Darkmatter D20: Yellow Twilight Darkening characters


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Vincenzo Angelica - Male Human Fast Hero 2/Charismatic Hero 1; CR 3; Medium-size humanoid; HD 2d8+0+1d6+0; HP 17; Init +7 (+3 Dex, +4 Imp Init); Spd 30ft; AC 16 (touch 16, flat-footed 14); Atk +4 Melee (1d8 19-20/x2, longsword) or +4 Ranged (2d6 20 40ft. 30rds, MAC Ingram M10); SA Evasion, Charm (Female); SQ Bonus feat at 1st level, +4 Skill points at 1st level, +1 Skill point at all levels after; AP 16; Wealth 12; Reputation 3; SV Fort +1, Ref +6, Will -1; Str 12 Dex 16 Con 10 Int 10 Wis 9 Cha 14.

Skills: Balance +8, Diplomacy +8, Drive +8, Knowledge (Arcane Lore) +6, Knowledge (Art) +6, Knowledge (Current Events) +6, Perform (Act) +6, Perform (Sing) +8, Tumble +8.

Feats: Simple Weapons Proficiency, Archaic Weapons Proficiency, Personal Firearms Proficiency, Weapon Finesse (Longsword), Improved Initative.

Languages: English (Read/Write, Speak), Italian (Read/Write, Speak), Latin (Read/Write, Speak), Japanese (Speak).

Vitals: 19 yrs old; Ht 6'2; Wt 200lbs; Occ Dilettante.

Posessions: MAC Ingram M10 (suppressed), longsword, shoulder holster, cell phone.

Roleplaying Notes: Vincenzo, born into the affluent Angelica family, is the utmost in hedonism. Having spent a life full of luxury, without the typical worries or work, or even public schools, Vincenzo grew to be rather bored with most everything. His studies, then, shifted to that of the ancient. While he holds acting and singing high on his list of loves, his true passion lies in studying the past world - arts forgotten, weapons deemed useless by todays standards, and people decades dead. Fascinated by archaic weaponry, he taught himself to use a blade effectively, and being part of a family suspected of various criminal activites - the use of the Ingram came easily. Most any would find his abundant wealth a godsend, should their persuits lie in that of the strange.
 

Carl Smith - Male Human Smart Hero 3; CR 3; Medium-size humanoid; HD 3d6; HP 13; Init +1 (+1 Dex); Spd 30ft; AC 12 (touch 12, flat-footed 11); Atk +0 Melee (1d3-1 20/x2, unarmed) or +3 Ranged (2d6 20/x2 40ft. 17rds, Glock 17); SA Exploit Weakness; SQ Bonus feat at 1st level, +4 Skill points at 1st level, +1 Skill point at all levels after, Savant (Investigate); AP 6; Wealth +7; Reputation 1; SV Fort +1, Ref +2, Will +5; Str 9 Dex 12 Con 10 Int 16 Wis 12 Cha 12.

Skills: Computer Use +7, Craft (chemical) +9, Craft (visual arts) +7, Diplomacy +7, Forgery +7, Gather Information +7, Investigate +14, Knowledge (behavioral sciences) +8, Knowledge (civics) +10, Knowledge (current events) +5, Knowledge (earth & life sciences) +11, Knowledge (physical sciences) +8, Knowledge (technology) +5, Profession +2, Research +7, Search +9, Sense Motive +3 Treat Injury +3.

Feats: Attentive, Educated, Iron Will, Personal Firearms Proficiency, Simple Weapons Proficiency, Trustworthy.

Languages: English (Read/Write, Speak).

Vitals: 23 yrs old; Ht 5'9"; Wt 180lbs; Occ Law Enforcement.

Posessions: Glock 17 w/2 magazines, shoulder holster, handcuffs, cell phone, deluxe evidence kit.

Roleplaying Notes: Carl Smith is level-headed, likeable, and a little plump. He also happens to be a genius, and that doesn't hurt things one bit. Carl works for the city ME; as a low-level functionary, it's his job to do the annoying field work: crime-scene analysis, taking statements from first-responders and witnesses, and fetching lunch for the senior staff. At the expense of being practically invisible and under-appreciated, Carl has the perk of being decidedly unsupervised. So long as the coffee is hot and the field reports come in on time, his superiors don't seem to notice.
 

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