Franklin Jefferson (Level Up)

Character sheets, catch-all thread, tinkerer's thread, OOC chat thread, and the like are in here.
GM: Zilant
AGM: Unnamed, OPEN POSITION

Moderators: Zilant, Game Masters, AGMs

Franklin Jefferson (Level Up)

Postby Franklin Jefferson » Sun Jan 07, 2018 7:50 am

Player Name: Justin B.
G-Mail: justinbow01

Character Name: Franklin "Frank" Jefferson
Race: Human/Nightbane
O.C.C.: Nightbane Sorceror
Alignment: Unprincipled
XP Level: 1
XP Points: 0
Next Level @ XP:
Faction: None
Sentiments/Nightlords: Is that a heavy metal band?
Sentiments/Nightbane: Sometimes we look gross, but we're just people.
Sentiments/Guardians: The Chris Pratt movie? I thought it was good.
Sentiments/Vampires: Wait, those are real, too?!?
Sentiments/Athanatos: Cleveland, we are ATHANATOS! Are you READY to ROCK?!?
Sentiments/Humans: People are generally selfish, but they shouldn't be, like, murdered or eaten.
Disposition: Franklin is a meticulous, scholarly person who thinks of himself as a 'hero,' but is withdrawn and confrontation averse.
Insanity: None

ATTRIBUTES
I.Q.: 17/13
M.E.: 21/18
M.A.: 9/6
P.S.: 16/31
P.P.: 19/28
P.E.: 12/27
P.B.: 9/5
Speed: 23/30 (60 Flying)

PHYSICAL DATA
P.P.E.: 96
H.P.: 18/56
S.D.C.: 46/331
Age: 24
Sex: Male
Height: 5'10"/6'10"
Weight: 150/250
Horror Factor: 0/13
Description: A thin, nerdy African-American gentleman in his early 20s. A giant, metal-shelled, badly-pinned, glowing were-butterfly.

Natural Abilities
Perception Bonus: 15%/10%
Charm/Impress: 0
Invoke Trust/Intimidate: 0
Max. Encumbrance: 50/250
Max. Carrying Weight: 160/1,550
Max. Lifting Weight: 320/3,100
Max. Jumping Ability: 8' long, 4' high / 45' long, 24' high

Nightbane Powers
The Becoming: +4
Nightvision: 200'/500'
Sense Other Nightbane: 300'
Regenerate 10 SDC/HP per round
Mirror Walk: 2 PPE/15 Seconds
Immune to Mindcontrol, Vampire Slow Kill, Transformation Effects

Morphus Traits
B-movie Alien with Extra Hands, insect-like head, a pair of antannae

Hypodermic Quills (Entomologic Pins)
Can remove 1 or 2 "pins" to use like poisoned daggers in combat, inflicting 1d6 extra damage and the victim needs to make a saving throw against poison (DC 14) or take 2d4 additional damage direct to hit points. The poison can also be inflicted using the nightbane's sharpened fingernails/claws (which inflict only 1d4 extra damage). Victims of the drug are at -1 to all combat and perception rolls for 1d4 minutes, these penalties are cumulative up to -5 on further failed rolls from additional hits. The poison is half as effective against Supernatural creatures: Only inflicts 1d4 HP damage and penalties last half as long against them.
Faerie Wings
Can hover in mid-air, flying speed is 60 (double the Spd attribute number), maximum altitude is 15,000 feet (4572 m), and each wing has 31 S.D.C. (an attacker must make a "Called Shot" at a penalty of -3 to hit a wing).
Light Science-Fiction Armor
Natural AR 11, environmentally sealed...does not breathe, looks like metal.
Energized
Glows, half damage from energy, able to fire an energy blast for 3d6+1/L damage (double damage to evil supernatural beings), range 20'/L.

-15% to skills requiring a fine touch,
-20% to physical skills like acrobatics, climb, and swim.
-70% Prowl,
-60% Undercover ops, Disguise, an Seduction.
-10% on other skills



Nightbane Talents
Speed Darkling (15 PPE per Melee for the first 4 melees, 5 per minute for each additional minute; maximum minutes equal to level)
Astral Self (8)
Soul Shield (4)

O.C.C. Abilities and Bonuses:

1. Understand the principles of magic: Sorcerers know and understand the main principles of magic and sorcery, including rituals, symbols, incantations and paraphernalia. This allows them to distinguish between fake "occult" materials and the real thing, as well as to determine the general purpose of specific items and even which supernatural forces are involved. Base Skill: 70% +2% per level of experience. A failed roll means the character does not realize or misunderstands the significance of the evidence, dismissing it as fake or maybe even thinking a forgery or charlatan's scribblings are authentic.

2. Sense Ley Lines and Nexus Points: The sorcerer's senses enable him to see ley lines, which are invisible to normal humans. The character will "see" the faint traces of psychic energy running down the ley lines or seething at nexus points. Range: Line of sight or one mile (1.6 km), whichever is less.

SPELL STRENGTH 12
Level 1
Blinding Flash (1)
Globe of Daylight (2)
See Invisible (2)

Level 2
Extinguish Fire (4)
Mystic Alarm (4)
Call Creature of Light (10)

Level 3
Invisibility: Simple (6)
Magic Armor (10)
Telekinesis (6)

Level 4
Charismatic Aura (7)
Cure Minor Disorders (7)
Trance (7)


O.C.C. Skills
Read/Write/Speak English - 101% (+5%)/88%
Mathematics: Basic - 73% (+5%)/60%
Computer Operation - 53% (+5%)/40%
Research - 63% (+5%)/50%
Lore: Religion – 38% (+5%)/25%
Lore: Demons & Monsters - 48% (+5%)/35%
Lore: Geomancy & Ley Lines - 43% (+5%)/30%
Language: Aztec - 68% (+3%)/55%
Language: Arabic - 68% (+3%)/55%


O.C.C. Related Skills
OCC Related Skills
Archaeology - 43%/33% (+5%)/30%/20%
Anthropology - 43% (+5%)/30%
Biology (Entomology) - 43% (+5%)/30%
Writing - 38% (+5%)/25%
Lore: Magic
--General Knowledge: 38% (+5%)/25%
--Recog. Magic Circles, Runes, etc: 28% (+5%)/15%
--Recognize Enchantment 23% (+4%)
/10%
Literacy: Arabic - 43% (+5%)/30%
Literacy: Aztec - 43% (+5%)/30%
Pilot Automobile – 68% (+2%)/55%

Secondary Skills
Swimming - 53% (+5%)/30%
Running
Athletics
Weightlifting

Combat Data
HTH Type: None/Martial Arts
Number of Attacks: 2/5
Initiative Bonus: 0/+3
Strike Bonus: +2/+9 (+11 with Giant Pins)
Parry Bonus: +3/+11
Dodge Bonus: +3/+10 (+12 in Flight)
HTH Damage Bonus: 0/+19
Bonus to Roll w/Punch: +1/+12
Bonus to Pull a Punch: 0/+5
Supernatural Punch Damage: 2D6+19 S.D.C. on a restrained punch, 5D6+19 on a full strength punch, or 1D6xl0+19 on a power punch (counts as two melee attacks).


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



Saving Throw Bonuses
Coma/Death: +4%/+24%
Magic (varies): +6/+12
Lethal Poison (14+): +1/+6
Non-Lethal Poison (16+): +1/+6
Insanity (12+): +4/+3
Psionics (varies): +3/+5
Horror Factor (varies): +3/+5
Vs. Possession: +2/+2
Vs. Disease: +1/+3
Last edited by Franklin Jefferson on Wed May 02, 2018 8:05 am, edited 26 times in total.
User avatar
Franklin Jefferson
 
Posts: 58
Joined: Sat Jan 06, 2018 7:12 pm

Re: Franklin Jefferson Nightbane WIP

Postby Franklin Jefferson » Sun Jan 07, 2018 7:54 am

EU EQUIPMENT SHEET TEMPLATE


Equipment

$700 in cash

$5,000 in property

Large Metal Trunk - $500
Occult Library - $1,000
Assorted Clothes - $500
Laptop Computer - $650
Basic Printer - $250
Telephone Modem - $150
Basic Flip-phone - $50
Full Color Monitor - $800 (250 for green, 100 for black/white)
2X Tracer Bug - $280
Belt Radio - $115
Ear Mike Radio Transceiver/Receiver - $500
Nylon Cord - $100 (300 ft.)
Wirecutters - $65
Burglar-Proof Padlock - $30
Last edited by Franklin Jefferson on Mon Mar 05, 2018 9:37 am, edited 4 times in total.
User avatar
Franklin Jefferson
 
Posts: 58
Joined: Sat Jan 06, 2018 7:12 pm

Re: Franklin Jefferson Nightbane WIP

Postby Franklin Jefferson » Sun Jan 07, 2018 7:54 am

Background Story
Franklin was raised by a lower-middle-class working mother and father in South Toledo. An intelligent child, he did well in school, making him a target for bullies and being accused of 'acting white.' Although he had few friends, his loving adoptive family always made him feel welcome and valued. They catered to his interests, particularly his bug collecting, fantasy novel reading/bad horror movie-watching, RPG-playing, and intense study of history.

In college, he pursued his passion in archaeology, particularly with the people of North and Mezo-America, though also dabbling in the Middle East (because Indiana Jones is cool!). Now he's an underpaid grad student, still living with his parents, taking public transportation.

Oh, also he's a giant, glowing, creepy were-butterfly with supernatural powers. After Dark Day, when he realized magic was real, Franklin immediately began seeking out occult information, eventually being trained by a local 'witch' who frequented an occult bookstore looking for rare texts and saw value in someone with access to the University of Toledo's rare books department.
Last edited by Franklin Jefferson on Thu Feb 15, 2018 10:48 am, edited 1 time in total.
User avatar
Franklin Jefferson
 
Posts: 58
Joined: Sat Jan 06, 2018 7:12 pm


Return to Characters (4 Players, 4 Openings)

Who is online

Users browsing this forum: No registered users and 1 guest