Grand Master Cole Masters
Mar 27, 2015 22:52:19 GMT -8
Post by Cole Masters on Mar 27, 2015 22:52:19 GMT -8
Grand Master Cole Masters
Species: Pixie
Element: -Element Classified ST Approved-
Occupation: A Ghosthunter often times working on TV.
Physical Appearance:
Level: 22
Eye Color: Grey
Hair Color: Reddish-Brown
Hair Length/Typical Hairstyle: Medium, worn just below the ears combed back.
Height: 5'11"
Weight: 140lb
Skin color: Tan
Any noticeable marks, scars, tattoos, piercings, species/racial qualities: Has a mix of tribal, Runic and Geometric symbols snaking up his arms and more on his back. He also has both ears pierced with simple steel studs. Some scars, most look rather old.
History
He was nine when get got the first touch of the paranormal, he has been chasing it ever since. Once out of high school he was bound for the strange. I guess a good place to start on this adventure is at the beginning of all the strangeness. 25 years ago when he was nine his uncle vanished in from of his eye into what he can only describe as a door of light. Everyone told him his uncle took off but he knew different. He tried to follow and the portal as he will come to know it, closed sending a wave of energy out knocking him out and he woke the next day in the hospital family around him. I guess thats where the headaches started, but from what the blast of energy or the bump on the head some would say from the knock on the head he knew different.
He spent many a night and day searching for anything paranormal. From the age of 18 to 25 he spent traveling from country to country finding shaman's, witch doctor's, psychics
and anyone that could give him insight into the paranormal it came naturally to him. Along the way he would learn languages or at least enough to get by. He learned about voodoo from this old witch doctor in Haiti, he studied with monks in china. He visited and learned rituals and magic from many different people and about other world's. At the age of 25 he finally encountered a portal. He ran with what he had on his back into the portal there was a brilliant flash of light then blackness. He came to with one of his splitting headaches looking around and he was still in the village in Africa. The locals said that he vanished into the light they found him the next morning saying that no one who went into a light like that ever came back.
The night after his encounter with the portal he started having strange dreams. The next day he started for England, he was on his way to learn from practicing witches he heard about from a friend of his. He spent 3 years traveling England and Scotland learning from person to person, witch to warlock, psychic to Druid. After those travels he went back to the States.
On returning to the States he got together with a friend of his. That meeting got him into a Ghosthunter TV program. Besides working for that show he would spend his time researching the paranormal and the occult. He then found the webcast. watching as much as he can. He would also be on location. After a year working behind the action as it were it got offered his own TV ghosthunting program that he accepted and is now on the road. Looking for the paranormal and to get it on film this time to show the world.
How Your Character is Special:
Your bonuses to stats:
Charm: 1
Cool: 1
Sharp: 2
Tough: -1
Weird: 3
Armor: 2
Species Bonuses
Air Immune: This means, that air naturally curves around pixies if it is in an attack or a hurricane... it also means pixies are naturally "cushioned" by air if flung 'against' something (like a wall)... this doesn't mean pixies are protected from things flying through the air, unless they make a choice to block it like a regular attack (Ie: Houses, Rocks, Icicles...etc)
Aim For The Weak Spot: Your unarmed and hand weapon attacks all get +ignore-armour.
Your Special Moves:
The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (maybe even make deals with) the spirits you can see, and you have more opportunities to spot clues when you investigate a mystery.
Inspired Guesswork: Once per mystery, observing a opponent in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed: you work it out by deduction (okay: guessing)
Well Traveled: You have dealt with hundreds of different languages and cultures in your travels. You can communicate with anyone, regardless of the language or culture barriers, assuming you keep the conversation simple and to the point. This allows you to make manipulate someone and investigate a mystery moves against bystanders that do not share a common language with you..
Often Overlooked: When you act all crazy to avoid something or someone, roll +Weird. On a 10+ you are regarded as unthreatening and unimportant. On a 7-9, pick one: unthreatening or unimportant. On a miss, you draw lots of attention to yourself.
Magical Aptitude: You get +1 Weird. (max +3). x2
Astral Projection: The ability to leave your body behind as if asleep and move through the world as a spirit. This spirit can appear to be a true, future or idealized form (thus not look like your physical form.) Those with The Sight: Spirits will be able to sense you even in your non-physical form. You are unable to effect the physical world in any tangible way- however you can go through walls, and other solid objects, and perform other ghostly feats.
Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, and important to the current mystery.
Battlefield Awareness: You always know what's going on around you, and what to watch out for. Take +1 armour (max 2-armour) on top of whatever you get from your gear. X2
Precise Strike: When you inflict harm on an opponent, you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss, you leave yourself open for the opponent to hit you.
Damn Fine Instincts: This is an alternative sharp. Your not so much on the incredible intellect but you have learned to trust your "gut" extremely well. It's not quite a "sixth Sense" it's more like you process things in the hind brain and "react" more then think deeply about something. This just means that when you react, it's with good subconcious information not just blind luck. (Max +3)
Empathy: Your character can detect strong, powerful emotions radiated by individuals in their presence. Roll+Weird. On a 10+hold 2. On a 7-9 hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1:
• What is the strongest emotion in your character at this moment?
• Does your character currently have mixed feelings, if so, what are the two biggest emotions?
• Is there a way that can sooth your character’s emotional state?
• In what ways are your character’s Heart vulnerable?
• What is your character’s greatest Fear?
• What is your character’s greatest Joy?
By My Hand, Set the World in Motion.
Through a combination of speed, dexterity, and uncanny timing, you always have a path forward. In a static environment, this means that you are capable of crazy parkour-like movement to get almost anywhere that could be physically accessed. In a more fluid environment you are impossible to pin down or fence in, as you’ll always find the gap. Due to the nature of this unnatural movement, the roll is a +Weird roll.
10+ You flawlessly excute a (or series) of parkour-like movement to get almost anywhere that could be physically accessed.
7-9 You manage to mostly do your movement but it wasn't perfect, you take a hard landing upon the end of the movement and take 1 unsoakable point of damage for bruises and twists.
on a miss You missed! Something went horrifically wrong!
Friendly Spirits: Where some people need the magic juju to get what they want, you seem to have a way to commune with the spirits themselves- requesting them like you would any friend to do a favor. You have the option to roll +Weird or +Charm on your Use Magic Roll (Note: a favor is a favor and sometimes the spirits may ask things in return- which would then be the equivalent of a manipulate someone roll to not do it. )
Inspiring Speech: When you rally a group with your ringside style, roll +Charm.
On a 10+, they are pumped and ready to risk life and limb for the cause.
On a 7-9, they are ready to pitch in their help, as long as there is little personal risk.
Choose one thing for them to do:
Act as an angry mob, unleashed at the target you name.
Be a vigilant watch force.
Go wherever you tell them to.
Help construct a trap.
On a miss, you lose face with the bystanders.
Big Entrance: When you make a showy entrance into a dangerous situation, roll +Cool. On 10+ everyone stops to watch and listen to you until you finish your opening speech. On a 7-9, you pick one person, minion, or opponent to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all.
Telepathy: When you have time and physical intimacy with someone — mutual intimacy like holding them in your arms, or 1-sided intimacy like they’re restrained to a table — you can read them more deeply than normal. Roll+weird. On a 10+, hold 2. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their player questions, 1 for 1:
• What was your character’s lowest moment?
• For what does your character crave forgiveness, and of whom?
• What are your character’s secret pains?
• In what ways are your character’s mind vulnerable?
On a miss, you inflict 1-harm (ap) upon your subject, to no benefit.
Precognition: You occasionally have premonitions that foretell the future, or a possible future. Usually these are warnings of vague approaching danger. This attribute is appropriate to characters with a natural danger sense or psychic abilities, but it can also be used for those who wish to use techniques like astrology or spells to divine the future. Premonitions can also occur in dreams, while the character is awake, or perhaps when the character uses some form of fortune telling. The visions will rarely be detailed, but may provide a clue or warning. The timing, nature and content of these visions are up to the ST/ASTs.
I AM A NINJA!!!! You are an expert at hiding and stealth. You either had a lot of time as a child sneaking around to give your friends heart attacks, or perhaps you just have a natural knack to fade into the background. Regardless when you sneak roll a +Cool roll.
On a 10+ You are a sneaky, sneaky bastard- you practically could walk out at noon in an empty street and no one would notice you! (Free Surprise attack against any opponent.)
On a 7-9 You are sneaky! Choose one of the following:
You are sneaky if you go slow and stay to the shadows.
You are sneaky if you go slow and stay low to the ground and bolt from cover to cover.
You are sneaky! Unfortunately *target of your choice* still manages to spot you no matter what you do.
You are sneaky! that won’t save you from electronic equipment/sensors or some types of magic.
On a miss- ... Your as sneaky as a long tailed cat in a room full of rocking chairs. Everyone knows where you are. Everyone.
Psychometry: whenever you handle or examine something interesting, roll+weird. On a hit, you can ask the ST questions. On a 10+, ask 3. On a 7–9, ask 1:
• who handled this last before me?
• who made this?
• what strong emotions have been most recently nearby this?
• what words have been said most recently nearby this?
• what has been done most recently with this, or to this?
• what’s wrong with this, and how might I fix it?
On a Miss, you can not distinguish anything specific from the item, even the most obvious.
Leave No One Behind: In combat, when you help someone escape, roll +Sharp.
On a 10+ you get them out clean.
On a 7-9, you can either get them out or suffer no harm.
On a miss, you fail to get them out, and you've attracted hostile attention.
Your Special Bonuses:
Clan Grandmaster of the Sequoia:
Independently Wealthy: Earth
Call in a Favor: You have friends in high places. If you get into trouble with the local authorities you can make a few calls, roll +Cool. On a 10+ you are released and have diplomatic immunity in the area. On a 7-9 you are released but they are keeping an eye on you. On a miss, you are dropped off at the border and told not to come back.
Open Invitation: You are known in all of the right social circles. If you need to get an audience with someone or access to a restricted location, roll +Sharp. On a 10+ you welcomed with open arms. On a 7-9 you are received with suspicion. On a miss, you are refused.
Complications:
Soft Hearted: You cannot stand to watch others suffer-not necessarily because you care about what happens to them, but simply because you dislike the intensity of emotion. (Or because your just that soft hearted and have a lot of compassion!) If you are the direct cause of suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. You avoid situations where you might have to witness suffering and will do anything you can to protect others from it. To make someone experience physical pain, you must roll a willpower roll difficulty 8.
Vow: You have made a promise you must keep, come what may. Examples include: rescue a captive, lead a rebellion or get back to Earth in one piece.
(No need to adjust, this is the same for all unless you have a bonus that says otherwise)
Total Harm (HP): 7
Total Magic (MP): 10
Total Luck: 2
::Note::
Languages known English, Mandarin, Creole, Spanish
Player Information
Player Name, or Nickname you perfer: Yavie, Rob, Hey you get off my lawn, Stop poking me, Hey that guy with the hair. Put that baby down, i mean it, dont make that baby into a Bace. most of you should know if not... Well Hi. A word of warning, Run!
Best Contact information for you?