Payton Reyer
May 7, 2015 19:25:45 GMT -8
Post by Payton Reyer on May 7, 2015 19:25:45 GMT -8
PAYTON ERIK REYER
"Cyrus"Clan Name: Sequoia
Species: Elf
Element: Technology / Worldwalking
Occupation: The FerrymanPhysical AppearanceEye Color: Green.
Hair Color: Auburn.
Hair Length/Typical Hairstyle: Long, messy, often tied back in a thin ponytail.
Height: 6'0".
Weight: 180lbs.
Skin color: Creamy skin.
Any noticeable marks, scars, tattoos, piercings, species/racial qualities: His ears are pointed like an elf, and his teeth are slightly sharp, particularly his canines. When taking off his shirt, a noticeable stab wound scar across his chest is visible. Payton is almost never seen without his staff in hand, a plain long pole taller than himself, brown and of high quality wood. He has a piercing in the left ear, a simple silver loop. He wears a bracelet around his wrist with Payton's red dangling earring on it like a charm. He wears wire-rimmed rectangular glasses, a rare sight in Harpeah but not unheard of. Underneath the skin on his arm there's a silver disc embedded, a control disc for his missing android Arnold.HistoryThe planet Earth was blessed the minute that Payton Erik Reyer was born, they just didn't know it yet. At least, that's what Payton likes you to think. He was born in Seattle, Washington. His parents loved him very much. Not much was wrong with his life. His parents were middle class, with his mother making ends meet in a factory and his father pursuing his hobby of webcast producing. His life was a simple one. At the age of three, his mother gave birth to his little sister, and going into kindergarten, he was a loving and friendly boy. He got along well with the other kids, he eagerly told his father about the adventures he was having at school, he even played with his little sister after school.
The day that his life had a significant change was the day that his little sister started kindergarten herself. He was about eight years old at the time, in third grade, and felt confident enough to walk with his sister to school, so long as they walked with an older neighborhood child. Unfortunately for Payton, part of their route involved taking a sidewalk over an overpass. Normally it was an easy trip, and they walked with an older friend who could look after them, but all three were talking and not paying attention to the car spinning out of control towards them. It hit Payton and his younger sister, killing the younger sister, but for some reason, Payton survived. He lasted in a five-week long coma. Upon coming out of the coma, Payton was a little weird. He would talk about certain dreams and visions that he had received in his coma, dreams that would sometimes reoccur for him after the accident.
Another symptom of his accident was less connectable to the accident, and that was his stunted growth. While most boys were shooting upwards come puberty, Payton grew no more than a foot from the age of eight to seventeen, although he had been experiencing normal growth before his accident.
When the disappearances on the webcasts happened, his father followed it rather extensively and wouldn't stop talking about it at the dinner table. His dreams had gotten more frequent over the last few weeks. So, when his father started referring to the supernatural, Payton got interested. He started to do his own research into the incidents, the incidents being the only lead he had to the visions he was experiencing.
Day One - "My parents decided to go to Disneyland as a family. I was probably making them concerned again. My health's not doing so hot. I keep on getting fainting spells, and sometimes I can't even get to the nurse's office at school before they happen. More than once I've been told that someone's had to drag my sorry ass off the hallway floor. If I don't watch it, I'm going to get my wallet stolen or something. The kids at my school aren't the most honorable of people, truth be told. But Disneyland should be fun. I'll write about it when I get a free moment. I'll take my journal with me."
Night One - "Holy shit, what a day. I have to write about it, otherwise I don't think I'm going to believe it myself. I'm not with my parents anymore. I'm not at Disneyland anymore. I doubt that I'm even on Earth anymore. It's all kind of a blur.
The day went pretty well to start with. I was relaxing and having fun. The pirate ship was super cool, I won't lie. Then, I went to go get some food from one of the stands before I went into another one of the rides-- and that's when I witnessed a fight. Just two fucking duncecaps getting into a brawl by one of the fountains. One of them was drunk, I'm pretty sure, and the other one was just weird as I would come to figure out. I went over, managed to get them to break it up, but that's when shit got even weirder. I thought it was weird seeing those ghosts all the time, but I can safely say that I've never seen a dragon.
Yeah. A dragon at Disneyland. It was insane. I wish I was seeing things, but the dragon was not only real, it was emitting this strange jelly substance that was freezing people in place. Then, the dragon was eating them. Some of the people in the area were trying to fight the dragon, but it wasn't too long before a lot of us got caught in its jaws. Then, it turns out that the dragon's mouth was the entrance to a tunnel, and that tunnel spat us out in this really weird prairie. No one had tended to it or had gone over it with a lawnmower for years. I was surrounded by some of the people who had been swallowed by the dragon, including the sober kid that got into a brawl, along with some other whackos. One of them, one of the really tall ones, lifted me up onto his shoulders-- yeah, cause I'm small, I know-- and I caught another one of those damn visions. A pyramid in the distance that I had seen before... except this one was real.
I wish that was the weird part about today.
We walked towards the pyramid for a little while and at one point, we came across a clearing in the grass. The spirits were really crowded around, and whispering the same word, 'Harpeah'. There were some dead bodies, but one of them was holding a sword. I only say that because when I went to touch the sword, I had another one of those fainting spells, except this time it was a hell of a lot more pressure than normal.
Also, when I woke up, I had pointed ears. I'm still a little weirded out by them, but they're kind of cool I guess. If anyone of these assholes makes a joke about me being Santa's Little Helper I'll kick them in the fucking shins though.
Eventually we met up with something resembling civilization, or at least humanity. A girl with golden eyes, who was more than happy to help us along to the pyramid we were heading towards. She didn't know a thing about where we came from, however. She also flipped out when she saw one of the kids around my age take out his iPod-- something about technology being the work of the devil. Last I checked, we all kind of tread that line when we wore clothing of mixed threads. Christianity jokes. Sister Laverna wouldn't be happy about that. I'll have to remember to shoot it past her sometime.
So we finally made it to the pyramid, and one of the first rooms we came across was a room that seemed like a meeting room. It had a huge table with a sword sticking out of the center, and two doors of note. One was a door that had an eyeball over it, and the other lead into a room that I'll talk about in a minute. I got up on the table to try to touch the sword, but that was before the floor started trying to cave underneath some of us-- one guy in particular seemed to weigh it down a lot. It was almost like a scale, except this guy was tipping the scale a lot. Come to think of it, he did seem familiar... maybe I've seen him before? Either way, the room didn't seem to like him too much. It was at this point that I started to learn that I wasn't the only one changing. The other guy weighing down the room transformed into a bird, except he seemed to know how to do it.
I touched the sword, and out came one of the spirits. This one seemed to mistake me for being her son. I played along, because I know how lost and confused the dead can be... but she caught on. Alida was her name. She talked about this council room that we were in, the betrayals that occurred in it, and how we needed to save the land of Harpeah. Things were starting to click a little more in my head.
The other room that I mentioned earlier is the one that I'm writing from right as we speak. Ten symbols cover the floor, each looking a little like they belong to some kind of elemental chart from a fantasy game. The runes light up when you step on the right one, and they create doors. Everyone else around me seems to be trying to get some sleep, and I should be trying to do the same but let's face it, I get enough sleep when I pass out as it is. For right now, I'm more curious about this mission that we're supposed to do. Save Harpeah.
Why does this feel so important?"
Day Two - "I feel that I should speak a little about some of the men and women I seem to have stumbled into this world with. Some of them I'm a little more fond of than others, but that's no fault of their own so much as my inability to socialize and communicate with them as much as I desire. Some of them have even extended themselves out to me, which I have to say is a surprising change from back home.
The first is a curious girl named Grey. She seems enthusiastic when she goes into combat, as if this entire thing is just some kind of video game, but otherwise she stays eerily quiet. I've quietly dubbed her in my head the 'NPC'. I'm sure she's a nice girl, but she seems in a trance most of the time. I don't think that she's adapting well to this world.
The second is a young boy named Wendell. He's younger than me by what I figure is about four years-- he's in middle school, I can say that for sure. He was the boy who ended up showing his iPod and setting off the lady we met about technology. He's also in a very loving relationship with his skateboard-- it seems like the minute we get a flat surface he feels the need to skateboard across it.
The third is a tall and boisterous man named Jaxson. He looks to be close to my age, but he's also got a little bit of a derpy goof side to him as far as I can figure. I'm humored by the fact that he's the tallest in our stranded group and I'm the shortest-- he's already used me as leverage to see over high grass and fields. I don't think anyone's dared to give me piggy back rides since I was a kid. My mother was always really coddling with me after Kiara's death and my accident, like she realized that I was the only kid she would have left.
The fourth is a man named Cole. He's probably the more enigmatic of all of us. He was the one who weighed down the scales somehow, and the first one to figure out that he could transform into a bird. He seems to have some connection to the occult, but I don't think it's in the same way that I have a connection to the occult. Where I seem to just be a device of the supernatural, he actually seems to have control over it. I'll have to ask him sometime how he does it, but for now he minds his own business and watches the rest of us quietly.
The fifth I saved for last, because this one's the oddest little man I've ever met. Owen is gungho about adventure and battle, but in the sense that he's trying to lift everyone else's spirits as well. Within about five minutes of arriving at Harpeah, he declared us 'battle buddies' and wrapped an arm around me like he was trying to keep me from going anywhere. I don't know if he thinks I'm a little kid like everyone else is and he's just trying to make me feel better, but the effort does help. Maybe he's just trying to make himself feel better. Who knows...
But at any rate, today we've decided to go through Owen's symbol door, which looks like it has something to do with water according to the rune on the floor. I have to go. My new found battle buddy is declaring that adventure is afoot and it would be a shame to miss it."
Night Two - So, we found out what's beyond the door.
We seem to have found ourselves in an underwater world among the ruins of an ancient temple.How Your Character is SpecialYour bonuses to stats:
Charm: 3
Cool: 0
Sharp: 1
Tough: 2
Weird: 3
Your Special Moves:
Absolute Badass - +1 to Tough x3.
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.
Bard - When you go traveling you always have the luck of the Bards. You never seem to have trouble finding farms willing to take you in, or cities willing to allow you to perform some kind of entertainment in exchange for a warm place to sleep with a bit of food. And there’s always the other bonuses! Roll +Charm instead of +Cool when traveling.
By My Hand, Set the World in Motion [5] - 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.
6-: You missed! Something went horrifically wrong!
Come Get Some - You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest, baddest bastard in the team. Roll +Tough.
On a 10+ they all go for you.
On a 7-9 they go for you, mainly, but maybe one or two of your comrades are getting marked too.
On a miss, they come for you, harder than you expected.
Damn Fine Instincts - +1 to Sharp.
Daredevil Move - You can attempt a tricky, high risk maneuver to gain an advantage on an opponent. Roll +Tough.
On a 10+, pick three. On a 7-9, pick one:
Interrupt a move someone or something else is making, so they can't do it yet
Take +1 forward.
Give another character +1 forward
Inflict 2-harm if you are unarmed, and your weapon's harm if you are armed.
You don't suffer harm in return
On a miss, you suffer 1-harm from your failed move, and leave yourself open to your foes.
Handsome - +1 Charm.
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).
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.
Leave My Friends Alone! - You gain a +2 to attack with Kick Some Ass when your opponent’s most recent action was to attack one of your allies. (Max +5 to any roll.)
Magical Aptitude - +1 to Weird.
Noble Heroism - When you successfully Protect Someone, give a nearby hunter +1 forward.
Oops! - When trying to investigate a mystery, you tend to discover things by dumb luck rather than skill. If you want to stumble across something important, roll +Weird instead +Sharp. (e.g. literally tripping over a clue).
Person With the Plan - At the beginning of each mystery, roll +Sharp.
On a 10+ hold 2, and on a 7-9 hold 1.
Spend your hold to be where you need to be, totally prepared and ready for what is there.
On a miss, the Keeper holds 1 they can spend to have you be in the wrong place, unprepared and unready.
Power Snack - CHOCOLATE FUCKING MILK. Decide what your favorite snack food is. Whenever you take a moment to eat and enjoy some, take +1 forward.
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.
Returning Throw - When an ally misses with a thrown weapon attack, you can catch the weapon and use it to attack the original target. This also works if someone throws something at you and they miss. (Act Under Pressure)
On a 10+ You manage to perfectly grab the thrown object and send it back toward your target with a flair. (+1 Harm, + weapon bonuses if any)
On a 7-9 You manage to grab the thrown item and throw it back, but it’s a wobbly thing and probably only does 1 harm, regardless of weapon bonuses.
On a miss, You manage to get hit by the thrown item instead of catching it and take +1 harm.
Soothe - If you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions. This works even if the thing that freaked them out is still present, as long as your voice can be heard.
Spooky Intense - When you do something under pressure, roll+weird instead of roll+cool.
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.
Tools Matter - +1 with polearms.
Visions of Death - When you go into battle, roll+Weird.
This is a vision, a prophesy it doesn't mean it's going to come true, but that it is LIKELY to come true. Strongly so. 10+: Name one person who’ll die and one who’ll live 7-9: Name one person who’ll die OR one person who’ll live. Don’t name a player’s character; name NPCs only. The ST will make your vision come true, if it’s even remotely possible. 6-: You foresee your own death, and accordingly take -1 throughout the battle.
Complications:
Dark Secret - Payton needs to keep his true identity a secret from all but a small few, mostly to keep Nell off of his clan's tail. He pissed off the Hell Queen. Y'don't piss off the Hell Queen.
Vow - Payton promised to help his clan either get back home or keep them safe until they chose to leave. He plans to keep it, even if they aren't technically his clan anymore.
Your Special Bonuses:
RACIAL: ( Elf )
-- ( dark negotiator ) -- You can use the manipulate someone move on monsters as well as people, as long as they can reason and talk.
-- ( hunches ) -- When something bad is happening (or just about to happen) somewhere you aren't, roll +Sharp ( Weird ). On a 10+ you know where you need to go, just in time to get there. On a 7-9, you get there late – in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.
FATE:
-- ( nightmares/visions ) -- All of Payton's life, he has suffered from visions at random intervals. Occasionally they come to him in his sleep, occasionally they block out his senses when he's awake. Each time, the vision is the same. He is a child, about eight years old. He's standing beside what he assumes is a river, but the river itself is made of a black void and of shining, beautiful stars, like a clear lake reflecting a country sky. In front of him is a ferryman standing in an old, rickety boat, cloaked and hooded. The ferryman holds out a gloved hand for his fee, and instead of giving him coin, Payton grabs his hand, ventures into the boat, and the vision goes black.
-- ( mystical inheritance ) -- Payton's purpose in both Harpeah and Earth is a role that has been spoken of in many mythologies of Earth. He is the Gatekeeper, the Ferryman, the cheerful face that tells others to come back home, presumably to Paradise.
-- ( visions ) -- Payton feels the thoughts, emotions and prayers of dead spirits around him, both in Harpeah and Earth. He gains these feelings in the form of visions, which can and will come at any time. He has very little control over when and where these visions occur, although when he finally learns exactly what they are, he will try to use them to search out the dead.
-- ( death ) -- Payton has been fated since his birth to die at a young age. The fact that he escaped his death at the age of eight has made the powers that be really pissed off. Payton's on a ticking time clock, and at the moment of his death, he will be pushed into servitude as the Ferryman. Now it's all about how long he can play the game and have some fun.
-- ( you can't save everyone ) -- His powers are literally to convince the dead of their new fate. Yet, not everyone can be saved by Payton. This could be for an assortment of reasons; not all that he tries to save from death can be saved, not all that he convinces to come quietly will come willingly. He can suggest and coerce all he wants, but might not mean a damn thing depending on the person and their individual destinies.
HAVEN:
-- ( infirmary ) -- You can heal people up here, and have the space for one or two people to recuperate. The Keeper will tell you how long a patient's recovery is likely to take, and if you need extra supplies or help.
-- ( lore library ) -- When you hit the books, take +1 forward to investigate the mystery (as long as historical or reference works are relevant).
-- ( protection spells ) -- When the airship is in the earring, all things placed in the earring are in stasis-- people, objects, the airship, etc. These things can't be affected by outside influence unless the earring is destroyed.
*Regular moves are not included because they are with everyone. You are welcome to C/P them here if you want them for reference purposes.
(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: 3
GEAR: Ferryman's Staff (1 Harm, ornate, blade (+1 Harm while extended), Airship Earring, Leather Armor +1 Soak, Technology PendantPlayer InformationPlayer Name, or Nickname you prefer: Kat
Best Contact information for you? If you have my Skype, go with that, if not, PMs.