still has with him. Adrian's seeming talent for magic proved to be correct since he easily picked up the spells, he's now travelling the US of A, for a year, both to expand his knowledge and hopefully hone his magical edge in privacy, before moving on to University.

So far his only companion on his wandering journey has been his familiar an Owl he calls Snowy, Adrian is very close to Snowy often talking to the bird, even though it can't understand him, Adrian hopes that one day it's comprehension will increase to the point of being able to hold a meaningful conversation.

Attracted to the Brownouts by the rumours of magical goings on Adrian has drifted into a small town near one of the brownouts and rented a room in the hotel.

Adrian never mentions his magic to anyone except his family and travels as a high school student taking a year off before going on to do a degree at university (which isn't really a deviation from the truth).

Personality: Because of the necessity of hiding his family background and magical abilities Adrian is a very closed secretive person with a rather severe ego problem. He's also disturbingly intelligent which combined with his attitude problem has got him into a lot of trouble in the past, leading to Adrian being more withdrawn. His training in magic has left Adrian with a solid independent streak and a dislike for overbearing groups that neccesitate keeping his magical abilities a secret.
 
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Angela "Angel" Petersen
Strong Hero 3/Battle Mind 1
Age: 23
Gender: Female
Height: 5'8"
Weight: 110 lbs.
Eyes: Brown
Hair: Black
Occupation: Military (Move Silently, Survival, Personal Weapons Prof.)

STR: 14 (+2)
DEX: 15 (+2)
CON: 12 (+1)
INT: 12 (+1)
WIS: 10
CHA: 11

Hit Dice: 3d10/1d8+1
Hit Points: 34 (10+7+7+6+4(for Con))
Damage Threshold: 12
Defense: 15 (+3 class +2 stat)
Initiative: +2
BAB: +3
Melee/Ranged: +5 (Martial Arts: 1d4+4 lethal)/+5 (Desert Eagle 2d8)
Fort/Ref/Will: +6/+3/+1
Speed: 30'
Reputation: +0
Action Points: 28

Talents: Melee Smash, Improved Melee Smash (+2 melee damage total)
Feats: Simple Weapons Prof (Strong lvl1); Combat Martial Arts (Strong lvl2); Point Blank Shot (1st level feat); Wild Talent (1st level feat (Burst)); Personal Weapons Prof (Occ); Defensive Martial Arts (3rd level feat)

[Skills]
(Skill Points: 28 (Strong Hero3 +20; Battlemind +4))

Autohypnosis +2 = +2 ranks
Climb +4 = +2 ranks +2 Str
Concentration +2 = +1 rank +1 Con
Drive +4 = +2 ranks +2 Dex
Jump +8 = + 6 ranks +2 Str
Hide +4 = +2 ranks (cc) +2 Dex
Knowledge (Tactics) +4 = +3 ranks +1 Int
Move Silently (occ) +6 = +4 ranks +2 Dex
Profession (Military) +1 = +1 rank
Read/Write Language (Spanish) = +1 rank
Repair +2 = +1 rank +1 Int
Speak Language (Spanish) = +1 rank
Survival (occ): +2 = +2 ranks

[Battlemind Powers]
Level 0: Burst, Far Hand, Verve

[Equipment]
Desert Eagle handgun (Damage 2d8, Range 40)
Fatigues
Range Pack
Duct Tape
Medical Kit
Search and Rescue Kit
Binoculars, standard
Chemical Light Sticks (5)
Compass
Flashlight, standard
Mesh Vest
Tend (2 person dome)
RTE rations (12)
Holster, Concealed carry
Extra weapon magazines (4)

[Background]

Leaving the Marines wasn't so bad.

When the brass had Angel Petersen discharged from active duty for medical reasons, it stunned her. She had lead a perfectly healthy life, was heavily into martial arts, and had nothing in her family tree like heart disease or cancer. Her psych profile showed she was an extremely focused and loyal soldier. She never did drugs. Friday beer-nights with the rest of her unit was a standard, but if that was the problem the military would soon not have many soldiers left. It had to be something else, something serious. And it was.

"We have found some abnormalities in your genetic profile, Private Petersen," Her CO informed her. "They've taken you off active duty, but that doesn't mean Uncle Sam is through with you. You've been temporarily assigned to a military research facility in Texas." Though 'Abnormal genetic profile' didn't sound very good, Angel wasn't too worried. She was a born pragmaticist. If the military could do anything for her, they would. And if they couldn't, she would deal with it. That simple. At least being near Dallas would be nice. Her mother lived in Dallas, and perhaps she might be able to spend some time with her. Hopefully.

The trip to the facility was perhaps the worse part. Blank faced special ops soldiers sat next to her in on the plane and the transport vehicle, and never spoke a word. The type of guys that made her own unit look like buffoons.

Once at the facility, the testing began. Not the kind of test with a paper and a pen. Nor the kind that she was used to - target practice on a range. This was screw-ball testing. "Open your mind, Private. Try and read my thoughts." At first she stifled her laughter. This seemed like the beginning of that Ghostbusters movie. But they were serious. The men in lab coats and the military brass that watched her from the shadows. They were serious, and so they 'asked' her to take these tests.

All in all, the testing wasn't so bad.

After weeks of testing, she found what they meant by 'abnormal'. One day they put her in a desk behind a glass partition. On the other side was a small blue ball in an empty room. If she concentrated on the ball just so, she could literally move it with her mind. And why was it that she was the only one surprised about this? It was then that they started to put her through different kinds of test. Needle tests. Shock therapy tests. Pain tests. And they wouldn't tell her why. The men in lab coats and the Shadowed Brass (as she secretly started to call them) would never tell her anything, other than the fact that it was necessary. And that she was a good soldier for not complaining.

The pain, after awhile - wasn't so bad.

They allowed her to watch TV at night. It was the only thing that kept her sane, perhaps. Zoning out while watching NYPD Blue let her escape from what her life had become. Even if it made her soft. But when the news reports started talking about an airplane's disappearance, she grew worried. Then when the news hit that whole cities were disappearing, she grew... quiet. They should have known what that would mean to her.

She went to take the tests the next day. She smiled at the grim faced MP that greeted her each morning. She asked Dr. Mahew how his wife was, despite the fact he had never answered her in the past six months. Then she struck. A quick punch to Dr. Mahew's solar plexus had him stunned and gasping for air. She grabbed a nearby metal tray and spun it through the air at the MP who was reaching for his gun. He fell back, and suddenly Angel was on him with a speed she only recently knew she had. She threw a punch to his kidney and followed up with a roundhouse kick that laid him out. She grabbed his gun, his keys, and his security badge - and she was gone. She knew the layout of the place, knew the shifts, knew where the cameras had blindspots. Six months of being nice and never complaining made them think she was docile. Perhaps they were right. But that changed when she saw the news about the brownout.

Her mother lived in Dallas, and that was very, very bad. No one messes with her family.


[Personality]
When Angel is around authority, she is quiet and perhaps a bit too submissive. Years in the military had taught her that, of course. Around her unit she's as loud and obnoxious as any other marine. She's been known to start fights, and commonly finishes them. There's no chip on her shoulder when it comes to trying to be 'better' than a man - she just tries to do what she can. And if that's not good enough, she'll try harder next time.

One facet of her personality that the military unfortunately discounted is her intense loyalty to her family. Her sisters live in Florida, but her mother lives in Dallas. She would die for her family, and as she sets off for the brownout - she realizes she may have to do just that. And God help anyone who tries to stop her...
 
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Keep 'em coming!

Both characters look great so far!

Great character background, Crane. I guess I won't have any problem getting your character involved in the plot :)

If we can get one or two more, we can start the game and let any others join in as we go.
 


Jeremy Masin
Fast 3/Dedicated 1
Age: 25
Height: 6'2"
Weight: 190 lbs.
Eyes: Brown
Hair: Brown
Occupation: Investigative (Investigate, Sense Motive, Personal Weapons Prof.)

Str: 10
Dex: 16
Con: 12
Int: 12
Wis: 13
Cha: 10

Hit Points: 26
Defense: 18
BAB: +2
Fort +2(3), Ref +2(5), Will +2(3)
Speed: 35'
Reputation: +2
Action Points: 23
Wealth Bonus: +9

Talents: Evasion, Increased Speed, Empathy
Feats: Simple Weapons Prof., Two-Weapon Fighting, Armor Prof. (light), Point Blank Shot, Imp. Initiative,

Skills:
Balance +4(7)
Drive +2(5)
Hide +1(4)
Investigate +4(5)
Knowledge (current events) +3(4)
Knowledge (history) +1(2)
Knowledge (streetwise) +1(2)
Listen +1(2)
Move Silently +2(5)
Profession (detective) +3(4)
Sense Motive +2(3)
Sleight of Hand +6(9)
Spot +2(3)
Tumble +6(9)

Equipment
Leather Jacket
Clothing Outfits (casual)-4
Cell Phone
Daypack
Concealed Holster-2
Box Magazines-4
Beretta 92F-2

Background:
Jeremy followed in the footsteps of his father in becoming a police detective. While he enjoys his work, he has felt something is miising in his life. He has always felt that he was meant for something more. With the recent string of brownouts and strange occurences, he has felt a calling to find out what is going on. He took the vacation time he had been saving up and left for Dallas.
 

Jaque L'Treugh; Age 28(appears late 30's); French

Dedicated Hero 3, Investigator 1;

Occupation - Investigative(Private Investigator); skills - Decipher Script, Gather Information; feat - personal firearms proficiency

Allegiances - Group(Friends/Party), Moral Philosophy(Good), Ethical Philosophy(Order);

Reputation - +2;

AP - 25

Init - +1

Defense - 14 (10 base + 1 Dex + 3 class)

Wealth - 11 = 3(2d4) + 2(occupation) + 4(lvl 2) + 3(lvl 3) + 1(lvl 4) - 1(Manhurin MR93(=Colt Python) & Permit) - 1(PDA)

Str 10, Dex 13, Con 8, Int 14, Wis 16, Cha 12;

HD 4; HP 15(4d6-4);

Saves - Fort +1, Reflex +3, Will +6;

Languages - French, English, German

Skills -
Decipher Script (int) +10/6
Gather Information (cha) +5/4
Investigate (int) +6/4
Knowlegde(arcane lore) (int) +10/6
Knowledge(behavioural sciences) (int) +7/3
Listen (wis) +13/7
Research (int) +5/1
Search (int) +3/1
Sense Motive (wis) +13/7
Spot (wis) +13/7
Survival (wis) +7/4

Talents -
Skill Emphasis(sense motive)
Aware

Special Abilities -
Profile

Feats -
Educated (arcane lore, behavioural sciences)
Point Blank Shot
Personal Firearm Proficiency
Simple Weapon Proficiency
Studious
Precise Shot

Equipment -
Manhurin MR93 (Basically a Colt Python)
gun permit
concealed holster
scope
4 Speedloaders
150 .357 Magnum rounds (120 in boxes, 30 in gun/speedloaders)
PDA
large alumium travel case
1 business suit
3 casual suits
3 fatigue suits (desert, urban, forest)
1 overcoat
3 fatigue jackets (desert, urban, forest)
mesh vest
cell phone
evidence kit
backpack
standard binoculars
15 chemical light sticks
standard flashlight
sleeping bag
36 trail rations

Background-
Jaque was born to a middle class family in western France. He was an incredibly fit and athletic as a child and would participate in all kinds of sports, but on the other hand he was also quite intelligent and performed well scholarly. Things were overall pretty nice.

One day though, shortly before he started high school, the town was visited by some gypsies and such. They had a little circus of sorts and made a fair profit from it. Jaque's parents took him along to see the entertainers while they were there and he found it fascinating, especially the magic tricks performed by a young girl about his age, they seemed so real.

Nonetheless when they went home he simply knew he had to find out whether this magic was real or not. Obviously his parents wouldn't have allowed him to go sneaking around so he slipped out of the house late at night without telling them. He walked to where the travelling entertainers were and snuck about, looking for clues as to the convincingness of the girl's magic tricks.

His searches soon uncovered a gathering of people sitting around a camp fire. These people were speaking, though in a language he couldn't really grasp. Soon enough one person stood up and started doing something. To Jaque's surprise they were casting a spell and a moment later the person looked totally different. More discussion was made amoungst them as Jaque looked on slack-jawed. The next person to stand was the young girl, she like the previous person cast a spell, but this time she picked up some smouldering charcoal from the fire, while standing five feet away. She let it fall back into the fire and the people talked again, he noticed a lot of the talking was to or from an elderly woman sitting amoung them.

At this moment he thought it best to head on his way. He stood up to walk away and saw a coin a few yards away. He shrugged and thought it would be a nice souvenier of this little adventure. Quickly he pocketed up the coin and started creeping away, but was put on edge when he heard a twig crack directly behind him. He turned suddenly spun about to see the gnarled face of the old woman glaring at him.

"Give the coin back," she demanded.

Jaque not wanting the wrath of what was likely an elder witch silently gave the coin to her.

"How much did you see?" she said slowly.

"Nothing, miss," he answered.

"Then why are you here?" she asked, her voice frigid.

"I... I..." he started, but she never game him a chance to finished.

She raised a gnarled finger and pointed it at Jaque before uttering some arcane words. He let out a short cry and ducked as the air swirled and glowred around him. Then it stopped. Nothing had appeared to have happened. He got back up and fled home, returning to bed without disturbing his parents.

He had become violently ill about a month after his little escapade, this put him in hospital for a week. It was never diagnosed. He recovered and got on with life but to his dismay he still seemed a little ill. It never went away. As he went through high school he found himself to be slowly wasting away, his performance in his physical pursuits was falling away. His parents couldn't help but notice their golden boy was slipping. From more exercise to fancy diets and from fancy diets to doctors, there was no help to be had. He had then had taken an odd interest in the arcane, and would dig up information where ever he could, trying to find a remedy for whatever curse the old woman had out upon him. Eventually, by the time he finished high school, his parents decided to move to America and seek a diagnosis and some specialty treatment there.

Nothing was gained from their venture. They spent a few years searching before they had to return to France, Jaque though stayed and picked up where they left off. He became a private investigator to fund his continuous search, his skills in this field were well practised in his everyday life. He was always trying to find someone with or something containing the knowledge to fix his condition. Though through his research and personal experience it was obvious that magic wasn't just a tool of evil, he still bears a grudge against those who use magic. The curse has currently left him weakened and somewhat frail, and he appears to be about ten years older than he actually is.

The brownouts drew his attention almost instantly, and seeing as we was near Dallas at the time he decided to check out the situation there, Jaque thought it was highly likely he would find something.
 
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Ben White

Ben White (real name Obi-Wan Kenobi White AKA Ben White, AKA Ken White)
Allegiences: Good, "jedi" code of conduct, bikers
5'6"; 150 lbs; Age 24
Strong Hero 3/Battle Mind 1
Occupation: Athlete (Balance, climb, drive, jump, ride, swim, tumble)

14 STR +2
12 DEX +1
12 CON +1
14 INT +2
12 WIS +1
10 CHA +0

Saves:
Fortitude: +5 (+2 Strong Hero, +2 Battle Mind, +1 Con)
Reflex: +2 (+1 Strong Hero, +1 Dex)
Will: +2 (+1 Strong Hero, +1 Wis)

Encumbrance: 58/116/175

Defense: 10 + 1 Dex +2 (Strong Hero), +1 (Battle Mind) = 14

Proficiencies:
Armor: None
Weapons: Simple, Archaic

Spoken Languages: English (native), Japanese
Written Languages: English (native), Mandarin, Cantonese

Skills:
Autohypnosis +6= (5 ranks, +1 Wis)
Balance +2= (1 ranks, +1 Dex)
Climb +3= (1 ranks, +2 Str)
Craft +4= (2 cc ranks (visual art), +2 Int)
Drive +2= (1 ranks, +1 Dex)
Jump +9= (6 ranks, +2 Str, +1 athlete)
Knowledge +5= (Streetwise) (3 ranks, +2 Int)
Read/Write -- (3 ranks, Mandarin, Japanese, Cantonese)
Ride +3= (2 ranks, +1 Dex)
Speak Language -- (1 ranks, Japanese)
Swim +6= (3 ranks, +2 Str, +1 athlete)
Tumble +6= (5 ranks, +1 Dex)

Special Abilities:
Psionic Powers: 2 PP
0th - Finger of Fire (Int); Detect Psionics (Wis)

Feats:
(Strong Hero bonus) Simple Weapon Proficiency
(1st) Weapon Focus: Unarmed Strike
(Athlete) Archaic Weapon
(Human) Wild Talent (Finger of Fire (Int))
(2nd bonus) Combat Martial Arts
(3rd) Two Weapon Fighting

Talents:
Melee Smash
Improved Melee Smash

HIT POINTS: 4d8 +4 (Con) = 24

BAB = +3 (+3 Strong Hero, +0 Battle Mind)
Melee: +5 (+3 BAB, +2 Str)
Ranged: +4 (+3 BAB, +1 Dex)

Unarmed Strike, +6 to hit (+5 melee, +1 Weapon Focus); 1d4+4 (1d4+2 Str, +2 melee smash)

Wealth: +1 (Athlete)

Equipment:
Leather Jacket
Motorcycle
Portable Autoclave and tattoo gear

"Sometimes keeping a secret is easy, when it's embarassing. Take for example, my name. Even some of my closest friends don't know my real name. They call me 'Ben' or 'Ken,' but my blessed mother decided to curse me with a real zinger of a name.

"See, it turns out she blames me for missing Star Wars. According to the story she tells me every year on my birthday, I was conceived at a drive-in and she missed the good parts. Of the movie, one assumes she means. So she misses half a movie and I get the name 'Obi-wan.' Middle name, 'Kenobi.' In some ways, it came in handy when I went to Japan. I was already used to the nickname of 'Ken,' so it was easy for my new Japanese friends to adapt. It's one of those rare names that works well in both English and Japanese.

"When I was a young man, I sword I'd change my name, but as I get older, I get more and more attached to it. It has character, a lot more than all those bland Dave and Bills running around. Nothing wrong with a regular name, but a unique name has a bit of a bite to it.

"In some ways, I think the confidence dealing with a complicated name led me down this path. I studied in high school, really applied myself, learned Japanese and went overseas. My mom didn't know it, but I wasn't going to Japan to be a regular student, I planned on learning all about irezumi. It's the Japanese full-back tattoo designs inspired during the Tokugawa era. Peasants weren't allowed to wear ornate robes, so they turned their bodies into designs, something no one could take from them

"I had a deep appreciation for that kind of permanence. Mom flitted from one man to another; I never knew my real dad. I hope he was a Star Wars fan. I'll probably never know. She likes to talk about it, all except who he is.

"While I was in Japan, I had a rough time adapting to the culture. I could speak the language well enough, but the culture was so different, I didn't fit in. A friend suggested a lot of different things to try to get acclimated. I was a pig-headed gaigin and I decided I'd impress all those Japanese kids by taking martial arts.

"Anyway, it was a very 'Karate Kid' cliche. Young gaigin learns to respect the culture, gets into way too many fights. Only this time, the 'movie' ended differently. I never made any great friends and never overcame the cultural barrier. I finally moved back to Texas after six years of being dumped on.

"These days I wander a lot, do some tattooing, mostly try to sell flash and stop in to see Mom every few months..."

Ben, as he calls himself these days, has a dark hair that hangs down like a comma over his forehead. He constantly has to brush it away from his eyes in an unconscious motion.

To make ends meet, Ben sells flash for tattoos, does some tattooing, and does custom drawings. His skills aren't the best, but he gives cut rates to bikers, so his fame is starting to spread a little in that circle, at least in Texas. Frankly, Ben can barely make ends meet.

Lately, things have been going very strangely for Ben. He sometimes "sees" things, like auras. At first thought it was all a fantasy, but lately he's not so sure. One night of drinking not long ago left him with some fuzzy memories of lighting people's cigarettes without a lighter, but he can't remember all the details. Since then, Ben's been avoiding alcohol until he feels more comfortable with the uneasy feelings he's been getting.
 
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Ben, in shadow. He wears a goatee, with his hair cropped to the scalp. It's long in back, and he keeps it tied in a queue.
 

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Kevin Tormald (a.k.a Sean Lorento), Age 19, American

Charismatic Hero 4

Occupation: Criminal (Con Artist)
Bonus Class Skills: Disable Device, Sleight of Hand
Bonus Feat: Personal Firearms Proficiency

Reputation: -1
AP: 24
Current Wealth: 12
Starting Wealth: 17 = 4 (initial roll) + 1 (occupation) + 1 (profession lv 1) + 5 (lv 2) + 2 (lv 3) + 4 (lv 4)

Str: 10
Dex: 13
Con: 12
Int: 12
Wis: 10
Cha: 15

HP: 26 (4d6+4)
Defense: 12(13) = 10 + 1(Dex) + 1(armor) + (1)(Dodge)
F/R/W: +3/+3/+1
Init: +1
Spd: 30
Base Melee: +2
Base Ranged: +3

Skills: T A R M
Bluff: 9(13) = 2 7 (4)
Diplomacy: 11(15) = 2 7 2(4)
Disable De: 4 = 1 3
Disguise: 6 = 2 4
Gather Inf: 11(15) = 2 7 2(4)
Know(str): 8 = 1 7
Profession: 7 = 0 7
Repair(cc): 2 = 1 1.0
Sleight o/H: 8 = 1 7
Tumble(cc): 2 = 1 1.0

Read/Write Language: (English, Spanish)
Speak Language: (English, Spanish, French)

Talents: Charm (Female), Favor

Feats:
Occ: Personal Firearms Proficiency
Lv 1: Heroic Surge
Lv 1: Low Profile
Lv 2 Charis: Trustworthy
Lv 3: Dodge
Lv 4 Charis: Point Blank Shot

Weapons:
Glock 17; +4(+5); 2d6(+1); 20x2; 30ft; Semi; 17rds; Small

Equipment: Weight
Leather Jacket 4
-Concealed Holster .5
-Glock 17 (lic) 2
-Digital Camera .5
-Cell Phone -
-Digital Audio Recorder 1
-Box magazine x2 (w/ammo) 1

Backpack 3
-Business outfit 3
-Notebook Computer 5
-Cellular Modem 1
-Walkie-talkie(profess) 1
-Line Tap (x2, lic) 1
-Receiver Tap (x2, unlic) 1
-Multipurpose Tool .5
-US Road Atlas 1

Total: 25.5

Light Medium Heavy
<33 34-66 67-100

Background:

Some people are the sheep, some the shepards, and others the wolves. Sometimes in nature, there is a fine line between the latter two...

I came from a somewhat "disfunctional" family in New Jersey, though not in the standard sense of the word. My father lived by the ever so famous line in history, but he was neither the fool nor the money, rather the catalyst for the act of parting. He had a way with words, which almost seems genetic, since both myself and my (now late) brother inherited this as well.

My mother, a beautiful yet weak woman, died when I was 8 from a heroine overdose. She was the source of my father's happiness, and the bane of his wealth. The family fortune, hard-earned as it was by my father, was slowly wasted away by her addiction. I don't blame her, though; that's how life goes. One minute you're living the high life, moving city to city, staying in lavish hotels, and the next, you're trying to convince a police officer to let you stay in that alley just one more night.

But, as luck would have it, I was thrown into the wilderness of adulthood at an early age when my father didn't wake up. It had been a very cold night in New York, and the officer had let us stay in that alley. I stayed for hours, hoping for just a hint of steam from his mouth in the cold morning air, but none was to be found.

At 10, adulthood is hard to grasp.

For years I wandered the city, at first posing as a religious figure for donations, other times selling "artwork of the homeless" (people seem to have a weakness for pity mixed with bad taste). Through these experiences, I learned that it didn't really matter what you sold; only that you ensured that the people you spoke to learned that they couldn't live without what you were selling, wether it be immaterial or real.

During a slow period, I pawned myself off in a small town just north of Atlanta, Georgia as a young teenage boy in need, hoping to find his lost parents in Mississippi. An old couple, the Rosenburgs, had taken me in for the night. They were extremely polite while asking me of my past, feeding me, even giving me a slightly oversized set of clothes that was their son's so long ago.

I wish it wouldn't have ended the way it did. After leaving for Alabama, hoping to part Southern fools from their hard-earned money, the regret of having stolen from the Rosenburgs wore down on me. They were just too damn nice, and for no reason other than genuine compassion. Checking again the wad of money that seemed to be their life savings, the guilt overwhemled me.

Finding a nearby telephone, I reluctantly called their number. Ten minutes and no answer later, I got a little worried. They rarely leave the house, they had told me.

A quick phone call to the Atlanta police department, and a bit of identity manipulation later, forced me to the ground with the weight of the words I had just heard. It seems that the Rosenburgs had gotten worried about me, and wanted to help me get safely to Mississippi with a bus ticket they had purchased, the neighbors had said. All that goodwill, wasted on this heartless brat...

So there are good people in this world. But the opposite is also true. My means did not change, though, only shifted slightly. Work had brought the attention of a kindred spirit, or so I had thought. A older fellow, who had ideas of father-and-son acts that could literally melt the money out of people's wallets. But it was not all peaches and cream. I found out the hard way what money can do to people. John Alabaster's (or so he called himself) violence sufaced after a couple of weeks, and a couple of lucritive targets. Though that did not last; I wouldn't let it.

One night, in the darkness of a hotel room in Shreveport, that fool was finally parted from what brought this violence upon me. With cash in hand, and a quiet closing of the door, bought me a new freedom. I stocked up on what I might need in the city (lucky me, an unlocked gun case at a nearby store...), then headed for the Greyhound station, destined for Dallas (or get as close as possible). There had been news lately, though only bits and pieces from what little I read, of something that had happened to citys throughout the US. Entire cities?

Well, with all that is bad, there can be good. Who knows what kind of new ways there may be to be the wolf. But above all, I must remember that not everyone needs a wolf, some need the shepard.
 
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