Post by Renekin Skywalker on Feb 20, 2008 7:53:45 GMT -5
Char Name: Aristotle Poleres Fayde
Alias: Derik Sheridow
Race: True Atleantean Human
O.C.C.: Assassin
Occupation: Assassin for higher, bowman for higher, both if needbe.
Alignment: Aberrant
Level: 3
XP:
XP to next level:
Sex: Male Age: 23, Looks 23
h.t.: 6'2" w.t.: 190 lbs.
hair colour: Dark Brown
eye colour: Brown
I.Q.: 17 (+3% to skills)
M.E.: 24 (+5 save vs. Psionics / +7 to save vs. insanity)
M.A.:15
P.S.: 27 (+12 damage)
P.P.:17 (+1 to parry & dodge / +1 to strike)
P.E.:23 (+16% to save vs coma/death / +4 to save vs. Magic/poison)
P.B.:18 (40% to charm and impress)
Spd.: 20
H.P.:39 S.D.C.: 119
P.P.E.: 40 I.S.P.: 0
Hand To Hand: Assasin
Total Combat Bonuses:
# Attacks: 5 Init Bonus: 1
Strike: +6 Parry: +3 Dodge: +3
HTH Damage: +12
Bonus to Roll w/Punch/Fall/Impact: +6
Bonus to Pull a Punch: +5
Disarm Bonus:
Other Attacks: kick attacks
Special R.C.C. Abilities:
RCC Powers
1. Marks of heritage
a. Protection from vampires (Heart pierced by a wooden stake; right wrist)
PPE to activate: 30
Duration: 1 hour per level
Power: Character is impervious to bite of vampire (can not be turned or enslaved) and mind control powers of vampires and related species of undead.
b. Flaming Ahir Sword (flaming sword on left wrist)
PPE to activate: 20
Duration: 15 minutes (60 melee rounds) per level
Power: Character creates a sword from nothingness with following stats:
Length: 1.8m Mass: 1.8 kg Damage: 3D6 MD/6D6SDC
c. Eyes: Three Tattoo (three eyes in front of a triangle; behind right ear)
PPE to activate: 40
Duration: 10 minutes per level of experience
Power: Perfect vision plus:
Nightvision: 1200 feet in total darkness
See the invisible, including the supernatural
See Aura (Same as psionic power, see Rifts, pg 122)
Bonuses: +1 to strike and +1 to initiative
d. Eye of Knowledge (lower left neck near back)
PPE to activate: 30
Duration: 10 minutes per level of experience
Speaks all languags aat 90%, literate at 82%. Does not include magic symbols, runes, wards or circles
e. Simple weapon: Dagger (left forearm, near the elbow)
PPE to activate: 4
PPE to activate: 20
Duration: 15 minutes (60 melee rounds) per level
Power: Character creates a dagger from nothingness with following stats:
Length: .25m Mass: 0.4 kg Damage: 1D6SDC
2. Increased PPE recovery: 10 per hour of rest, 15 per hour of mediation
3. Cannot be transformed by any means
4. Sense vampires. Range: 1000 feet. Recognize by appearance: 70%/+10%
5. Operate dimensional pyramids 65%/+5%
6. Sense ley lines and ley line nexuses and magic energy
7. Sense Rifts
8. Ley line phasing
9. Horror factor of 12
Special O.C.C. Abilities:
+1 attack per melee round
+4 to save Vs HF
+1 initiative
+2 to pull punch
Bonuses from skills
+2 to srike with aimed arrow shot
Armor: Studded leather (AR: 13, SDC: 38 )
Weapons:
2 daggers
Length: .25m Mass: 0.4 kg Damage: 1D6SDC
Ahir Sword
Length: 1.8m Mass: 1.8 kg Damage: 3D6 SDC
Alamani Sword
Length: 0.6m Mass: 1.0 kg Damage: 3D6 SDC
Short Bow
Length: X Mass: 1 lb, Damage: 1D6 SDC. Range: 340ft+20ft/level
Master Psionic Abilities: None
Magic: See Tattoos
Saving Throws:
Coma/Death: +16%
Harmful Drugs/Toxins: 15+ (+4)
Magic: Basic Spell: 12 minimum (+4)
Magic Circles: 13, (Protection 16-20) (+4)
Magic Faeries’ Spells: 16+ (+4)
Magic Fumes: 14+ (+4)
Magic Ritual: 16+ (+4)
Magic Wards: 13+ (+4)
Poison: Lethal: 14+ (+4)
Poison: Non-Lethal: 16+ (+4)
Insanity: 12+ (+7 )
Psionics: 10+ (+5)
Horror Factor: +4
O.C.C. Skills:
Climb/Scale Walls 68%/58% ( + 5%/lvl)
Concealment 49% ( + 4%/lvl)
Detect Concealment/Traps 53% ( + 5%/lvl)
Math: Basic 83% ( + 5%/lvl)
Pick Locks 63% ( + 5%/lvl)
Prowl 53% ( + 5%/lvl)
Track Humanoids 53% ( + 5%/lvl)
Language: Native 98%
Language: Elven/Dragonese 73% ( + 5%/lvl)
Language: Human: Western Empire 73% ( + 5%/lvl)
WP: Knife
WP: Sword
WP: Archery/Targetting
WP: Staff
O.C.C. Related Skills:
Intelligence 55% ( + 4%/lvl)
Sniper +2 to Arrow shot
Streetwise 45% ( + 4%/lvl)
Use& Recognize poisons 49%/41% ( + 4%/lvl)
Gymnastics
Sense of Balance 48% ( + 5%/lvl)
Work Parallel Bars and Rings 42% ( + 3%/lvl)
Back Flip 58% (% + 5%/lvl)
Horsemanship: General 53%/38% ( + 5%/lvl)
Camoflage 48% ( + 5%/lvl)
Wilderness Survival 48% ( + 5%/lvl)
Land Navigation 45% ( + 4%/lvl)
Boxing
Secondary Skills:
History 48% ( + 5%/lvl)
Lore: Demons and Monsters 43% ( + 5%/lvl)
Equipment:
Two sets of clothing
Full-length coat with hood and 7 inside pockets
Boots
pair of soft leather gloves
belt, bedroll
purse
backpack
medium-sized sack
3 small sacks
a water skin
set of lock-picking tools
50 feet of rope
grappling hook
4 iron spikes
small hammer
pocket mirror
tinder box
Disposition: Appears very cavelier towards death and killing... when he's paid to. Innocents are off limits, and his twisted code of ethics prevents him from killing bystanders who get in the way unless he needs to.
Land of Origin: Fayde's Haven, but claims to be from the Western Empire
Social Background: Warrior Clan
Type of Environment: Medium city
Racial Hostilities: Hates Vampires, intelligences and demons.
Appearance: A tallish mediterranean man with tanned skin, dark hair and dark eyes. In addition to the magic tattoos, he has a tattoo of tribal art across his right shoulder and another of Elvish writing that travels from his nose across his cheet to his left ear resembling a chain (text TBD, but basically a proverb). He wears a black, fitted full-length duster, with the hood often up. His face is often covered by a scarf when travelling more for practicality than for costume or a look, with only his eyes or eyes and forehead visible.
Gold: 200
Background
Derik Sheridow first appeared in the Western Empire a few years ago as a freelance assassin. It was an obvious alias. The real Derik Sheridow was a plump, balding fair-skinned business man who had died of an apparant heart about a year before this Derik had surfaced. The alias is accepted, however, since nothing else is really known about the man.
Despite his genial nature, Derik has never revealed that he is of the utmost foreign origins: born in a different dimension. He is a True Atlantean, basically travelling the Palladium World in what amounts to a work term.
He has managed to never let it be known that he has magic tattoos that he uses to help him in his work. Though, the tattoos are known to exist and used as a means to identify him as the "real" Derik Sheirdow.
What Derik has let people know is that he is an honest assassin and only interested in work. He has striven never to kill innocents - that is, people he was not payed to kill - and often tries to step past even guards that might be in his way (when not paid to kill them as well). Accidents do happen, but only when they're accidents. It is good business not to waste resources and time on the company dime. They know - or suspect, you can never be too sure - he will not betray the people who have hired him (though, if the price is high, and the person particularly evil, and he thinks he can get away with it, Derik may consider the offer. It is only good business, after all).
Derik leaves no calling card behind, finding it foolish and clichéd. Also, it could lead the law to him, which is not the best outcome in his mind.
Otherwise, he is your typical assassin, working his way around the world.
Alias: Derik Sheridow
Race: True Atleantean Human
O.C.C.: Assassin
Occupation: Assassin for higher, bowman for higher, both if needbe.
Alignment: Aberrant
Level: 3
XP:
XP to next level:
Sex: Male Age: 23, Looks 23
h.t.: 6'2" w.t.: 190 lbs.
hair colour: Dark Brown
eye colour: Brown
I.Q.: 17 (+3% to skills)
M.E.: 24 (+5 save vs. Psionics / +7 to save vs. insanity)
M.A.:15
P.S.: 27 (+12 damage)
P.P.:17 (+1 to parry & dodge / +1 to strike)
P.E.:23 (+16% to save vs coma/death / +4 to save vs. Magic/poison)
P.B.:18 (40% to charm and impress)
Spd.: 20
H.P.:39 S.D.C.: 119
P.P.E.: 40 I.S.P.: 0
Hand To Hand: Assasin
Total Combat Bonuses:
# Attacks: 5 Init Bonus: 1
Strike: +6 Parry: +3 Dodge: +3
HTH Damage: +12
Bonus to Roll w/Punch/Fall/Impact: +6
Bonus to Pull a Punch: +5
Disarm Bonus:
Other Attacks: kick attacks
Special R.C.C. Abilities:
RCC Powers
1. Marks of heritage
a. Protection from vampires (Heart pierced by a wooden stake; right wrist)
PPE to activate: 30
Duration: 1 hour per level
Power: Character is impervious to bite of vampire (can not be turned or enslaved) and mind control powers of vampires and related species of undead.
b. Flaming Ahir Sword (flaming sword on left wrist)
PPE to activate: 20
Duration: 15 minutes (60 melee rounds) per level
Power: Character creates a sword from nothingness with following stats:
Length: 1.8m Mass: 1.8 kg Damage: 3D6 MD/6D6SDC
c. Eyes: Three Tattoo (three eyes in front of a triangle; behind right ear)
PPE to activate: 40
Duration: 10 minutes per level of experience
Power: Perfect vision plus:
Nightvision: 1200 feet in total darkness
See the invisible, including the supernatural
See Aura (Same as psionic power, see Rifts, pg 122)
Bonuses: +1 to strike and +1 to initiative
d. Eye of Knowledge (lower left neck near back)
PPE to activate: 30
Duration: 10 minutes per level of experience
Speaks all languags aat 90%, literate at 82%. Does not include magic symbols, runes, wards or circles
e. Simple weapon: Dagger (left forearm, near the elbow)
PPE to activate: 4
PPE to activate: 20
Duration: 15 minutes (60 melee rounds) per level
Power: Character creates a dagger from nothingness with following stats:
Length: .25m Mass: 0.4 kg Damage: 1D6SDC
2. Increased PPE recovery: 10 per hour of rest, 15 per hour of mediation
3. Cannot be transformed by any means
4. Sense vampires. Range: 1000 feet. Recognize by appearance: 70%/+10%
5. Operate dimensional pyramids 65%/+5%
6. Sense ley lines and ley line nexuses and magic energy
7. Sense Rifts
8. Ley line phasing
9. Horror factor of 12
Special O.C.C. Abilities:
+1 attack per melee round
+4 to save Vs HF
+1 initiative
+2 to pull punch
Bonuses from skills
+2 to srike with aimed arrow shot
Armor: Studded leather (AR: 13, SDC: 38 )
Weapons:
2 daggers
Length: .25m Mass: 0.4 kg Damage: 1D6SDC
Ahir Sword
Length: 1.8m Mass: 1.8 kg Damage: 3D6 SDC
Alamani Sword
Length: 0.6m Mass: 1.0 kg Damage: 3D6 SDC
Short Bow
Length: X Mass: 1 lb, Damage: 1D6 SDC. Range: 340ft+20ft/level
Master Psionic Abilities: None
Magic: See Tattoos
Saving Throws:
Coma/Death: +16%
Harmful Drugs/Toxins: 15+ (+4)
Magic: Basic Spell: 12 minimum (+4)
Magic Circles: 13, (Protection 16-20) (+4)
Magic Faeries’ Spells: 16+ (+4)
Magic Fumes: 14+ (+4)
Magic Ritual: 16+ (+4)
Magic Wards: 13+ (+4)
Poison: Lethal: 14+ (+4)
Poison: Non-Lethal: 16+ (+4)
Insanity: 12+ (+7 )
Psionics: 10+ (+5)
Horror Factor: +4
O.C.C. Skills:
Climb/Scale Walls 68%/58% ( + 5%/lvl)
Concealment 49% ( + 4%/lvl)
Detect Concealment/Traps 53% ( + 5%/lvl)
Math: Basic 83% ( + 5%/lvl)
Pick Locks 63% ( + 5%/lvl)
Prowl 53% ( + 5%/lvl)
Track Humanoids 53% ( + 5%/lvl)
Language: Native 98%
Language: Elven/Dragonese 73% ( + 5%/lvl)
Language: Human: Western Empire 73% ( + 5%/lvl)
WP: Knife
WP: Sword
WP: Archery/Targetting
WP: Staff
O.C.C. Related Skills:
Intelligence 55% ( + 4%/lvl)
Sniper +2 to Arrow shot
Streetwise 45% ( + 4%/lvl)
Use& Recognize poisons 49%/41% ( + 4%/lvl)
Gymnastics
Sense of Balance 48% ( + 5%/lvl)
Work Parallel Bars and Rings 42% ( + 3%/lvl)
Back Flip 58% (% + 5%/lvl)
Horsemanship: General 53%/38% ( + 5%/lvl)
Camoflage 48% ( + 5%/lvl)
Wilderness Survival 48% ( + 5%/lvl)
Land Navigation 45% ( + 4%/lvl)
Boxing
Secondary Skills:
History 48% ( + 5%/lvl)
Lore: Demons and Monsters 43% ( + 5%/lvl)
Equipment:
Two sets of clothing
Full-length coat with hood and 7 inside pockets
Boots
pair of soft leather gloves
belt, bedroll
purse
backpack
medium-sized sack
3 small sacks
a water skin
set of lock-picking tools
50 feet of rope
grappling hook
4 iron spikes
small hammer
pocket mirror
tinder box
Disposition: Appears very cavelier towards death and killing... when he's paid to. Innocents are off limits, and his twisted code of ethics prevents him from killing bystanders who get in the way unless he needs to.
Land of Origin: Fayde's Haven, but claims to be from the Western Empire
Social Background: Warrior Clan
Type of Environment: Medium city
Racial Hostilities: Hates Vampires, intelligences and demons.
Appearance: A tallish mediterranean man with tanned skin, dark hair and dark eyes. In addition to the magic tattoos, he has a tattoo of tribal art across his right shoulder and another of Elvish writing that travels from his nose across his cheet to his left ear resembling a chain (text TBD, but basically a proverb). He wears a black, fitted full-length duster, with the hood often up. His face is often covered by a scarf when travelling more for practicality than for costume or a look, with only his eyes or eyes and forehead visible.
Gold: 200
Background
Derik Sheridow first appeared in the Western Empire a few years ago as a freelance assassin. It was an obvious alias. The real Derik Sheridow was a plump, balding fair-skinned business man who had died of an apparant heart about a year before this Derik had surfaced. The alias is accepted, however, since nothing else is really known about the man.
Despite his genial nature, Derik has never revealed that he is of the utmost foreign origins: born in a different dimension. He is a True Atlantean, basically travelling the Palladium World in what amounts to a work term.
He has managed to never let it be known that he has magic tattoos that he uses to help him in his work. Though, the tattoos are known to exist and used as a means to identify him as the "real" Derik Sheirdow.
What Derik has let people know is that he is an honest assassin and only interested in work. He has striven never to kill innocents - that is, people he was not payed to kill - and often tries to step past even guards that might be in his way (when not paid to kill them as well). Accidents do happen, but only when they're accidents. It is good business not to waste resources and time on the company dime. They know - or suspect, you can never be too sure - he will not betray the people who have hired him (though, if the price is high, and the person particularly evil, and he thinks he can get away with it, Derik may consider the offer. It is only good business, after all).
Derik leaves no calling card behind, finding it foolish and clichéd. Also, it could lead the law to him, which is not the best outcome in his mind.
Otherwise, he is your typical assassin, working his way around the world.