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Awakenings Character thread [MnM]


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00023 PL 6
Abilities: 16PP
STR 10
DEX 16
CON 12
INT 12
WIS 12
CHA 14

Saves:
Damage: +5(Evasion)
Fort: +1
Ref: +5 (Lightning Reflexes)
Will: +1

Feats: 14PP
Aerial Combat, Attack Focus (sting), Attractive, Dodge, Evasion, Lightning Reflexes

Powers: 36PP
Flight +6[Flaw: wings; 1pp; 6pp]
Shrinking +6[2pp; 12pp]
Sting +6[extra: Paralysis(Sustain); flaw: Only while shrunk; 3pp; 18pp]

Skills: 13PP
Acrobatics: +8(5)
Balance: +8(5)
Bluff: +9(4)
Diplomacy: +9(4)
Drive: +4(1)
Hide: +4(1)
Move Silently: +4(1)
Perform: +7(5)
Sense Motive: +5(4)

Appearance: 00023, or Kaitlen as she prefers to be called, has shoulder length blond hair, and piercing blue eyes, the very image of WASP breeding. She stands just short of 5 feet and weighs a slight 82 lbs. Slender and graceful, she moves like a dancer, always seeming to be light on her feet.

Personality: Kaitlen is Cheerful, and friendly, a pre-requisite to being a Cheerleader. Smart and attentive, Kaitlen did very well in School A, one of the 26 schools founded in Hope. She is the proverbial good girl, self-conscious, responsible, diligent. She dove head first into the banding together that was required at Hope.

History: This will come as you find out about her and talk to her.
 

00161
Josiah Blackburn, PL 6

Age: 15
Gender: male
Height: 5’1”
Weight: 135 lbs
Eyes: Green
Hair: Brown
Skin: Tanned

Attributes: [Cost 10 pts.]
STR: 10 +0 (+5)
DEX: 16 +3 (+8)
CON: 14 +2
INT: 10 +0
WIS: 14 +2
CHA: 10 +0

Defense: 19 [10 + 3 Dex + 6 Purchased] [cost 12 pts.]
Initiative: +3 [+3 Dex]
BAB: +2 [cost 6 pts.]
Melee: +2
Ranged: +5
Speed: 30’ [30 Base]

Damage: +2 [+2 Con]
Fort: +2 [+2 Con]
Reflex: +3 [+3 Dex]
Will: +2 [+2 Wis]

Hero Points: 3

Attacks:

Superpowers:
Telekinesis: 6 Ranks, Extra: Force Field, Energy Blast, Flight [Source: Mutation, Cost 12 pts.](See Below)
Flight: 6 Ranks, Flaw (Extra of Telekinesis) [Source: Mutation, Cost 6 pts.]
Force Field: 6 Ranks, Extra: Energy Blast, Mental Shield, Stunt: Snare, Suffocate, Flaws: (Extra of Telekinesis), [Source: Mutation, Cost 16 pts.]

FEATS: Aerial Combat, Heroic Surge, Indomitable Will, Rapid Healing, Skill Focus: Spot [Cost 10 pts.]

Skills: [Cost 14 pts.]

Acrobatics +4 [1 rank]
Computers +1 [1 rank]
Hide +5 [2 ranks]
Knowledge – Urban +1 [1 Ranks]
Listen +4 [2 ranks]
Move Silently +10 [2 ranks]
Open Lock +4 [1 rank]
Search +6 [6 ranks]
Sleight of Hand +4 [1 rank]
Spot +11 [6 ranks, +3 Feat]
Survival +7 [5 Ranks]


Final Cost: 14 points (Abilities), 12 points (Defense), 6 points (Offense), 34 points (Powers), 10 points (Feats), 14 points (Skills) = 90 points

Appearance:
Josiah is just a shade under five foot tall and weighs around 130 pounds. Many assume, due to his small size, that Josiah is much younger than he actually is. He has shoulder length brown hair that just seems to have a mind of its own – making mothers around the world want to reach out and fix it. His green eyes cloud to grey when angered or upset. His skin has that ‘I was well tanned once’ look to it.

Background:
Josiah was always small – ‘small and wiry’ his elder brother Jonah used to call him. With his compact size Josiah had a speed and a strength that was surprising for one especially at his age. Josiah had dreams of playing football and being famous when he grew up and got off the farm. He got off the farm – though not in any way he would even have anticipated.

Josiah Blackburn was born in America in the state of Indiana to parents who were hard working farmers. His parents owned the farm, one of the few single family farms of the age and area, until the war. Josiah himself was hardworking for his age, only 6 at the time the war started. Josiah’s eldest brother, Jonah, was ‘drafted’ for the war (not really, but the local recruiter had significant influence in the community and ‘encouraged’ Jonah’s parents to have him join the service). Jonah never returned home. . . Everyone worked hard to support the effort, though Josiah only knew it was hard work. The hard work kept young Josiah lean and muscular.

When the virus started and spread, the demands on the farm were tremendous. His parents could not keep up with the demands or the pressures of the needy. In fact, Josiah’s mother was delivering food to a nearby city when it was declared quarantined for an outbreak of the virus. Her final call home broke Josiah’s father. He just . . . stopped working so hard. His father lost control of the farm and was forced to work the land he once owned and cherished for much, much less than he normally would have made as the owner. News of the virus cure, was the final objective that prompted elder Blackburn to action. He sent his youngest son Josiah and his daughter of fifteen, Mary, to be vaccinated.

On the journey, Mary came down with the virus symptoms and was tossed into a quarantine by an angry mob (are there any other kinds?). Josiah found that odd because she hadn’t be sick on the journey, and Josiah wasn’t infected by the virus. Only later would Josiah realize that his sister was probably condemned to death for a cold or allergy.

Feeling even more small and alone, ten year old Josiah Blackburn received the vaccination and returned home to his father only to find nothing remained of the farm or his father. Anger over a lack of production or simply an act of vandalism had destroyed all that there was. Josiah returned to the city where he got the vaccination, and ended up in an overcrowded orphanage, hunger and alone. Due to the torments of the bigger kids, Josiah often slipped out of the orphanage and played the streets in the interim, searching for goods that had been left behind in empty buildings – occasionally finding enough to sell to companies, eat well and survive.

A fateful sale to a particular facility led to his scan . . . and to a long, long sleep. He slept . . . still dreaming of being famous some day.

Personality:
Josiah is well mannered and quiet. When forced to talk, his speech is littered with “Ma’am” and “Sir” regardless of person. Josiah is a country boy at heart, has a large welcome smile and bright eyes - looking for the good in someone else presented with evidence to the contrary. Through all of his travails, Josiah has remained a religious person, believing in purpose and a higher order. Due to his troubles at the orphanage, Josiah works hard not to be noticed. When cornered or otherwise threatened, Josiah unleashes his anger and frustration upon those that threaten him, forgetting his manners and upbringing and fighting like a wild animal. It’s always the quiet ones, isn’t it?
 
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Samir Maghreb
Nationality: Palestinian
Known Language: French, Englidh, Hebrew

Background:
Born in Israel, Samir have lived in a palestinian ghetto near a Isrealite colony. His father was working, trying to win enough to allow his wife and five children to survive. They were eating barely enough. Samir grow in the streets of the ghetto, as many kids, as there was no schools for them. He had to steal to have enough foods and to pay the taxes claimed by the stronger kids.

But his life changed when the bomb explode. The panic had taken over the ghetto, the israelite army would soon march on the ghetto to supress the riot which was starting, to make prisoners and to have a revenge over their fallen friends. Samir's father, being more reasonnable than most, gather fastly his family and flee in the desert. The family successfully reach the Palestinian territory, but not without falling first on an ambush. Samir's brother was hurt, he sister was capture and his mother killed.

As only the three men of the family survived the trip, they join the Palestinian troops, so they would be able to avenge the death of the mother and maybe free the sister. They would have food too. He was train as an ammo carrier, as at his young age he couldn't be a good figther. They teach each some basic of war, but mainly to stay out of trouble during combat. He trained for months before he was send to his first mission, and most of the time, he was taken out of combat when possible. The war was raging for more than three years when he was sent to a mission to demoralize the enemy. It was at that moment the first sign of the plague was shown in the camp. As he left soon, he was lucky not to be infected. They sucessfully sabotaged a clothing factory for militaries and when they came back, they were told to stay away from the camp and wait orders, and so the small group hide into some cavern, waiting the orders.

Isolated from the world, except by a radio, they lost contact with the camp in the first week. They had to do some skirmishing to be able to survive a long time, as They didn't received any new order during that times. Two men left to got news during that month, but they never came back. After some times, the travellers were more rare and there was no more food left, so they start to travel back to the camps to found an american expedition. They were all stunned by the news of the plague, that it had killed so many people in a so small amount of time. Samir learned that his father and brother was killed by the plague.

Samir left the camp and tried to go back in Israel territory to find his sister. By some mircale, after a year of search, he finally found her. She was isolated in a prison which didn't contract the plague and even if most of the prisoners had died from the food shortage, some had survived and she was of them. They both lived on scavenging during a whole year when the american came back in Israel. They were taking everyone to America for some vaccination. After that, they were intergrated to the new city called Hope. Her sister was placed on a farm, as an helper. Too young to start to work,Samir was place in a school. He was learning some technical knowledge, aminly about farming technology, and so he was able to work at part time at the same farm than his sister, and so he was able to maintain a contact with her. He was an helper, at first carrying objects and taking care of the basic needs, then, with his formation, repairing and maintaining the technological equipement.

Four years has passed, the farm have grown much, tripling their size, making ten times more food than in the first years, and they were planing to do more with the new installations financed by the Fed-Com. Samir was progressing and had almost finish his formation in agricultural technology when one day, a military group arrived at the farm and ask Samir and his sister to follow them. They were sent to the city where some of their blood was taken. His sister was released after some days, but he had to stay longuer. Two day after that, he was taken to a chamber where was his new cryogenic bed.

Description & Personnality:
Samir come from the middle-east and have most of the common traits of that region. He is a bit smaller than the average, as he didn't had enough food in his youth, but his months of training and war put in in a pretty good shape.

Having suffered from war, having lost almost all his family, he is tired to fight. He want to leave peacefully. At the same time, he would be ready to take back the weapons if the life of his sister and his friends were in danger. Having followed order all his life, he is not a really good leader and prefer to follow someone which have gain his trust. He is a loyal guy and would not betray anyone, as he have learn from the war, the most precious thing you have in the world, his your teammate.

Powers:
An electrical field is glowing in permanence around him. Anything that he touch can be damage by it. Any electrical object can suffer an overload as long as he touch it. While overloading, the object is innefective. If he touch a person, he may be stun as the electricity will overload his neural system. Finally, the little control he have over the field allow him to expand it to an area around him for a brief moment, possibly harming everyone around him.

Stats:
00157 PL 6
Abilities: 18PP
STR 13
DEX 15
CON 14
INT 14
WIS 12
CHA 10

Saves:
Damage: +2
Fort: +4 (Great Fortitude)
Ref: +2
Will: +1

Combat: 12PP
Base Attack: +2
-Melee: +3
-Range: +4
Base Defence: +3
-Defence: 16 [Base:10 + BDB:3 + Dex:2 + Feat:1]
-Flat-Footed: 13

Feats: 12PP
Dodge, Endurance, Great Fortitude, Immunity: Electricity, Improved Initiative, Point Blank Shot, Rapid Strike

Powers: 32PP
Energy Blast: Electricity +6[Extra: Area; Flaw: Personal, Full Effect; Stunt: Dual Damage; 1pp; 8pp]
Energy Field: Electricity +6[2pp; 12pp]
Neutralize +6[Extra: Nullification Flaw: Touch, Limited - Electrical Device only; 1pp; 6pp]
Stun +6[Flaw: Touch; 1pp; 6pp]

Skills: 14PP
Bluff 3 (3)
Computer 3 (1)
Craft: Electronics 3 (1)
Craft: Mechanics 5 (3)
Hide 5 (3)
Medecine 3 (1)
Move Silently 5 (3)
Language N/A (2)
Profession: Farming 3 (2)
Repair 7 (5)
Sleight of Hand 6 (3)
Survival 2 (1)
 
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Connor McGregor
#00156

Original Nationality: Scottish

Background
“Wick Welcomes You.”

The sign said its silent message as Ian and Duncan McGregor looked back from the rear of the military transport truck at the sign, the town and their family standing on the edge of the town watching their sons go to war. The entire town was present, since the McGregors were not the only ones seeing their sons, and in many cases daughters, heading to fight in the new great war.

The world had once more been plunged into heated conflict with the detonation of a nuclear weapon in the middle east, and all corners of Great Britain, Scotland included, had been swept up into a massive draft for soldiers. Though official reports were that the war would be a short one, the overzealousness of the recruiters had everyone questioning the official line. Their doubts soon became well-founded.

The next three years saw very few of those who went to war return to Wick. The northern community was no longer receiving military letters of sympathy on a daily basis. There were barely twenty of the drafted soldiers left to be killed in the war. A few returned, suffering from loss of limb, sight or movement; no longer useful to the war effort. In the third year of the war, all but the sons of the McGregors had returned or been accounted for.

Despite this hardship, the McGregors were among the more fortunate families, for they also had a young son. Barely five when the war began, Connor McGregor was a joy to his family. Still to young to comprehend what was happening, he was your typical child, growing tall and strong like his father and brothers. He often asked when Ian and Duncan were going to return, and on his 8th birthday, he got his answer.

Duncan arrived home, not in a military truck, but in a bus. He knocked on the front door, leaning on his crutches he was forced to use, for his left leg had been blown off by a mine. In his coat pocket was the letter regarding his older brother Ian, who had been killed in the same explosion during the fighting in the middle east. Even though the meeting was a mix of joy and sorrow, the fact that one of their sons had returned brought great relief to the family. Connor was overjoyed that his brother had returned to celebrate his 8th birthday with him, though his family kept Ian’s fate from him.

But joy quickly turned to horror. Duncan soon became ill, suffering from an intense fever. When reports of the new plague sweeping the world became public, he was entering the gorging stage of the disease. He had already circulated about the town, in pubs and houses, and within weeks, the town was declared an epidemic region. The army swept down to destroy Wick, and families fled when word was leaked that the army intended to burn the town and destroy the inhabitants. News of a possible cure in America had been broadcast, and families piled onto two old cargo ships, setting off in the night before the army arrived. Days, perhaps weeks even, passed in the ship’s hold. Ian had died before the ship even left, and Connor had watched his mother and sister die a horrible death, and even his powerful father began to wither. By the time the transport reached the shores of the United States, everyone within the ship was infected, and only a handful remained alive. Two of the survivors were Connor and his father.

When Fed-Com formed, labourers for the rebuilding process were in short supply. Connor’s father had worked in construction, and became one of the work foremen in charge of residential construction. Even though he was just 8, with no schooling system yet set up, Connor worked with his father, learning the trade. When schools were rebuilt, Connor attended with the other children, though at night he still worked with his father on projects.

School was difficult for Connor. With a large portion of schooling focusing on computers and technologies, he had problems keeping up. His interests were not held with computers, but with physical activities and hard work. He often was picked on by the smarter students, and his father was often called to take him from school after a fight. At the age of 10, he mentioned to his father that the school had no playground for the children, starting a project he and his father worked on for the next two years at night, building playgrounds for schools in Hope. His activities earned him a reprieve from the teasing and bullying of the smarter students, as did the fact that he shot up in height and weight. By 14 he was nearly 6’0” tall, and topped the scales at over 230 pounds.

He stayed in school, earning passing grades, but his career choice was still in manual labour like his father. Wanting to enter the workforce and be done with his schooling, he took night courses over the city network, and was nearing an early graduation by 16. Now standing 6’6” and weighing over 300 pounds, few questioned either his work ethic or choice of vocations. It was around this time that Connor noticed an oddity about himself. His skin seemed a bit thicker. While he worked with his father, he seldom got scrapes or cuts. His strength also seemed to grow as he did, and soon he could lift items that would normally take two men. However, he simply chalked this up to nature.

It was as he neared graduation that the anouncement of universal testing for a new strain of Absolution was anounced. When the soldiers arrived at the doorstep one night with the bad news, Connor and his father joked that their bagpiping finally had the army coming to shut them down. If only that had been the case. Connor and his father talked about the findings with the doctor that came with the soldiers. With the plan of cryogenic freezing disclosed, Connor accepted the procedure without complaint. He could not argue with the potential saving of his friends and indeed all of humanity. He said his goodbye’s to his father and left with the soldiers that night, entering into crygenic stasis soon after.

Description and Personality
Connor is a bigger version of his father. He’s a huge man, with a barrel chest and massive arms and legs formed both by genetics and hard labour. His physique is not that of a body builder type, but more of a highland gamer, or Worlds Strongest Man competitor. His hair is pitch black and worn short, and his eyes are a startling green. He dresses in typical dress, but likes to decorate himself with his clan tartan, either with a sash or kilt and regalia.

Like his father, he has a booming voice and commands attention. He is often focussed and capable of making hard decisions, but is patient and easy to get along with once you get past his forceful nature. He readily makes friends and is quite trusting, but not to the point of naivity. He has almost a sixth sense when it comes to detecting lies and has an instinctive nature that often lets him guess how people are feeling emotionally.

Powers, Skills, Abilities
Connor will be a powerhouse type character. He already possessed a great strength and constitution, which the mutations will enhance. The toughening of his skin was a sign of the start of his mutation, which will cumulate in protection. His skin will also give him strong resistance to damage, while his enhanced constitution will grant him the ability to exert himself without fatigue (normal actions I mean). His strong personality will be further enchanced through mutation, giving him a slight advantage in willpower actions. His skills will include intimidation, perform (bagpipes, something he loves to play) and the profession of a construction worker.

He is not trained in combat, so at best will have 2 base attack and 3 base defense, both of which may be lower by one once the power levels are decided.

Abilities (26 pp)
STR 18 (+8 due to +4 super strength)
DEX 10
CON 20 (+5)
INT 10
WIS 14 (+2)
CHA 14 (+2)

Saves
DMG: +9 (Toughness +2, Amazing Save +3)
FORT: +10 (Greater Fortitude +2, Amazing Save +3)
REF: 0
WILL: +7 (Iron Will +2, Amazing Save +3)

Combat (10pp)
Base Attack: 2 (Melee: +6, Ranged: +2, Mental: +4)
Base Defense: 2 (DEF: 12, Flat: 12, Mental: 14)
Initiative: 0

Skills (11pp) [total/points invested]
Balance 1/1
Bluff 2/0
Climb 8/0
Computers 1/1
Concentration 2/0
Diplomacy 2/0
Disguise 2/0
Escape Artist 0/0
Forgery 0/0
Gather Info 2/0
Hide 0/0
Intimidate 12/4
Jump 8/0
Listen 2/0
Move Silently 0/0
Perform 5/3 (bagpipes)
Profession (construction) 7/5
Search 0/0
Sense Motive 7/5
Spot 2/0
Survival 2/0
Swim 8/0
Taunt 5/3

Feats (8pp)
Greater Fortitude
Iron Will
Toughness
Durability (super)

Powers (35pp)
26pp Base: Super-Strength [4] (extra: protection [4], extra: strike (lethal) [4] - stunt (duel damage) (total cost per point: 6 +2 points for stunt)
3pp Base: Amazing Save (damage) [3] (total cost per point: 1)
3pp Base: Amazing Save (fortitude [3] (total cost per point: 1)
3pp Base: Amazing Save (willpower) [3] (total cost per point: 1)

For simplicity, treat protection as 3 and amazing save damage as 3 as the two combined cannot grant a bonus more than +6.
 
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Demetrius Walker aka 00162 PL 6
Abilities: 18PP
STR 10
DEX 14 +2
CON 12 +1
INT 12 +1
WIS 16 +3
CHA 14 +2


Combat & Saves: 11PP
Base Attack: +1
Defense: 16 (14 Base + 2 Dex)
Damage: +1
Fort: +1
Ref: +2
Will: +9

Feats: 10PP
Assessment, Detect Minds, Penetrating Vision (Not Vs. Fabric), Psychic Awareness, True Sight

Powers: 36PP
Mental Blast +6 [Flaw: Obvious-Eyes glow bright yellow while using powers; 2pp; 12pp]
Telepathy +6 [Flaw: Obvious-Eyes glow bright yellow while using powers; 1pp; 6pp]
Super-Wisdom +6 [3pp; 18pp]


Skills: 15PP
Climb: +5 (5)
Hide: +7 (5)
Move Silently: +7 (5)
Sense Motive: +14 (5)
Spot: +14 (5)
Survival: +14 (5)

Background

The Slums of East Baltimore are not a fit place to live for an adult, much less a child. Demetrius was born at Harbour Hospital on June 22, 1996. He was the first child of a 14 year old mother. Demetrius was simply the latest addition to a bustling and sprawling Walker family, all of whom subsisted on financial assistance from the state.

Demetrius was too young for the war to really affect him. Certainly, his family would raise all sorts of heck when thier young men started getting drafted...but those commotions weren't all that different from the wailing in the Emergency Room after a gang related shooting, or the blow ups when one of his cousins were arrested. The older people were always going away for one reason or another and they'd be replaced by more babies. The cycle had variations, but never really changed. Demetrius was a child of his circumstances and his world. Teachers left the young boy be. He was quiet and relatively well behaved compared to the average. He'd follow directs and do what he was told, but never really put forth any effort or showed interest.

The young boy grew up playing gangster and would even serve as a courier for his older relatives, sometimes even holding thier drugs for them. The important thing to remember is that while his overall circumstance was one of misery and hopelessness, Demetrius was a child who didn't know any different. Poverty, hunger, crime, filth, disease, death...it was all just part of life. Nothing to be upset over. Demetrius didn't really have a mother. Well, he did. Tamara was his mother, but she did little to raise him. Instead he was raised by a veritable coven of loud harpies, all of whom knew exactly what was the best for him and knew the other women were dead wrong.

It's little wonder he was arrested young. His older cousins were dealing and having Demetrius serve as a lookout/holder. When the police cars rolled up, Demetrius took off like he was trained to do, dashing down alleyways and using his small size to his advantage. Unforetunately, Baltimore politicos had recently launched a camaign to 'clean up the streets'. Police were under tremendous pressure to arrest every dealer they could find, if only to see them released shortly thereafter from already overcrowded jails. The police caught the young raggamuffin and only barely managed to prevent him from eating the evidence. 10 vials worth of crack cocaine rocks.

Demetrius actually made the news. The seven year old crack dealer was just the sort of novelty the mayor needed to push his campaign of inner city revitalization. Like many of his relatives, Demetrius was tried and convicted. He was sent to the Cheltenham Youth Facility, the oldest youth correction facility in Maryland. Cheltenham was originally crafted to hold 'Youths of Color'...and sadly changed little in the decades since. Despite a 17% black youth population in Maryland, Blacks account for 89% of the inmates in Cheltenham.

Now, for his part, Demetrius didn't really find Cheltenham all that different from home. He was still the quiet kid who didn't get into much trouble. He was still surrounded by a horde of more rambunctious and unruly children. The biggest change was the easier discipline and better food.

Cheltenham was largely locked down when the outbreaks of Absolution began. Civil authorities had bigger issues to concern themselves with than Juvenile crime, and the Cheltenham 'caretakers' were adverse to taking in new children that could possibly be infected. Naturally, all of thier precautions were for naught. When Absolution came to Cheltenham not a single soul was spared.

Now that would have boded /extremely/ ill for Demetrius, had he still been there. Approximately 2 weeks before the first confirmed case of Absolution at Cheltenham, Demetrius escaped. The escape wasn't all that fancy. He just climbed a fence while no adults were watching, but he felt it rather daring. Having seen the news reports of people in Baltimore falling sick from Absolution, he opted to go see if his family was alright. Unforetunately, Demetrius had never travelled on his own, and Cheltenham is a long way from Baltimore, especially when a horrible plague is sweeping a war torn world.

Almost two years later Demetrius was caught again by the authorities. As a young orphan with no apparently family, Demetrius was not all that different from many children in this new age. And the orphanages had fairly decent food.

In the years that followed, Demetrius developed into an intelligent but distant young man. The horror of the world's situation never really sunk in to Demetrius like it did to other people. Demetrius' baseline was misery and fear. That's normal. Comfort, ease, safety, those were somewhat strange concepts to the young man. Heck, it was even unsurprising when it was discovered that rather than being cured, Absolution had somehow mutated in his body. As he had done most of his life, Demetrius peacefully followed the oders of his elders and submitted to cryosleep. As the chill settled around his slim form, Demetrius merely wondered what was coming next.

Personality:

Demetrius is an easygoing guy. He's relaxed and calm even in the face of the most horrible and distressing stimulus. This calm could actually be classified as a mental disorder, sort of a post traumatic stress. Even before the war, Demetrius had little moral guidance or stability in his life. His living conditions were horrid, his education was poorly managed, his friends were are 2nd class citizens forgotten by the 'mainstream'. Demetrius feels a bit disconnected to everything. He doesn't really understand what the world should be like, or why people get upset. It's like they expect life to be good and fair when it's really anything but. The strong prey on the weak, people die, life is hard, and no one really cares about anyone or anything. That's just the way things are. Why fight it?

Despite the blase' philosophy, Demetrius can't help but think there's something missing. He's a kind young man who'd go out of his way to help the hurt or scared. He'd share his lunches with those who lost thiers. He's a genuinely decent guy, not because he should be or because it's expected of him. He's good just because he wants to be. He feels... more in touch, more real when he's lending a helping hand. Maybe if more people felt that way, the world would be different. Maybe.
 

Jennifer Allen

Background:
Jennifer grew up right in the middle of nowhere. Kansas to specify there nowhere is in this case. A small town called Springs if anyone cared. But honestly, no one does. It would be hard to find a more boring place, if you exclude the Pleasantville from the movie. The war left its marks even there as many people where drafted to the military but Jenny did not really understand what that meant at the time and her own father could stay because of a leg injury he had gotten during a car accident before she was born. Since no bombs ever fell close to them she grew up almost as if nothing strange was going on even though some of the kids at school wondered if their parents would ever come back. Of course it got worse with time but before the power started to fail and people started to die without explanation she had something very close to the perfect childhood.

Since no one had any idea how to protect yourself from the Absolution virus her parents decided that the best option would be to flee once the first of their neighbors got sick. They soon discovered that it was no different in other places and met other refugees on the way, soon forming a kind of caravan. Life wasn’t easy and there was always a shortage of one thing or the other but by scavenging bombed and deserted towns the nomads managed to survive. By keeping close together and helping each other to protect themselves from scavengers and pooling their resources the group managed to keep everyone fed and travel on. Nobody really knew there they wanted to go but in the end they ended up in Hope, joining the new government.

After a while Jennifer stopped asking herself what might have happened to her friends who stayed in Springs and went on with her life. She felt guilty because she thought that only her family had survived and worked as hard as she could to ease her feelings. It did not work of course but still she was happy that some order returned to her surroundings.

Then the FedCom soldiers came to take her away she did not hesitate a second, so far the community around her had always helped her and she was sure that with time it was no different.

Personality:
Jennifer only learned about the good side of people for most of her life. First in her home city and even after that a new community kept her alive then she was young. For her other people are good until she sees proof that she is wrong and even then she will most likely assume they are just misguided. She’s friendly and either outgoing or shy, depending on her days form. Which is mostly decided by her nightmares about the past. She still feels guilty for not knowing what happened to the other people in her hometown and somehow always feels that she has to make it up to the people around her.

Powers:
Jennifer can absorb various kinds of energy into her body and use those charges to enhance her own powers or fire them right back at her opponents. Then the energy in her body reaches high levels her eyes begin to glow in as it tries to pour out of her (just a special effect if she should ever absorb really impressing amounts of energy).

Name: Jennifer Allen
Age: 16

Ability:
Str 16 +3
Dex 16 +3
Con 18 +4
Int 10 +0
Wis 12 +1
Cha 14 +2

Cost: 25pp

Skills:
Listen +6
Search+6
Spot+6
Drive+6
Balance+2

Cost: 13pp

Combat:
Base Attack +1
Base Defense +5

Safes:
Damage: + 4
Fortitude: +4
Reflex: +1
Will: +1

Cost: 13

Feats:
Attractive
Hero’s Luck
Instant Stand
All out Attack

Cost: 8

Powers:
Absorption (Extra: Both types) +6
(Uses: Energy blasts, healing)
 

Into the Woods

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