Vortigern (Human Summoner)

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Vortigern (Human Summoner)

Postby Vortigern » Wed May 27, 2015 1:57 pm

Player Name: Tony
GMail: tony.d.burns.jr

Character Known Name: (Sir) Vortigern Taerea
Character Birth True Name: Vortigern Bryndon Ap Taerea
Character Current True Name: Magus Vortigern Saedwin Bryndon Ap Taerea filus Xantar
Alias: Dark
Race: Human
O.C.C.: Summoner
Alignment: Aberrant
XP Level: 8th
XP Points: 53,926 [Updated by DSM 10/1/2018]
Next Level @ XP: 73,001

Sentiments/Non-Humans: Ah? Well there is nothing wrong with them, is there? I mean they aren't people, but there is no reason to be a boor about it.

Sentiments/CCW: You seem to define civilization rather narrowly do you not? Be careful, my fine gentlemen, how you treat the savages.

Sentiments/UWW: What could be more natural than to entrust ruling to the wise? And yet confusing power with wisdom is all too common.

Sentiments/TGE: I of all men understand the idea of Empire. The drive to build it. To defend it. To see it grow. And yet shall we accept Inhuman Masters over all Men? No.

Sentiments/Technology: Artifice in this place outstrips anything I have before seen. Yet they take it all so very for granted. They fail to see the mysteries they surround themselves with.

Sentiments/Alien Intelligences: Splugorth. Old Ones. They are much the same. We should strike down these would be gods before they grow even stronger and may yet rival those of my homeland. This can not be allowed.

Sentiments/Demons & Devils: No matter what face they wear, always remember Apprentice, that they are not men. Always. Great and Low alike have fallen to such a basic mistake as forgetting that they practically exist to deceive. Their nature is inhuman and predatory and even the Master who forgets takes firm steps towards his own destruction.

Sentiments/True Atlanteans: A race of Man, yet so highly achieved as to eclipse even my beloved home Empire. A varied lot, yet I find in them a kinship that I had not expected to find so far from home.

Sentiments/Friends: My friends are so very dear to me, cherished companions through the travails of life. Why would I give you their names?

Sentiments/Enemies: Ah, the spice of life. I love each and every one of you equally. What is life without sport?

Disposition: More often than not genteel, urbane, and sociable. Underneath however is a startling capacity for violence and aggression. Values sophistication and intelligence, yet also the personal mettle to see something through and stand up to opposition.
Insanity: None.

I.Q.: 14
M.E.: 22
M.A.: 28
P.S.: 15
P.P.: 20
P.E.: 19
P.B.: 24
Speed: 18

P.P.E.: 190
H.P.: 57
S.D.C.: 57
Age: 27
Sex: Male
Height: 5'11"
Weight: 210 lbs.
Description: A handsome, well dressed and armed warrior of western descent/ethnicity and accoutrement. Of easy and sociable manner, if at times a stern dignity. A fair face, long dark brown hair, and sharp green eyes. Slim of build and generally light on his feet.

Natural Abilities
Perception Bonus: +3 see rules here 33% (3%)
Charm/Impress: 70% (+10% Leadership Bonus: 80%)
Invoke Trust/Intimidate: 94% (+5% vs. Military Leadership Bonus: 99%)
Max. Encumbrance: 70 lbs. see rules here
Max. Carrying Weight: 120 lbs.
Max. Lifting Weight: 240 lbs.
Max. Jumping Ability: 6' across, 3' high see rules here
Movement: 18 yards/action

Special Abilities
1. Understands, creates, & uses all types of Circles.
2. Deciphering Circles: 48% (+4%)
3. Power Words
4. Mystic Symbology: 95% (+1%)
5. Recognize Enchantment: 85% (+5%)
6. Recognize Magic: 55% (+5%) (+10% if magic symbols are involved. )
9. Read Scrolls

Spell Knowledge
Circle Strength: 17
Conversion Note (Dark Conversions, pg 186): The duration, area affect, and bonuses of magic circles are generally doubled. Damage is either doubled or becomes Mega-Damage.
All Protection & Summoning Circles.
Power Circle: Teleport

O.C.C. Skills
Gemology: 75% (+5%)
History: 85% (+5%) (Human, Elf, Dwarf, Giant, Wolfen, Demons/Devils, True Atlanteans, Dominators, Kreeghor, First Ones, Splugorth, Necrons) (+5%, Research)
Native Language: Western: 98%
Language: Elven: 95% (+5%)
Language: Eastern: 95% (+5%)
Literacy: Western: 85% (+5%)
Literacy: Elven: 85% (+5%)
Lore: Demons & Monsters: 80% (+5%)
Lore: Magic: 75% (+5%)
• Recognize Wards/Runes/Circles: 65% (+5%)
• Recognize Enchantment: 70% (+5%)

Mathematics: Basic: 100% (+5%)
Preserve Food: 80% (+5%)
W.P. Sword
W.P. Shield

O.C.C. Related Skills
Lore: Faerie Folk: 75% (+5%)
Lore: Geomancy & Ley Lines: 75% (+5%)
Lore: Undead: 70% (+5%)
Lore: Psychics & Psionics 55% (+5%, gained at 3rd Level)
Research: 85% (+5%)
Public Speaking: 75% (+5%)
W.P. Dagger
Barter: 60% (+5%, 3rd Level )
Lore: Astral: 49% (+4%, selected at 6th Level)
Computer Operation: 65% (+5%, EP'd at 6th Level)
Boxing (EP'd at 6th Level)
Literacy: Demogogian: 50% (+5%, EP'd at 6th Level)
W.P. Paired Weapons (Gained at 7th Level)
Leadership (Gained at 7th Level)
Lore: Dreamstream 45% (+5%, EP'ed at 7th Level)

Secondary Skills
Horsemanship: General: 70/55% (+5%)
Horsemanship: Exotic: 65/55% (+5%)
W.P. Battleaxe
W.P. Spear
Forced March
Streetwise: 40% (+4%, selected at 3rd Level )
W.P. Archery (Selected at 6th Level)
W.P. Targeting (Selected at 6th Level)

Conversion Skills: (Gained at Level 6)

Radio: Basic: 65% (+5%)
Language: Trade Four: 90% (+5%)
Language: Demogogian:86% (+3%)
Literacy: Trade Four: 50% (+5%)
Lore: D-Bee: 50% (+5%)
Lore: Galactic Aliens: 50% (+5%)
Xenology: 55% (+5%)
Pilot: Hovercycle: 76% (+3%)
W.P Energy Pistol

Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus:
Strike Bonus: +5
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: 0
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Punch: 1d6
Kick: 1d8
Karate Kick: 2d6
Critical Strike on Natural 18, 19 or 20.
Backhand Strike (1d4 dmg)
Body Flip/Throw: 1d6, target loses initiative and one attack.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Sword +3 to Strike, +3 to Parry, +2 Strike w/Thrown
W.P. Shield +3 to Parry, +2 Strike, No Strike Bonus When Thrown
W.P. Dagger +3 to Strike, +3 to Parry, +4 to Strike When Thrown
W.P. Battleaxe +1d6 to Damage, +4 to Strike, +3 to Strike When Thrown & Parry
W.P. Spear +4 to Strike, +4 to Parry, +2 to Strike When Thrown
W.P. Archery +2 Strike, +1 Parry, +60 ft archery range
W.P. Targeting +2 Strike, Can throw two small thrown weapons as one attack. +1 Strike to Bow/Crossbow/Spear.
W.P. Energy Pistol +2 Strike

Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +4 (+7 in Plate Armor)
Circle Magic: +1
Lethal Poison (14+): +2 (+5 in Plate Armor)
Non-Lethal Poison (16+): +2 (+5 in Plate Armor)
Insanity (12+): +5
Psionics (15+): +4
Horror Factor: +10
Possession/Mind Control: +3
Last edited by Vortigern on Fri Nov 09, 2018 6:12 pm, edited 75 times in total.
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Re: Vortigern - PFRPG - Summoner (WIP)

Postby Vortigern » Thu May 28, 2015 2:24 pm

Money Pouch: 1240 Eastern GP [Last Updated by Xy 16NOV2015]
30,000 gold coins from the Eastern Empire
Carried/In Hand

Magic Dwarven Battle Axe
Rare Enchanted Dwarven Made Battle Axe
M.D.C.: 200
Damage: 5D6+8 M.D.
Mundane Features
• Dwarven Craftmanship (+4 Damage, +2 to Strike and Parry)
Magic Features
• Super-Sharpness (+4 Damage; Critical Range: +2)
• Increased Damage: (+2D6 Damage)

Worn on Person
Hooded Cloak
Leather sheaths/holders for weapons
Traveling clothes
Signet Ring (Right hand, ring finger)

Ring of Fortified Mental Endurance (Left hand, ring finger)
Uncommon Enchanted Ring
Magic Features
• Attribute Booster (+3 M.E.; while worn.)

Magic Dwarven Shield
Uncommon Enchanted Dwarven Crafted Shield
M.D.C.: Indestructible.
Damage: 2D4 S.D.C.
Mundane Features
• Dwarven Craftsmanship (+3 to Parry)
Magic Features
• Indestructible (Can only be destroyed by an alchemist.)

Magic Full Plate
Legendary Enchanted Full Plate
M.D.C.: 410
Mundane Features
• Reinforced Construction (+50 M.D.C.)
Magic Features
• Magically Reinforced (+200 M.D.C.)
• Weightless (Weighs 1 ounce, no movement/encumbrance penalties, Prowl Penalty halved)
• Regenerating Armor (Self Repairs 10 M.D.C./hour)
• Superhuman Strength (P.S. 30 Supernatural, P.E. 24; while armor is worn.)

Long Sword
• Damage: 2D6
• Modifiers:

Utility Belt
Chalk, Graphite, & Charcoal sticks x 10 each
Garlic, Clove x 6
Mirror, small
Holy Symbol, Small, Silver
Flint & Steel
Field Knife + Dining Utensils + Small box of food spices
10oz Flask of Holy Water

• Damage: 1D6

Dagger, Silver-coated, Rondel style x 3
• Damage: 1D6

Notebook + writing supplies/parchment in scroll case
Candles x 6
Iron Spikes x 10
Wooden Stakes x 6
Collection of folded sacks/bags
Torches X 3
Oil Lantern, Metal
- Oil, 4 pints

Stored in Saddlebags (Strapped/Tied to pack)
Noble Clothes, x 3 sets
Traveling Clothes x 2 sets
Magus Robe, Hooded, w/ Ornate Mask, Gloves + Boots.
Travel Rations, 1 week
Large Canteen

Battle Axe, Silver-coated
• Damage: 3D6

Long Spear
• Damage: 2D6
• Modifiers: 2-handed

Stored in Circle Supply Satchel
- Large Satchel, Leather

Gems ( Diamond, Emerald, Onyx, Pearl, Ruby, Sapphire, Topaz) (25gp fragment/stone, not sufficient for jewelry, sufficient for ritual)
Rabbit Glue (2 pounds)
Brushes (Sable)(x3)
Butterfly Wings (x36)
Quartz Crystal, Ground (1 lb)
Salt, Fine (1 lb)
Dish/Cups/Braziers/Jars (Small Collection)
Candles (Various, Pure Wax) (x36)
Wax (1 lb)
Wax, Bee (1 lb)
Honey (4 pints)
Snake Venom (Unrefined, for Circles only) (12oz)
Pure Water - Canteen (1 gallon)
Holy Water - Canteen (1 gallon)
Pigments (Various + Green)(Blessed Ink)
Garlic (Cloves + Powdered) (1 lb)
Nails, Iron (x25)
Incense (Various)
Iron Dust (2 lb)
Horse Shoe & Red Ribbon
Flower Petals (Crushes and Preserved) (1 lb)

Animal/Specimen Cages x 3 (TBD)
Cage 1: Rats (5)
Cage 2: Lizards (4), Toads (5)
Cage 3: Doves (5)

Recently Aqcuired
Ancient and delicate tome explaining secrets only a summoner would understand: Invisibility - Power Circle
Ancient and delicate tome explaining secrets only a summoner would understand: Power - Power Circle
Even more ancient and delicate tome explaining secrets only a summoner could decipher in time.

Carried By Gargoyles

N-F50A Superheavy Force Field (x2)
• M.D.C.: 160
• Weight: 10 lbs.
• No movement penalties
• 6 hour duration per E-clip

Acquisitions from Kruxxis
10 NE-10G (Frag)
Area of Effect: 30 ft radius.
Damage: 4D6 M.D.

10 NE-10G (HE)
Area of Effect: 12 ft radius.
Damage: 6D6 M.D.

10 Wilk's Blinder Grenade
Effect: -8 to Strike, Parry, Dodge. No Initiative, and lose 2 attacks for 1D4 Rounds. Afterwards victim is -1 Initiative, -4 Strike, Parry , and Dodge, and -1 Attack. Those in Power Armor or with Special light shielding are distracted for one round, losing initiative and one attack. Cameras are blinded for 1D4 rounds.
Area of Effect: 30 ft radius.
Note: Grenade may be recharged.

10 Stun/Flash Grenades
• Radius: 20 feet.
• Effects: -8 strike, parry and dodge. -1 initiative. lose one APM for 1D4 melee rounds.

NE-HC-120 "Shadow" Stealth Combat Hovercycle
Crew: One rider; no space for passengers
MDC By Location
• Large Hover Jet (2; rear): 90 each
• Small Hover Jets (6; undercarriage): 25 each
• Directional Hover Jets (6; tiny and concealed): 5 each
• Side Stabilizing Wings (2; small): 15 each
• Tail Fin: 50
• Forward Headlight: 10
• Forward Particle Beam Turret: 70
• Windshield: 20
• Main Body: 210
* Indicates a small and/or difficult target to hit and requires a "called shot" and is -4 to Strike. This penalty includes attacks on the driver.
** Depleting the M.D.C. of the main body completely destroys the vehicle.
Flying: 300 mph but cruising speed is considered to range from 40-100 mph. VTOL capable, it can hover stationary; retractable landing gear. Maximum altitude is limited to about 10,000' and the cycle can handle drops of up to 4,000'. At speeds under 100mph it makes 10% of the sound of a traditional hovercycle. Under 40mph it moves with a barely audible hiss allowing the pilot to use his Prowl skill or Prowl at 33% if the pilot lacks the skill.
Flying Range: Can be flown continuously and at top speed for 36 hours without fear of overheating.
Dimensions: 4'6" high, 3' wide, 7' long, 620 lbs.
Cargo: None
Power System: Nuclear, 20 years of life
Weapons & Features of Note
Light Particle Beam Turret
• Range: 1200'
• Damage: 6D6 + 6 M.D.
• Rate of Fire: Each blast counts as one melee attack
• Payload: Unlimited
Light S.D.C. Machine-Gun (2)
• Range: 2000'
• Damage: Single shot 5D6 S.D.C, two simultaneous shots 1D6x10 S.D.C., short burst of 10 rounds 5D6x10 S.D.C. or 1 M.D., a heavy burst of 20 rounds 1D6x100 S.D.C. or 1D6 M.D.
• Rate of Fire: A single shot or burst counts as one melee attack
• Payload: 1200 round drum (60 heavy or 120 short bursts). Reloading a drum takes about 5 minutes for those not trained, but just one minute by a trained soldier.
Stealth System
• The Shadow is composed of radar absorbing materials, has a minimized radar signature about the size of a crow, and IR suppressors to defeat thermal-imaging. Attempts to locate the hovercycle using radar, thermal-imaging (cannot be detected by thermal-imagers at ranges greater then 300') and similar sensory devices incurs a penalty of -50% to the operator's Sensory Equipment skill. Note: To be effective the pilot must also be wearing Stealth body armor or similar suit that masks radar and heat, otherwise sensors will easily key in on his body.
Remote Piloting Feature
• A sophisticated combat program enables the cycle to fly independently, without any pilot, similar to a combat pod. Normally this feature is employed to summon the vehicle to its owner, which makes it excellent for quick getaways and second-story work. To activate this feature the pilot must carry a cigarette lighter-sized remote and homing module. The program enables the vehicle to recognize, locate and avoid targets at a skill equivalent to 86% as well as hide and Prowl at 40% and Land Navigation of 90%.
Sensor & Piloting Bonuses
• The Shadow is equipped with an advanced computerized anti-collision radar that rapidly collates sensory data and displays the information on a heads-up-display. Add bonuses of +2 to Initiative, +2 to Dodge, and +10% to piloting skill.
Last edited by Vortigern on Thu Jun 01, 2017 8:34 pm, edited 21 times in total.
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Re: Vortigern - PFRPG - Summoner (WIP)

Postby Vortigern » Thu May 28, 2015 2:25 pm

Background Story

Vortigern Taerea is from a non-inheriting family line of Taerea blood. He is the son of the youngest brother of current Lord Jarvin. Thus a cousin of Erivin, the current Heir, Vortigern is a contemporary of that generation of the House, raised and educated in like luxury, yet highly unlikely to ever hold a title in his own right due to his birth position. Thus he was seemingly destined to a life of service to his House from birth.

For much, perhaps even most, of his early life Vortigern was as he was raised to be, a typical Taerea. Which is to say, shrewd, astute, yet decadent and at times even depraved. Childhood memories of the family debauches and spectacles will forever color Vortigern's view of the world and his place in it. He has drunk in decadence and scheming alike from an early age. Indeed he also recalls the admonishments to reign in the usual family excess on their trips to Caer Itom. That was his first inkling that their family was not precisely like others.

Following through with the expected role of his birth in family affairs Vortigern was squired to an older family Knight and trained from early on to be a warrior and knight of the House. This was a duty and expectation that he was more or less required to fulfill, though it was never his primary passion.

Instead the secretly growing obsession of his House with the Art of Circle Magic caught up the young Vortigern at a young age. Much of his spare time in childhood was spent studying at the feet of Y'skloth alongside his cousin Erivin.

Mastering this strange arcane blend of art and science was his true calling. The sword, the horse, the spear... these were tools he would learn, and learn well. Yet none of them would ever make him anything more than a lesser servant relative to his kin. The Circles, they would make him a Master. Such were the promises of his mentor Y'skloth. Though perhaps in a less than healthy way, this began to give Vortigern a greater sense of his own worth.

Learning his Art well from Y'skloth he progressed to secretly joining a Mystic Guild composed primarily (though not exclusively) of Summoners and Diabolists, a Guild focussed on their symbol magics and the unique aspects of its study. There he acquired his first real influence from outside of his House. A new Master to study under, who became an increasingly formative influence. Xantar was an aged and wise Summoner, having practiced the Art seemingly for eons from within the Empire and on more than one occasion on it's behalf. His instruction and influence set Vortigern down a path of beginning to seek additional influences from outside his family and further broaden his horizons. Xantar was indeed a much healthier influence over Vortigern by far than any previous in his life.

He and his new Guild were deeply involved in beginning the construction of the Demon Ships of the West once again. Something Vortigern quietly takes pride in having been involved in. Creating something so powerful and feared that it had been a backbone of the strength of the Empire at one time, and hated by the rest of the world.

Nor was Chivalry ever a particularly stressed point of his training. It was however something that Vortigern himself took a personal interest in. The flowery language of the various codes of conduct and the poetry surrounding it all was something that caught his academic and analytical interest... and then later resonated with him. This made him stand out a bit amongst the other warriors of House Taerea, yet perhaps not in a bad way.

Coming of age, and into useful levels of skill and ability, Vortigern began to be used in the various schemes of the House as a matter of course. And here the seeds of his discontent and split with his kin were sewn.

Being expected to perform at times quite un-chivalric acts of bloodshed to secure family advantage in the ever shifting political sands of Lower Barraduk were something which wore on him. Not to mention that these acts advantaged primarily the political positioning of the senior members of his House. Kin whose promises of seeing to his own interests after he saw to theirs never seemed to manifest themselves.

He also continued to be involved with his Guild. On more than one occasion he went into the field and did the dirty work for Xantar, supplementing his own prowess with his own magic and that provided by his new Mentor. Indeed, being watched and counseled from afar by his Circle Mage Master came to be a normal experience to him. What trouble could befall him when he had his Master's demons and spirits at hand, and with a wave Xantar could use the very Circle he used to communicate with him to whisk him out of danger? Many tasks were completed for his aging Master in this way, and the two still have a very close relationship.

An at first quite devoted and loyal family member, quite willing to spill blood and scheme with the rest of his kin, Vortigern came to feel disaffected and used as his efforts never seemed to bring him the appreciation, acclaim, or reward he felt they deserved. So while he firmly believes in the principle of family loyalty, and mutual family interest, his own kin he has come to see as not terribly reciprocal of his devotion. That more and more his decadent and scheming kin viewed him as a pawn in their games, and that should he continue to play that part it is all he would ever be.

Resolving that this would not be his fate, that instead he would seek his own fortune, in his own name, on his own terms, Vortigern left his kin behind and traveled East.

He knew he would not escape the great game of the Houses by simply striking out on his own within the Empire. To truly seek out his own fortune, he would have to leave the Empire. He would have to go out into the Wilds, beyond 'civilization' as a Western Man would define it. He traveled to Llorn.
Last edited by Vortigern on Fri Oct 09, 2015 5:28 pm, edited 10 times in total.
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Re: Vortigern - PFRPG - Summoner (WIP)

Postby Vortigern » Thu May 28, 2015 5:04 pm

Vortigern's View Of Chivalry

1.) Live A Life Of Achievement, Worthy Of Acclaim And Respect.

2.) Honor Of Station

- Never Kill A Defenseless Peer.
- Never Charge An Unhorsed Peer. Rabble Are Not Worthy Of Being Fought On Equal Footing.
- Never Attack A Peer From Behind, Or Otherwise From Undue/Dishonorable Advantage.
- Never Cheat A Peer. Avoid Cheating Others, It Lowers One's Dignity.
- Torture Only When Necessary For A Worthy Goal, Never For Pleasure.

3.) Nobility

- Exhibit Self Discipline And Moderation. Excess In Anything Is Without Dignity.
- Show Respect To The Rightful Authority Of A Peer Or Sovereign.
- Administer Justice, Showing Respect For Deed, Proportion, And Station.
- Administer Mercy. The Abject Are Not Worthy Opposition.
- The Innocent Deserve Protection And Governance.
- Do Not Besmirch The Dignity Of A Lady. Especially One Not Your Own.

4.) Valor

- Exhibit Courage In Word And Deed.
- Give Vengeance and Justice To The Worthy Wronged.
- Defend The Innocent. Injustice Is Undignified.
- Fight With Valor, Prowess, And Acumen.
- Never Abandon A Friend, Ally, Or Sworn Cause.

5.) Honor

- Always Keep One's Word Of Honor. Especially To A Peer.
- Do Not Allow An Insult Or Slight To Go Unanswered.
- Never Betray A Confidence Or Comrade.
- One's Words Should Always Be True. How Others Perceive Or Interpret Them Is Their Own Affair.
- Respect Life. There Is No Honor In Slaughter.

6.) Courtesy

- Exhibit Manners. What Would Life Be Without Civility? Even Unto An Enemy, One Can Be Civil Unto The Last.
- Decorum Is Essential To Dignity.
- Give Respect To Station And Prowess, Either One.

7.) Loyalty

- Loyalty To House And Family Is Loyalty To Self.
- Do Not Undermine The Interests Of Blood, Allies, Or Comrades.
- Do Not Aid The Enemies of Blood, Allies, Or Comrades.


His shield is quartered evenly with a bright red slightly wavy border. In the upper right and lower left quarters are the Arms of the of House Taerea, two black gryphon's to either side of a large treasure ship all over a dark orange background. The upper left and lower right bear personal arms, a crossed spear and sword of white over a black circle with a golden key over the center, over a golden gryphon, all over a dark blue background. The very center of the shield bears the emblem of a red rose blossom.


Lord Maximus Aeries: High ranking member of the True Atlantean Aerihman Clan & head of Center's Sunaj Aeries Cell. (Powerful Contact)

Concept Art:


Last edited by Vortigern on Sat Oct 20, 2018 9:04 am, edited 5 times in total.
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Re: Vortigern (Human Summoner)

Postby Vortigern » Mon Jul 27, 2015 9:30 pm

Background Reference Material ( Work In Progress )


  1. What emotion best describes your character?

    Detachment? Intellectual and composed, except when he isn't.

  2. What emotion does your character evoke in others?

    When? Socially, he tries and tends to put people at ease. So, comfort? Relaxed? Except when he has something he wants, to get or to achieve. Then he can be very driven and possibly intimidating. And in outright combat he is aggressive, and could definitely be intimidating.

  3. What does your character need most?

    Knowledge. Circles, Names, Lore ... he knows that though his ambitions in the world are grander and broader than only mystical power, that this is his first route upwards. He also values making friends/contacts that he can develop reciprocally positive/helpful relationships with.

  4. What is your character’s goal in life?

    To surpass the decadent and corrupt upper echelon of his family back home. To become a lord in his own right, and wealthy and powerful enough that he becomes the new nexus of the family, instead of them.

  5. How does your character believe this goal can be accomplished?

    First he must acquire knowledge, arcane prowess as a Circle-mage, and considerable wealth. Then many options will be open to him.


  1. Where did your character come from?

    The City of Iyancine, Provincial Capital of Lower Barraduk, Western Empire

  2. When did you grow up?


  3. What values does your character hold?

    See his Chivalric Code. He sees himself as a Knight as well as a Mage, and pursues a style and manner in comportment with this.

  4. How does your character dress?

    His style can vary from 'Western Noble in high fashion' to 'Warrior/Knight', to occasionally wearing more scholarly/magey things. Western Noble fashions however are the most common attire.

  5. What are your character’s means?

    He is accustomed to being rather well off and maintained in a high lifestyle, being of the Taerea family. However not being of the inheriting line, his lifestyle hasn't been one of absolute luxury without any responsibility. He likes the finer things in life, however has always had to work and perform to a certain extent in order to receive them.


  1. What are your character’s personal tastes?

    Everything extravagant and high class. Not for any purpose of appearance or ostentation, however. He is from the gentry and is accustomed to the very best. And 'will' notice the difference if that isn't what he is having to make do with.

  2. What are your character’s opinions?

    Concerning what exactly?

  3. What is your character’s comfort zone?

    In what context?

  4. Who has had the biggest impact on your character’s life?

    I'd say overall Xantar and Y'skloth, his mentors as a Summoner. Xantar he still has a relationship with.

  5. What are some of your character’s unexpected quirks?

    He hates getting his hands dirty. Like an obsessive/compulsive sort of thing.

Play Details

  1. What kind of story does your character belong in?

    Scheming and political/strategic maneuvering. Searching for long lost magics. Shady dealings to acquire wealth and power, layered through underlings or summoned minions. Maneuvering to try and win possession of a contested resource/thing of strategic value.

  2. What role does your character fill?

    Noble/Leader. Minion Master. Schemer and/or Face. Stand-in warrior/tank, as much as he can.

  3. What should the other players know about your character?

    He isn't terribly shy about his origins or how he sees himself. So far he has ended up being fairly straightforward as a knight/summoner 'black knight' as it were.

  4. What is your play style?

    I like looking at the entire situation from multiple angles to find the way I best want to approach things. I do not always approach situations in the expected way, and sometimes this can surprising to people. I enjoy playing the entire situation as best I can to advantage, rather than simply following through a more linear storyline.

  5. How do you want your character to die?

    In a few thousand years, at the height of his power, because unbeknownst to him the Demon Lord that had an Immortality pact with gets himself killed in the Minion War. Well, at least then it 'could' happen.


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Long Term Goals:

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Re: Vortigern (Human Summoner)

Postby Vortigern » Fri Apr 29, 2016 7:47 pm

Standing Orders

Vortigern wrote: Once his intended pair of Gargoyles are suitably under control (presumably?), he gives a thin smile and strokes his mustache thoughtfully for a long silent moment before he continues speaking. First he gestures towards the members of the encampment "These are my allies. Protect me, and protect them. Unless they attack me, if so then kill those that attack me." he says, before gesturing towards Azure and Rock. "These are our companions. Defend them as well, unless they attack my allies or myself. If so, then kill those that attack us." he says, his tone matter-of-fact. There is no effort to conceal the orders.
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Vorigern's Minions & Summons

Postby Vortigern » Fri Nov 10, 2017 7:25 pm

Vortigern's Minions and Summons

Level 2 Tiger Beast
IQ: 12 ME: 23 MA: 15 PS: 37 (Supernatural) PP: 23 PE: 22 PB: 21 Spd: 153
M.D.C.: 300/300
I.S.P.: 230/230
P.P.E.: 9/9
Horror Factor: 14
Size: 10' tall at shoulder, 17' long plus 6' long tail.
Weight: 2 tons
Average Life Span: 6,000 years.
Disposition: Cunning, quick thinking, calm under pressure and quick to take action. They can be aloof, arrogant, too independent and take on more then they can handle. They often underestimate the enemy and overestimate their own ability. Most are merciless in combat and love to mix it up with tooth and claw, and enjoy hunting, killing, torture, and revenge.
Natural Abilities:
  • Perception: +1
  • Human Intelligence.
  • Supernatural Strength and Endurance.
  • Leap 60' high and 100' across.
  • Nightvision: 1,000'.
  • Resistant to Heat and Cold (Half Damage).
  • Bio-Regeneration: 2D6/Melee Round.
Language (Special): Magically understands all languages at 81%, can speak clearly.
Enhanced Olfactory Sense (Special): Can smell supernatural creatures and blood scents up to 2 miles away at 62% (+16% to smell demons) which adds +10% to Tracking skills. Can distinguish between the scents of infenals, demons, and other supernatural beings.
Acrobatics 84%, Climbing 88%/78%, Detect Ambush 55%, Detect Concealment 45%, Intelligence 40%, Land NAvigation 80%, Lore: Demons and Monsters 60%, Math: Basic 78%, Prowl 68% (half with rider on his back), Swimming 70%, Trail 72%, Tracking (People) 64%, Track (Animals) 70%, Wilderness Survival 90%.
Combat Abilities
Number of Attacks: 6 Initiative: +4 Strike: +2 Parry: +2 Dodge: +2 Roll w/: +3 Disarm: +2 Pull Punch: +4
Damage: Bite: 1D4x10 M.D., Claw Swipe: 6D6 M.D., Power Swipe: 1D6x10 M.D. (2 attacks), Leap Attack w/ all 4 claws: 2D6x10 M.D. (3 attacks; 33% chance of pinning opponent.)
Saving Throws: +2 vs Psionics, +1 vs Magic, +6 vs Horror Factor.
Vulnerabilities: Tiger Beasts take triple damage from iron and double damage from silver and wood of a millenium tree.
Psionics (Master): Intuitive Combat (10), Presence Sense (4), See Aura (6), See the Invisible (4), Sixth Sense (2), Summon Inner Strength (4), Telekinetic Leap (8), Telekinetic Push (4), Mind Bolt (varies), Psionic Invisibility (10), Psychic Body Field (30), Radiate Horror Factor (8), Telekinetic Acceleration Attack (10-20)

Race: Blhaze
R.C.C.: Blhaze
Alignment: Scrupulous
XP Level: 2
XP Points: -
Next Level @ XP: -
Disposition: Holds the (justifiable) position that the Blhaze are superior, and above the concerns of the lesser races, but simultaneously feels that no being should suffer needlessly. Elder Blhaze consider her young and reckless.

I.Q.: 14
M.E.: 22
M.A.: 17
P.S.: 40 (Supernatural)
P.P.: 18
P.E.: 19 (Supernatural)
P.B.: 14
Speed: 104

M.D.C.: 62 (body) /116 (protective shell - must be destroyed before body M.D.C. can be reduced)
Age: ?? (though very young for a Blhaze - 4,000 to 5,000 years old maybe?)
Sex: Appears female
Height: variable
Weight: approx. 75 lbs.
Description: A female form comprised of pulsing iridescent blue-green energy. Like any fire: beautiful and dangerous.

Racial Abilities
Super-Energy Expulsion: Energy and Light
    * Energy Blast
      Range 1200' in atmosphere / 3000' in space
      Normal blast: 5D6
      Super-Blast: 1D6x10 + 2D6 M.D., but must be done as the first attack of a melee round and uses up all but one of the character's attacks/actions for that round.
      +3 strike aimed, +1 wild
    * Absorb, Channel and Fire Any Type of Energy
    * Aura Effect
      Range 10', 1D6+2 M.D. +60% chance that those exposed to the energy flash are temporarily blinded for 3D6 seconds (up to one melee round; -8 on all combat maneuvers while blinded).
    *Ricochet Blast
      The character can ricochet or bounce his energy blast off of objects to hit a target. For each ricochet, there is a - 1 to strike and a -1D6 to the M.D. A ricochet shot can only be done as many times as the character has dice of damage. If a shot is ricocheted so that it hits an enemy from behind, then the enemy is at a -4 to dodge (unless he has radar, then no penalty applies), Each ricochet does 1D6 M.D. to the object from which it was ricocheted.

Super-Energy Pulse Attack
    6D6+6 (M.D.), counts as one melee attack;
    1D6x 10 (M.D.), counts as two melee anacks;
    2D4x10 (M.D.), counts as three melee attacks;
    2D6x10 (M.D.), counts as four melee attacks.
    Range of a pulse blast is 1200 feet (365.7 m); 4000 feet (1219 m) in space.

Resistant to Energy: Lasers, plasma, ion blasts, particle beams and similar types of energy only do half damage. Physical attacks (normal punches, kicks, melee weapons, arrows, bullets, falls, thrown objects, etc.) also do half damage to the containment skin, but blows from extraordinary, supernatural P.S., rail guns, and powerful explosive force (most full-size missiles) inflict full damage, as does magic and psionics.

Self-Regeneration of Outer Skin (special): Blhaze can regenerate their containment skin. and thus the S.D.C. and physical matter of the skin. This is done at a rate of ID4x l0 per melee round, but counts as one melee attack/action.

Recreate Outer Casing/Skin (special): A Blhaze can completely recreate his outer skin should the original be destroyed (cannot be lost or stolen because the energy being can always sense and trail its exact location). The creation process takes 1D4+1 minutes and during its creation, the Blhaze can take no other act ion - it requires his or her complete attention. Furthermore, it momentarily weakens the character: Reduce attacks per melee round, speed and damage from energy blasts by 50% for 2D4 minutes after the new skin is created.
Base M.D.C. is P.E. x4 +20 per level of experience.

Shedding energy containment skin (special): Three minutes per level of experience. Each melee round (15 seconds) after this period of time, the character must roll on the following table to determine if or how well he is managing to hold together.
    01-33 Keeps control. No (further?) loss of energy, and holds at current power level.
    34-66 Some loss of control. Reduce Hit Points and S.D.C. (or M.D.C.) and range of energy blasts by 10%, reduce bonuses and number of melee attacks by one point, and reduce skill performance by 5%.
    67-00 Serious loss of control as energy dissipates dramatically. Reduce Hit Points and S.D.C. (or M.D.C.) by 25%, reduce bonuses and the number of melee attacks by two, reduce range and power level (damage) of energy blasts, flying speed and P.S. attribute (and corresponding damage from punches and kicks) by 20%, and reduce skill performance by 20%.

Fly at the speed of light (special): Travel at the speed of light (or any speed in between) is possible only when the physical containment
skin is shed and the energy essence released.

Reforming after complete dissipation: A Blhaze energy being has a slim chance of surviving complete dissipation and apparent death.

Bend Light
    Parry Lasers at +3

Control Static Electricity
    Joy Buzzer: touch, 1 S.D.C. damage, 50% chance to drop items held
    Static Cling: 60' range, 30' area of effect, 7 minute duration, entangle/distract (reduce speed by 25% or blinded), requires 1d4 melees to disentangle
    Static Charge: 80' range, 20' area of effect, 5 minute duration, all affected lose initiative and 2 attacks per melee, can duplicate static cling, two melees to create
    Static Energy Bolt: 40' range, 1D6 damage + disrupts electrical devices, +3 strike
    Crackling Static Electrical Field: self + 6", 7 minute duration, 1D4 S.D.C. + 50% chance knockdown, Horror Factor 9
    Static Dust Cloud: 60' range, 30' area of effect, 4 round duration, 1D4 S.D.C. damage + disrupts electrical equipment, Two melee attacks

Energy Absorption
    Draining Touch: can drain 2 gigawatts from electrical items
    Energy Discharge: cause power surge in electrical equipment (25% chance to fry system, otherwise 3D4 temporary shutdown) by touch
    Energy Flash: 20' range, 2D6 damage, strikes everyone in affected area
    Glow: 500 watts
    Shoot Light Beam: 2000' range, 8" to 24" width, can be used to blind for 1D4+1 melee rounds

Sonic Flight
    Hover to 700 mph
    Sonic Two-fisted Punch: 400+ mph, 1D4X10 damage to target and 3D6 to attacker.
    Sonic Body Block: 400+ mph, 2D4X10 damage + knockdown to target and 5D6 to attacker.

Supernatural Strength
    Carry 12,000 lbs.
    Lift 20,000 lbs.

Super Vision (all types)
    Infrared, Ultraviolet, Nightvision, Advanced Sight, X-Ray, etc.

Achilles' Heel/Weaknesses: Blhaze have a few.
    a) Vulnerable to magic and psionics. Magic spells, weapons, creatures of magic (dragons, the magically endowed, etc.), and supernatural beings, as well as psionics inflict full damage.
    b) Explosions, punches and attacks from beings with extraordinary or supernatural P.S., sonic speed attacks, and tremendous impacts or falls from great heights all do full, normal damage.
    c) They are attracted to humnn and similar humanoids, but can never be truly human themselves and cannot have a physical/sexual relationship with humans or most other mortal humanoids.
    d) As an energy being. the Blhaze can assume a humanoid shape, but their touch (in energy form) does 1D6 damage (or 1D6 M.D.) to humans and most ordinary S.D.C./Hit Point creatures and objects.

Natural Abilities
Perception Bonus: [size=85]+8 (+9 at night)

Charm/Impress: 20%
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 75 lbs.
Max. Carrying Weight: 12,000 lbs.
Max. Lifting Weight: 20,000 lbs.
Max. Jumping Ability: 60' length and 30' height but note flying ability

R.C.C. Skills
Mathematics: Basic 55%
Mathematics: Advanced 55%
Intelligence 40%
Navigation: Space 60%
Land Navigation 64%
W.P. Sword
Language: Trade 4 90%
Literacy: Trade 4 60%
Laser Communications 40%
Xenology 40%
Computer Operation 50%
Computer Programming 40%

Combat Data
HTH Type: Special
Number of Attacks: 5 physical attacks or 6 Energy attacks/ 6 or 7 (in flight)
Initiative Bonus: +6 physical or +8 in energy form
Strike Bonus: +6 / +7 (in flight)
Parry Bonus: +6 or+9 vs. lasers or light beams / +8 (in flight) or +11 vs. lasers (in flight)
Dodge Bonus: +7 / +13 (in flight)
HTH Damage Bonus: +42 (17 racial + 25 P.S.)
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch:
Bonus to Disarm: +2
Restrained punch 6D6 + 42 S.D.C.
Full punch 5D6 M.D.
Power Punch (2 attacks) 1D6X10 M.D.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Sword: +1 Strike, +1 parry

Saving Throw Bonuses
Coma/Death: + 8%
Magic (varies): +2
Lethal Poison (14+): +2
Non-Lethal Poison (16+): +2
Insanity (12+): +5
Psionics (varies): +4
Horror Factor: +3[/size]
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