Mordecai
Here's Mordecai. He's at once the simplest and most complex of the PCs, and is based on BnV's "Advanced Training" origin, which means he has no "super" abilities and is really a normal, yet more powerful, D20 Character.
As far as posting background information up, I've sort of DONE that through my story-hour, and I think it would sort of detract from the story to post a "background" set of info for each character. To that end, I'd suggest following the link above (and in my sig) to the story-hour and read the 2-3 posts there about the firefight in Redtown.
When we sat down to game, I pretty much tossed everybody together, telling them only that all of them "worked" together as a loose group funded by a mysterious benefactor. They had enough money for any material or tools were part of their character concept and operate, as far as I've told them: "From the 88th floor of one of Port Marlowe's most impressive buildings." As to background information, the ball was in THEIR court to introduce their PCs, and as for HOW they arrived at this running fire-fight, it was up to them, as well.
As you'll see and read, Mordecai is an occultist and "adventurer".
Mordecai Solomique (Male Human Dedicated 3 / Strong 2): CR 5; Med. Humanoid; HD 3d6+3 plus 2d8+2; HP 24.5 average; MAS 13; Initiative +6; Spd 30'; Defense 19, touch 16, flat-footed 17 (class +4, Dex 2, armour +3); BAB 4; Reach 5' (5x5); AL ; SV Fort 5, Ref 3, Will 5; AP ; Rep +1; Str 14, Dex 14, Con 13, Int 14, Wis 16, Cha 10.
Attacks: Longsword [Attack bonus 6; Dmg 1d8+3; Crit 19-20; Rng ; Wgt 4lb.; Typ Slashing; Sz Med; Notes: ]
S&W M29 [Attack bonus 6; Dmg 2d8; Crit 20; Rng 30; Wgt 3lb.; Typ Ballistic; Sz Med; Notes: RoF S; 6 cyl.; (.44 magnum revolver)]
Skills: Climb +3; Concentration +4; Decipher Script +5; Gamble +4; Handle Animal +1; Investigate +5; Jump +2; Knowledge: Arcane Lore +11; Knowledge: Earth and Life Sciences +3; Knowledge: History +4; Knowledge: Streetwise +3; Knowledge: Theology and Philosophy +4; Listen +5; Pilot +7; Sense Motive +6; Spot +6; Survival +5; Swim +4; Treat Injury +5;
Languages: Native Language (Speak, Read & Write); Hebrew (Speak, Read & Write); Arabic (Speak, Read & Write); Chinese (Speak, Read & Write); Latin (Speak, Read & Write)
Feats: Archaic Weapons Proficiency; Armor Proficiency (light); Combat Expertise; Combat Reflexes: max 3 AoOs; Dodge (+1 Dodge bonus versus selected opponent); Improved Initiative; Personal Firearms Proficiency; Simple Weapons Proficiency;
Talents: Faith (when spending an AP, add 3 to roll); Melee Smash (+1 melee damage); Skill Emphasis (Knowledge (Arcane Lore))
Occult Mysteries
Mordecai has access to some rather horrific mysteries that would have been better left undiscovered. Unfortunately, horrors tend not to stay burried and so he must use fire to fight fire, so to speak. Needless to say, he has access to magic, the nature of which is pretty hard on him.
--fje