The Daily Float's Metro Section: Roster


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There's the Rogues Gallery forum for this, btw. You could edit the title so that it alerts the mods that it should be moved.

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Selprin "Sel" Rineron Rog4/Sor1/I.RodMstr1
Age: 19
Eyes: Gray
Hair: Light Brown

STATS:
STR 08 (-1)
DEX 17 (+3)
CON 10 (+0)
INT 14 (+2)
WIS 10 (+0)
CHA 16 (+3)

IMPORTANT NUMBERS:
BAB: +4
Melee: +3
Range: +7
FORT: +1
REFX: +9
WILL: +3
AC: 15
HP: 24
INIT: +3

SKILLS: (Ranks/Total)
Knowledge (Arcana) (1/3)
Proffesion (Jeweler) (6/6)
Craft (Jewelery) (6/8)
Diplomacy (6/13)
Disable Device (6/8)
Disguise (6/11)
Appraise (6/8)
Bluff (6/9)
Move Silently (6/19) (+10, armour)
Hide (6/19) (+10, cloak)
Open Locks (6/9)
Intimidate (6/11)
Sense Motive (6/6)
Balance (9/12)
Jump (0/29) (+30, ring)

FEATS:
Point Blank Shot, Dodge, Quick Draw, Weapon Finesse (Immovable Rod)

SPECIAL STUFF:
Sneak Attack +2d6
Evasion
Uncanny Dodge
Rod Acrobatics

LANGUAGES:
Common, Elven, Draconic

SPELLS:
0th (5/day): Mage Hand, Mending, Open/Close, Light
1st (3/day): Spider Climb, Ventriloquism

EQUIPMENT:
Hat of Disguise (free)
Amulet of Anti-Scry (free)
Ring of Disguise (1,000)
Ring of Jumping (2,000)
4 Signet Rings of different designs (20)
Cloak of Elvenkind (2,000)

Immovable Rod (7,500)
Hand Crossbow +1 (2,500)
Silent Leather Armour +1 (4,160)

Magnifying Glass (100)
Thieves' Tools, Masterwork (100)
Disguise Kit (55)
Artisan's Tools, Masterwork (55)

510 GP
TOTAL: 20,000 Gold

Background:
Selprin Rineron ("Sel" to her friends) was always a well-liked and friendly person in her youth. She enjoyed both the academic and practical sides of learning, particularly in the study of the Arcane and in metalworking.
She took an interest in archery, where she developed hand-eye coordination skills, and in children's games like mage ball, which helped with her agility. She also enjoyed Hide and Seek. [rog1]
Her parents, who were mages with both money and some political power (being part of the ruling party at that time, the blues), had believed since she was a small child that Selprin would become a very talented wizard, but as she aged it became obvious that her magical ability didn't come from books. Once she gained control of her powers as a sorceror, Selprin was more free to focus on things other than books. [Sor1] In her teenage years, she felt confined by her parents, who had conservative viewpoints on what a young lady should do, and became very adept at escaping from the house without being seen. [Rog1]
When she was 16, a friend of hers--the son of another two Blue mages--was kidnapped. The party had forbidden the entire party, even the parents, from paying the ransom, as it would only likely be used to fund campaigning by the Reds. Unwilling to lose her friend, Sel began robbing the houses of well-to-do mages, making sure to take only a little each time, to ease her concious. She gained a reputation thanks to the Float (who named her the 'Floating Cat'), but was luckily (for her) never caught by them or ayone else. Eventually, she had enough money to pay the ransom, and freed her friend, though she was careful to ensure that not even he knew what she had done. [Rog2]
She wiped the slate clean, and put the entire thing behind her, and went back to her true love, jewelry. She made many rings, bracelets and necklaces as a child, slowly improving her skills each time.
She grew older, and eventually left home. Before she left, she was given an old heirloom: an immovable rod. In her spare time, she played around with it, learning various tricks, and finding out its use as a weapon. [RodMstr1]
She got a job with a close friend who also provided her with accomodation; a Jeweler. Her powers as a sorceror only helped her in her job; mainly with cantrips to help repair damaged things that were brought in with repairs.
Just recently, a high-up official came in to have a ring made for himself, presumably so that he could enchant it later. Known as one of the most tyrannical and evil members of the government, when a thief approached her looking to find out the specifics of when the mage would be picking up this ring one nights as she was walking home, she gladly told him. As he went to walk away, she called him back over and whispered of the safest entrance into his house, as she had used it many years ago herself for the same purpose. Triumphant, the 'thief' revealed his true identity: The Journalist who had finnaly found the Floating Cat. As he tried to force an interview out of her, the guards arrived. Before they could be caught, he led her along several dark alleys, successfully evading the law.
And so she was introduced to the Daily Float, where she is the new-girl, and still learning the ropes, but respected for her now well known ability to not be seen.

Background Feats:
Hunting: A young un-named wizard who has been spotted on the night streets dressed in green. Wants an interview if he hasn't been caught and killed yet. (1)
Secret Identity: Journalist/Jeweller (3)
 

Eriel Sathaen was the son of a prominant elven family among the ranks of the Red mages. His father was a powerful wizard who expected his son to follow in his footsteps, but alas Eriel proved to have no aptitude for wizardry, much to his family's chagrin. In an effort to salvage some kind of presitige through their son, his parents sent him to law school, expecting him to become a skilled and reputible lawyer. Eriel discovered a profound dislike for formalized law, however, and spent most of his time in school involved in athletics and sports, at which he generally excelled. Unfortunately, as his academic achievements suffered, his family began to place increasing pressure on him to give up his 'pointless' athletic interests and devote himself to his studies.

It's uncertain how things would actually have progressed if not for the intervention of strange fate. One day, Eriel simply disappeared from the University, without leaving behind much in the way of clues as to his absence.

Eriel himself doesn't really know what happened - to him, there is a blank period of several days that he has never been able to fill. This was, in fact, just the first of many 'blackouts' that were to plague him in years to come.

Finding himself in a completely unknown environment several days later, Eriel's first thoughts were to find some way to get back to the university, before he got in real trouble. However, before he was able to actually make any kind of contact with anyone, it occured to him that whatever had happened might just be his ticket out of an increasingly unsatisfying life. He decided to try and go it alone, figuring whatever happened it couldn't be as bad as spending the rest of his life as a lawyer.

Over the next couple of years, Eriel worked various odd jobs on and off, frequently skimming the law's grey areas as he struggled to get by. Every so often, he would be uprooted by another 'blackout' that would leave him missing a few days of memory. One day, he woke up from the latest 'blackout' in the most unusual circumstance yet - the middle of a pitched battle between a rogue psion and a group of law enforcers.

When the dust cleared, the psion was the one still standing. Taking Eriel with him, he explained a lot of things to the young elf - perhaps the most surprising of which was the fact that Eriel, himself, was a burgeoning psion. The man who had taken him in - whose actual name Eriel never discovered, but who called himself Archiel - taught Eriel how to harness the power of his mind and trained him how to use his body and will in harmony.

Archiel was a friend of the Editor-in-Chief of the Daily Float, and gradually Eriel was introduced to the underworld of Journalism. Finding a niche, he began to work off and on for the Float in various capacities as opportunities permitted. Things continued along this vein for a couple of more years before disaster struck.

Eriel hadn't had a 'blackout' since the one that brought him to Archiel, and had begun to think that they were no longer a part of his life. Unfortunately, he was mistaken. One morning, he found himself coming to in Archiel's hidden sanctum - a place that he had never been to before. The place was demolished, and Eriel quickly discovered his dying mentor by a safe.

Before Eriel could ask his mortally wounded friend anything, Archiel gave him a pouch. He told his charge to take the pouch's contents to the Daily Float, and give them to Archiel's friend. He also instructed Eriel to take the contents of the safe; in the event that the Mages' Enforcers caught up with him, they might just save his life. Before he could impart any more information to the young elf, he died.

Equipped with a small stash of magical and psionic gear that had been in the safe, Eriel managed to reach the Float safely. After turning over the pouch (whose contents Eriel never did discover), he was offered a full-time job with the Float, which he accepted.

In the time since, Eriel has found his niche with the publication as a Photographer - his keen senses, psionic talents and natural aesthetic principles make him a natural. He still has the occasional 'blackout', although they generally last only for a few hours anymore, and seldom upset the order of his life overly much. Since meeting Selprin, he's slowly started to come out of his shell, brooding less and less and interacting with his team more and more. Perhaps there's hope for him yet.

Eriel "Snapshot" Sathaen
Elven Psion (Nomad) 4, Psychic Warrior 2 (True Neutral)

Str 13 (+1)
Dex 16 (+3)
Con 12 (+1)
Int 14 (+2)
Wis 13 (+1)
Cha 10 (--)


Combat Stats:
Base Attack Bonus: +3
Melee: +4 (+1 Str)
Ranged: +6 (+3 Dex)
Hit Dice: 4d4+4; 2d8+2 (~38 hp)
Armor Class: 17 (10 + 4 (Armor) + 3 (Dex))
Touch AC: 13 / Flat-footed: 14
Initiative: +7(+3 Dex, +4 Imp. Init.)
Movement Rate: 60 feet (Boots of Striding/Springing)
(80 feet with PP reserve >1)

Attacks per round:
Unarmed strike (+4 to hit, 1d3+1 subdual dmg)
Quarterstaff (+4 to hit, 1d6+1 dmg)
Short Bow (+6 Ranged to hit, 1d6 dmg)

Weapons and Armor:
Armor: Studded Leather of Landing +1 (+4 Armor)
Weapons: Quarterstaff (1d6 Blud., 20 x2 Crit); Shortbow (1d6 Pierc., 20 x3 Crit)

Saving Throws:
Fort: +5 (+3 base, +1 Con, +1 Resist. (Cloak))
Ref: +5 (+1 base, +3 Dex, + 1 Resist. (Cloak))
Will: +6 (+4 base, +1 Wis, +1 Resis. (Cloak))


Feats:
Psychic Charge (1st)
Speed of Thought (Bonus Psychic Warrior)
Up the Walls(Bonus Psychic Warrior)
Improved Initiative (3rd)
Mental Leap (6th)


Skills:
Balance +9 (5 ranks, +3 Dex, +2 Synergy (Tumble), -1 armor)
Concentration +6 (5 ranks, +1 Con)
Escape Artist +8 (5 ranks, +3 Dex)
*Hide +17 (0 ranks, +3 Dex, +15 Skin of Chameleon, -1 armor)
Jump +23 (9 ranks, +3 Dex, +2 Synergy (Tumble), +10 Boots, -1 armor)
Knowledge, Law +4 (2 ranks, +2 Int)
Knowledge, Psionics +7 (5 ranks, +2 Int)
*Listen +5 (0 ranks, +1 Wis, +2 racial, +2 Alertness)
Psicraft +7 (5 ranks, +2 Int)
*Search +12 (0 ranks, +2 Int, +10 Third Eye)
*Spot +17 (0 ranks, +1 Wis, +2 racial, +2 Alertness, +2 Psycrystal, +10 Third Eye)
Tumble +10 (5 ranks, +3 Dex, +2 Synergy (Jump))
(* indicates an untrained skill.)


Languages:
Common, Elven, +2

Special Abilities:
Elf abilities
Psycrystal (Observation)

Psionic Powers:
Power Points/day: 13 (3 Psychic War., 7 Psion, 3 Bonus)
Free Talents/day: 11 (4 Psychic War., 7 Psion)

Powers Known: 7/3/1
Lvl 0 = Burst, Catfall, Finger of Fire, Far Hand, Awareness*, Hover Field*, Memory Recall*

Lvl 1 = Skate (Primary), Call Weaponry (Primary), Minor Creation

Lvl 2 = Knock (Primary)

Psychic Combat:
Attack Modes: Id Insinuation; Ego Whip; Mind Thrust; Psychic Crush; Mind Blast
Defense Modes: Mental Barrier; Intellect Fortress; Tower of Iron Will


Equipment:
Studded Leather +1 (DMG, 1,175gp)
Psychoactive Skin of the Chameleon (PsiHB, 4500gp)
Third Eye of Aware (PsiHB, 4000gp)
Boots of Striding/Springing (DMG, 6000gp)
Cloak of Resistance +1 (DMG, 1000gp)
Dorse of Astral Construct III, ~1/5 charges remaining (PsiHB, 3600gp)
Hat of Disguise
Brooch of Non-Detection
Quarterstaff

Total value: 19,775gp
Total Weight Carried: 26 lbs.
Encumberance: Light

Backgrounds:
Amnesia (1 point)
GM's Fiat (3 points)
 

Justin Hacksmith
Human Level 6 Cleric (Knowledge), Neutral Good

STR 10
DEX 14 (+2)
CON 10
INT 14 (+2)
WIS 19 (+4) (including Periapt of Wisdom +2)
CHA 12 (+1)


Combat Stats:
Base Attack Bonus: +4
Melee: +4 [+4 BAB]
Ranged: +6 [+4 BAB, +2 DEX]
Hit Points: 33 [8 + 5 + 5 + 5 + 5 + 5 (levels)]
Armor Class: 16 [10 + 4 (+2 Leather Armor) + 2 (DEX)]
Initiative: +2 (+2 DEX)
Movement Rate: 30 feet

Attacks per round:
Unarmed strike (+3 to hit, 1d3 subdual dmg)
or Brass knuckles (+4 to hit, 1d3+1 dmg)
or Dirty Fighting with brass knuckles (+4 to hit, 1d3+1+1d4 dmg)
or Fists of Iron with brass knuckles (+4 to hit, 1d3+1+1d4 dmg)
or Dirty Fighting Fists of Iron with brass knuckles (+4 to hit, 1d3+1+2d4 dmg)

Weapons and Armor:
Armor: +2 Leather Armor
Weapons: Unarmed Strike (1d3 dmg, Crit 20/x2)
Brass knuckles (1d3+1 dmg, Crit 20/x2)


Saving Throws:
Fort: +5 [+5 base]
Ref: +4 [+2 base, +2 DEX]
Will: +9 [+5 base, +4 WIS]


Feats:
Light Armor Proficiency (Free for Cleric)
Medium Armor Proficiency (Free for Cleric)
Heavy Armor Proficiency (Free for Cleric)
Shield Proficiency (Free for Cleric)
Simple Weapons Proficiency (Free for Cleric)
Alertness (1st level feat)
Improved Unarmed Strike (bonus human feat)
Dirty Fighting (3rd level feat)
Fists of Iron (7/day) (6th level feat)


Skills:
Bluff +6 (5 ranks, +1 CHA)
Concentration +9 (9 ranks)
Craft (caligraphy) +11 (9 ranks, +2 INT)
Diplomacy +6 (5 ranks, +1 CHA)
Forgery +15 (4.5 ranks, +2 INT, +9 Pen of Faultless Fakery)
Heal +8 (4 ranks, +4 WIS)
Knowledge (religion) +6 (4 ranks, +2 INT)
Listen +6 (0 ranks, +4 WIS, +2 Alertness)
Spot +6 (0 ranks, +4 WIS, +2 Alertness)


Languages:
Common, 2 others.


Special Abilities:
Bonus feat at 1st level.
+1 Skill Point per level.
Favored Class: Any.
Turn Undead 4/day.


Spells:
Spells per day: 5/4+1/4+1/3+1
DCs: 14/15/16/17
Domains: Knowledge, Trickery.
Orisons: Detect Poison, Light, Miss Jones, could you make a note of this? (x2), Purify Food and Drink.
Level 1: Comprehend Languages, Detect Secret Doors (DK), Protection from Law, Random Action, Sanctuary.
Level 2: Detect Thoughts (DK), Hold Person, Lesser Restoration, Silence, Zone of Truth.
Level 3: Clairaudience/Clairvoyance (DK), Dispel Magic, Mass Resist Elements, Speak with Dead.


Equipment:
Eversorted Briefcase (identical to Heward's Handy Haversack)
- Crowbar
- Grappling hook
- 50' Silk rope
- 3 Sunrods
- 10 Tindertwigs
- 2 Packets of Dust of Tracelessness
- Silver Raven Figurine of Wondrous Power
- Pen of Faultless Fakery (+9 to Forgery checks) (1620 gp)
- 2 Potions of Cure Light Wounds
- Potion of Jump
- Wand of Cure Light Wounds (50 charges)
- 68 gp.
Wearing / Carrying
- Scholar's Clothes
- +2 Leather Armor
- Masterwork brass knuckles
- Holy symbol (wooden)
- Amulet of Protection from Scrying
- Hat of Disguise
- Lens of Comprehending Languages and Reading Magic
- Periapt of Wisdom +2

Total Weight Carried: 21 lb
Load: Light


Current XP:
Current: 10,100
Next Level: 15,000


Justin Hacksmith. A man always short of time. A man who is convinced his god is testing his faith, before sending him on to better things. Because, that's the only way you could stay sane in this job. Well, that or large quantities of whiskey...

In The City, cleric of the god of knowledge are not the most popular people around. Most of the wizards have little time for religion, and many are suspicious of a group who's power lies around finding out secrets. Career doors tend to get slammed in your face once people spot your holy symbol. Fortunately, journalism welcomes these investigative skills that so many others shun. Given his religious upbringing, it seemed the best option for Justin. It was that or sweeping the temple floor, and he's never been much good with a broom.

Justin's been with The Daily Float for three years now, a long time in such a dangerous business. He's been promoted a few times, and is currently working as a copy-editor. He's partnered with Bambi Doe, one of the "up and coming new reporters", and does his best to keep both himself and Bambi alive. While he'd never admit it, he's very fond of the reporter, and goes out of his way trying to keep her safe, and knock her scrawled notebooks into printable form.


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Miss Jones, could you make a note of this?
Transmutation
Level: Brd 0, Clr 0, Sor/Wiz 0.
Components: V, S
Casting Time: 1 action
Range: Personal
Effect: Copys down spoken words
Duration: 1 minute/level
Saving Throw: None
Power Resistance: No
Power Points: 1
This power records anything spoken by the caster onto suitable writing surface (notebook, sheet of paper, foot high blood red letters on the wall...). Colour, typeface and point size are all set by the caster.


Brass Knuckles
These pieces of molded metal fit over the outside of a character’s fingers and allow him or her to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an unarmed attack. (Taken from d20 Modern.)
 
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Bambi Doe. crusading Reporter

Bambi Doe
Rogue level 6, Chaotic good.
Str: 10, Dex: 12, Con: 10, Int: 14, Wis: 15, Cha: 16*
*= +1 for 4th level AKA the boob job.
BAB: +4, Fort: +2, Ref: +6, Will: +7
Hits: 26, AC: 13

Skills:
Bluff: +12
Intimidate: +12
Diplomacy: +16
Gather Information: +14
Perform/ Oration: +12
Sense Motive: +11
Profession/Journalist: +11
Use Magic device: +11
Disable device: +11
Hide: +10

Sneak attack: +3d6
Evasion
Uncanny Dodge: can’t be flanked, Dex to ac

Feats:
Persuasive: +2 bluff/intimidate
Trustworthy: +2 diplomacy/gather info
Alluring: +2 diplomacy, +2 to save DC for all mind-affecting/language dependent spells.
Strong Will.

Magic items:
Shoes of Disguise
Brooch of Non-Detection
Earrings of mind shielding
Scarf of Charisma +2
+2 Bracelets of defense
Heward’s handy handbag (every girl needs one of these.)

Bambi Cartwright has had to do many things in her life; mostly please those around her, especially men. She was never a meek or mild person even as a child but Bambi has a natural charisma that keeps her going. During her wild college years Bambi went on a dating spree and went through the entire collage Mage Ball team within a 3-month time (except for that skank Billy Winters!).
Bambi majored in journalism and media at college and graduated with high honors. These degrees lead her to come into contact with an up and coming politician named John Doe. John and Bambi became business partners. She was his press secretary and eventually his lover. They were married and very happy until a rival politico (The afore mentioned Billy Winters) spread photos of Bambi and the Mage Ball team and Bambi and her Physics professor and a few other teachers from college in compromising positions. John was devastated and divorced Bambi while his career fell apart.
The Loss of his wife and career sent John over the edge and he has vowed to get his revenge on Bambi even though this happened long before they had met. Bambi ran to a friend and was sheltered until she could get on her feet.
She is now in a new relationship with a Mage Ball player (some habits never change) named "Zig Zag" Serpentine and when she fell into the job with the float she met the other man in her life, her copy editor, Justin Hacksmith. But that’s a story for page 3.
 
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