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CHAR(s): The Discordant Company


Enforcer84

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Ever Play Disgaea 1 or 2?

Yeah. Well, I've been itching to write up a super team based on these guys. This team is large. It contains the entire named cast of the second game:

 

Adell

Rozalin

Taro

Hanako

Tink

Etna

Yukimaru

 

Plus:

Ardent Aegis (Knight)

????? (Male Fighter - Axe)

????? (Female Fighter - Spear)

????? (Theif)

????? (Gunner)

????? (Healer)

Crimson Arcane (Skull)

????? (Girl Mage)

????? (Archer)

????? (Samurai)

????? (Ninja)

????? (Kinoichi)

????? (Sinner)

Anastasia (Healer)

 

 

more as I see fit. It's a big group of well intentioned but volatile "Heroes"

I might lose the Gunner, Female Fighter, and Kinoichi as they are represented in the named heroes.... I might never finish them anyway. Anyway...without further ado...

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Ardent Aegis

 

Ardent Aegis

Val Char Cost Roll Notes

45 STR 25 18- Lift 12.8tons; 9d6 [3]

12 DEX 6 11- OCV: 4/DCV: 4

35 CON 50 16-

21 BODY 22 13-

10 INT 0 11- PER Roll 11-

17 EGO 14 12- ECV: 6

25 PRE 15 14- PRE Attack: 5d6

10 COM 0 11-

 

20/40 PD 11 Total: 20/40 PD (5/25 rPD)

20/40 ED 13 Total: 20/40 ED (5/25 rED)

4 SPD 18 Phases: 3, 6, 9, 12

16 REC 0

70 END 0

70 STUN 8 Total Characteristic Cost: 182

 

Movement:

Running: 10"/40"

Leaping: 13"/26"

Swimming: 2"/4"

 

 

Cost Powers END

37 Legendary Heavy Sword: Multipower, 75-point reserve, (75 Active Points); all slots OAF Unbreakable (-1)

1u 1) Flat Smack: Hand-To-Hand Attack +5d6, Reduced Endurance (1/2 END; +1/4) (31 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/2) 1

3u 2) Giant Blade: Killing Attack - Hand-To-Hand 3d6 (5d6+1 w/STR), Reduced Endurance (1/2 END; +1/4), +1 Increased STUN Multiplier (+1/4) (67 Active Points); OAF Unbreakable (-1) 3

1u 3) Reach: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)

 

12 Titan's Strike: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), Lockout (This is Ardent Aegis' Hand to Hand skill. He can only use this unarmed (ie Cannot add it's damage to either his sword or shield techniques) ; -1/2) 2

 

80 Warding Shield: Multipower, 160-point reserve, (160 Active Points); all slots OAF (-1)

1u 1) Cover Your Eyes!: Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); OAF (-1), Activation Roll 14- (-1/2), Lockout (-1/2), Nonpersistent (-1/4)

5u 2) Protection I: Force Wall (16 PD/16 ED), Hardened (x2; +1/2), Reduced Endurance (0 END; +1/2) (160 Active Points); OAF (-1), No Range (-1/2), Requires A Shield Use Skill Roll (-1/2), Restricted Shape (-1/4), Cannot Englobe (-1/4)

3u 3) Protection II: Armor (16 PD/16 ED), Hardened (x2; +1/2), Usable Simultaneously (up to 2 people at once; self and one other person; +1/2) (96 Active Points); OAF (-1), Requires A Shield Use Skill Roll (-1/2), Nonpersistent (-1/4), Second Person Must Stand In Same Hex As Shield-Holder To Gain Its Protection (-1/4)

1u 4) Protection III: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); OAF (-1), Lockout (-1/2)

4u 5) Protection IV - The Bastion of Heaven: Force Wall (15 PD/15 ED; 2" long and 2" tall), Hardened (x2; +1/2) (118 Active Points); OAF (-1), No Range (-1/2), Restricted Shape (-1/4) 12

1u 6) Shield-Bash: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 3

 

Gear

21 1) Atlas Belt: +10 STR, Reduced Endurance (1/2 END; +1/4) (21 Active Points) (Modifiers affect Base Characteristic) 1

7 2) Cross Training Boots: Leaping +4" (13" forward, 6 1/2" upward), Reduced Endurance (1/2 END; +1/4) (7 Active Points) 1

19 3) Cross Training Boots: Running +4" (10" total), x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (19 Active Points) 1

 

Natural Toughness and Size

5 1) Large and Massive: Knockback Resistance -2", Inherent (+1/4) (5 Active Points)

10 2) Magic Resisntance: Power Defense (10 points)

15 3) Tough as Iron: Energy Damage Reduction, Resistant, 25%

15 4) Tough as Iron: Physical Damage Reduction, Resistant, 25%

5 5) Toughened Flesh: Damage Resistance (5 PD/5 ED)

5 6) Hardened (+1/4) (5 Active Points) applied to ED

5 7) Hardened (+1/4) (5 Active Points) applied to PD

6 8) Outsider: Life Support (Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat)

 

The Bullwark Soul, all slots OIF (-1/2)

11 1) Angelic Helm: Mental Defense (20 points total) (17 Active Points); OIF (-1/2)

50 2) Defense: Armor (20 PD/20 ED), Inherent (+1/4) (75 Active Points); OIF (-1/2)

16 3) Environmental Enchantments: Life Support (Boosts Longevity to Immortal while In the Armor; Eating: Character does not eat; Safe in High Pressure; Safe in High Radiation; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (24 Active Points); OIF (-1/2)

13 4) No Seams to Exploit: Lack Of Weakness (-10) for Resistant Defenses (Normal Attacks As Well) (20 Active Points); OIF (-1/2)

18 5) Technowizard Scrambled Radio: Mind Link , Human class of minds, The Discordant Company, Any dimension, No LOS Needed, Number of Minds (x16) (50 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4)

16 6) The Monolith: Knockback Resistance -12" (24 Active Points); OIF (-1/2)

 

Shield Use

Maneuver OCV DCV Notes

4 Disarm -1 +1 Disarm; 55 STR to Disarm

4 Root +0 +0 60 STR to resist Shove; Block, Abort

4 Shield Bash +0 +2 11d6 Strike

4 Shove +0 +0 60 STR to Shove

4 Warding +2 +2 Block, Abort

0 Weapon Element: Large Shields

 

Perks

3 Fringe Benefit: Membership: Discordant Company

Talents

14 Girded Heart: Fearless

9 Deceptively Fast: Lightning Reflexes: +6 DEX to act first with All Actions

 

Skills

10 +2 with HTH Combat

12 +4 with Shield Use

10 Tower of Defense: Defense Maneuver I-IV

3 Breakfall 11-

3 Climbing 11-

3 High Society 14-

3 Hoist 11-

2 KS: Arcane And Occult Lore 11-

2 KS: The Chivalric Codes 11-

2 KS: The Superhuman World 11-

2 KS: The Underworld Dimensions 11-

4 Language: English (completely fluent; literate)

0 Language: Hellspeak (idiomatic) (4 Active Points)

2 PS: Knight 11-

15 Power: Blade Arts 17-

17 Power: Shield Use 18-

3 Riding 11-

3 Security Systems 11-

6 Survival (Mountain, Underground, Urban) 11-

2 TF: Riding Animals

3 Teamwork 11-

4 WF: Common Melee Weapons, Common Missile Weapons

 

Total Powers & Skill Cost: 543

Total Cost: 725

 

200+ Disadvantages

10 Distinctive Features: Huge, pale man with enlarged canines and black eyes. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Distinctive Features: Tattoos of a range of mountains on his back, chains on each bicep. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Covenant of Five 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: Death Metal 8- (As Pow, Harshly Punish)

10 Hunted: Mongriel 8- (As Pow, Harshly Punish)

Notes: A "fallen Knight", member of the Order of the Black Rose (technically a servant of a member), Mongriel is a composite being that plays as a fallen Paladin.

5 Physical Limitation: 2-3 times normal mass (Infrequently, Slightly Impairing)

15 Physical Limitation: Cannot pass Circles of Protection (Infrequently, Fully Impairing)

5 Physical Limitation: Large, up to twice human size (4m, or 2"; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing

20 Psychological Limitation: Code Of Chivalry (Common, Total)

10 Psychological Limitation: In love with Anastasia (Common, Moderate)

15 Psychological Limitation: Overconfidence (Very Common, Moderate)

20 Psychological Limitation: Protector of the Meek, will sacrifice self without a thought. (Common, Total)

5 Vulnerability: 1 1/2 x STUN Holy or Cold Steel Weapons (Uncommon)

375 Experience Points

 

Total Disadvantage Points: 725

 

 

 

Background/History: For almost two millennia, Valthos the Invincible was a feard and oft summoned demon warrior. Decked in his heavy armor, carrying his massive sword, he cut a fearful figure. Valthos enjoyed his mockery of the Chivalric Knight, untold numbers of civilizations throughout these multiversal battlefields had one form or another of the knight. He was recognized almost instantaneously for what he was. There would always be challenges. Valthos lived for these challenges. He laughed while they begged or cursed him with impotent anger; or he went back to his home dimension and licked his wounds.

 

Recently he was summoned by the "Daughter" of the Overlord Zenon. The Overlord was very powerful and his daughter had been kidnapped by a human? It was all very strange. But Valthos served anyway. There was plenty of fighting, though mostly against fellow demonic servants, and he was enjoying himself. But as their adventures continued he began to fell differently. He really did want to protect the Overlord's daughter and her cohorts (including the Human!) He found a great sense of pride in his protecting those who could not protect themselves.

 

When their adventures together came to a conclusion, Valthos served his lady by using his massive frame and defensive prowess to protect her followers. He was nearly slain but for the healer demon, Anastasia. When the "daughter" turned out to be the true Overlord Zenon, it's memories returned during the climactic battle, she decided to destroy the entire plane of existance so that she could once again seek her solitude.

 

Before she did this, she sent a fraction of her soul along with her former allies and attendants through a random portal. Arriving in this Earth Realm, the displaced demons found themselves altered. Gone was Valthos' crimson skin and golden hair. Gone was his black iron armor with it's demonic appearance. In it's place was a mortal (though long lived) being. No longer a demonic warrior playing at knighthood, Valthos was now a repentant protector of the innocent.

 

Personality/Motivation: Though he remembers his past (fondly even), Valthos is not the brutal butcher he once was. The remnants of honor he played at, accepting personal challenges, keeping his sworn word to a foe; these blossomed and evolved into a true chivalric code. Valthos, though still crude at times, has become the epitome of a knight in an era where those kind of virtues are not as lauded by society as a whole.

 

Now a defender, caretaker, and Avenger, Valthos anchors the Discordant Company, and is often chosen to accompany mission teams.

 

The giant warrior is head over heels in love with the stern, but compassionate healer known as Anastasia. Around her he becomes very formal and quiet, a gentle giant to be sure.

 

Quote: "Was I supposed to feel that?"

"Don't worry, Miss. No harm shall befall you or your child while I still draw breath."

"Yes Anastasia, I am something of a bungler. You will still heal me though, yes?"

 

Powers/Tactics: Ardent Aegis (also known simply as, Aegis) is the Tanker of the Discordant Company. He has the highest defenses and is capable (at great effort) of defending many people at once. Though he weilds a huge sword in combat, he is a master of the shield. The Sword's penchant for destruction (5d6+1 HKA) leads him to keep it sheathed on his back unless absolutely necissary. He has developed a fighting style based around his shield and though he doesn't throw it, he can beat you up pretty bad with it. He is also adept at fighting without weapons (Titan's Strike). His goal in combat is to limit the damage done to his allies.

 

Campaign Use: Powerful brick with little actual lifting capability. IF you want to weaken him, take away his martial arts and "Gear". To strengthen him, perhaps give him some "Sword Art" skills like the fighters, or other magic items. Alternately, you could give him abilities that allow him to protect others or cause foes to focus on him.

 

Appearance: The Ardent Aegis armor, he calls it "The Bulwark", is a polished gray plate armor on black chain. Though it's barely noticeable unless you're right next to him, along the breastplate is a delicately etched mountain range (symbolic of his Defensive Strength), On his pauldrons are etched hounds, sitting at attention (symbolizing Loyalty). His helmet has a vague wing design. He wears a white cape with a black lining and a black mountain at it's center. His shield is white with a simple black cross design. The Legendary Heavy Sword is a massive 7' long blade at least a foot wide at it's base. It the hilt is black adamantine, wrapped in white leather the blade is golden adamantine with inlaid mithril runes. He wears it on a metal sheath built into his armor.

 

Outside the armor, Valthos, now calling himself Val Thomas, is 6'10'', over 400lbs of muscle and sinew. He has pale skin and black hari and eyes. His canines are a bit enlarged and he has a menacing gaze. He has a tattoo of mountains on his back and chains on his biceps. He dresses in "outlaw Biker" gear, but owns two very nice suits. His hair is straight and hangs down to his shoulders. His ears are pointed.

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Re: CHAR(s): The Discordant Company

 

Crimson Arcane

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 1/2d6 [1]

15 DEX 15 12- OCV: 5/DCV: 5

30 CON 40 15-

16 BODY 12 12-

23 INT 13 14- PER Roll 16-

18 EGO 16 13- ECV: 6

18 PRE 8 13- PRE Attack: 3 1/2d6

14 COM 2 12-

 

5/15 PD 2 Total: 5/15 PD (0/10 rPD)

10/20 ED 4 Total: 10/20 ED (0/10 rED)

5 SPD 25 Phases: 3, 5, 8, 10, 12

10 REC 2

60 END 0

45 STUN 7 Total Characteristic Cost: 149

 

Movement:

Running: 6"/12"

Flight: 10"/40"

Leaping: 2"/4"

Swimming: 2"/4"

 

 

Cost Powers END

93 Arcane Mastery: Variable Power Pool (Magic Pool), 75 base + 18 control cost, (112 Active Points); all slots Requires A Magic: Arcane Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)

0 1) Enfeeble: Drain STR 5d6, Ranged (+1/2) (75 Active Points); Requires A Magic: Arcane Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 37 7

 

42 Arcane Reserves: Endurance Reserve (250 END, 25 REC) Reserve: (50 Active Points); REC: (25 Active Points); Personal REC (-1/2)

 

30 Elemental Magics: Multipower, 60-point reserve, (60 Active Points); all slots Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4)

3u 1) Fireball: Killing Attack - Ranged 2d6+1, Explosion (+1/2) (52 Active Points); Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 5

2u 2) Flame Wave: Killing Attack - Ranged 2d6, Area Of Effect (12" Line; +1) (60 Active Points); No Range (-1/2), Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 6

2u 3) Lightning Bolt: RKA 3d6+1 (50 Active Points); Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 5

2u 4) Lightning Bolt: Forked: RKA 2 1/2d6, Cannot Use Both Shots Against Same Target (+0), Autofire (3 shots; +1/4) (50 Active Points); Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 5

Notes: 2 Shots

2u 5) Lightning Cone: RKA 2d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-1/2), Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 6

3u 6) Teapot Tempest: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 6

3u 7) Wind Buffet: Energy Blast 12d6 (60 Active Points); Requires A Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 6

 

17 Winter's Liege Staff: Multipower, 60-point reserve, (60 Active Points); 50 Charges which Never Recover (-1 1/2); OAF (-1)

1u 1) Blizzard: Change Environment 32" radius, -3 to Sight Group PER Rolls, -3 Temperature Level Adjustment, Multiple Combat Effects (50 Active Points); OAF (-1), Requires 2 Charges Per Use (-1/4) 5

1u 2) Hailstorm: EB 5d6, Indirect (always from above; +1/4), Area Of Effect (3" Radius; +1) (56 Active Points); OAF (-1), Requires 3 Charges Per Use (-1/2) 6

1u 3) Ice Blast I: EB 12d6 (60 Active Points); OAF (-1) 6

1u 4) Ice Blast II: EB 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); OAF (-1), Requires 2 Charges Per Use (-1/4) 6

1u 5) Icy Sheet: Change Environment (create ice sheet) 32" radius, -4 DEX Roll and all Skill Rolls based on DEX, Personal Immunity (+1/4) (52 Active Points); OAF (-1), Only Affects Characters Who Are Moving On The Ground (-1/4), Requires 2 Charges Per Use (-1/4) 5

1u 6) Staff: (Total: 47 Active Cost, 10 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 4) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 1) plus +4 with HTH Combat (20 Active Points); OAF (-1) (Real Cost: 5) 2

 

Magic Items

6 1) Healing Potion: Healing BODY 4d6, Delayed Effect (+1/4) (50 Active Points); Extra Time (6 Hours to brew, -3 1/2), OAF Fragile (-1 1/4), Concentration, Must Concentrate throughout brewing (0 DCV; -1), 4 Charges (-1), Requires An Alchemy Roll (to brew; -1/2) [4]

12 2) Mother's Ring: Summon 75-point Spirit Guide (15 Active Points); IIF Unbreakable (-1/4) 1

Notes: This ring (his greatest treasure) contains the purified spirit of his mother. He can summon her as a floating ghost-like image that can affect the real world with great effort. Ezmeralda is her name. He is loathe to do so publicly as someone might make the connection. The ring appears as ordinary costume jewelry and doesn't radiate magic.

29 3) Wizard's Robes: (Total: 44 Active Cost, 29 Real Cost) Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) (Real Cost: 20) plus Knockback Resistance -7" (14 Active Points); OIF (-1/2) (Real Cost: 9)

18 4) Mundane Pin: Shape Shift (Sight, Smell/Taste, Mystic and Touch Groups), Instant Change, Costs END Only To Change Shape (+1/4), Power Can Draw END from Character or END Reserve (+1/4) (36 Active Points); IAF (-1/2), Affects Body Only (-1/2) 3

8 5) Necklace Of Eloquence: +6 with Interaction Skills (30 Active Points); Independent (-2), OIF (-1/2)

Magic Item: Wizard's Sack

9 1) Wizard's Sack: Extra-Dimensional Movement (single pocket dimension), Reduced Endurance (0 END; +1/2), Usable As Attack (+1) (50 Active Points); Independent (-2), OAF (-1), Only Works On Items Small Enough To Fit Through Sack's Mouth (-1), Only Works On Nonresisting Objects (-1/4)

9 2) Wizard's Sack: Stretching 5", Transdimensional (only to reach into the Sack's pocket dimension; +1/2) (37 Active Points); Independent (-2), OAF (-1) 4

 

True Infernal Heritage

20 1) Bat Wings: Flight 10", Position Shift, x4 Noncombat (30 Active Points); Restrainable (-1/2) 3

6 2) Demonic Senses: +2 PER with all Sense Groups

5 3) Eyes Of Fire: IR Perception (Sight Group)

18 4) Hellfire Aura: HKA 1d6, Damage Shield (+1/2), Penetrating (+1/2), Continuous (+1) (45 Active Points); Increased Endurance Cost (x3 END; -1), No STR Bonus (-1/2) 12

48 5) Infernal Blood: (Total: 60 Active Cost, 48 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Not vs Cold Iron/Silver (-1/4) (Real Cost: 24) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Not vs "Holy" Energies (-1/4) (Real Cost: 24)

20 6) Arcane Defenses: Power Defense (20 points)

12 7) Iron Mind: Mental Defense (16 points total)

5 8) Infernal Form: LS (Longevity 800 Years; Safe in Intense Heat)

 

Perks

15 Familiar: Drusilla; Dragon-Cat

3 Fringe Benefit: Membership: Discordant Company

15 Oswald's Odd Books: Base/Safe house

3 Well-Connected

3 1) Contact: Godfrey Gallowglass, Investigator of the Unknown. (Contact has significant Contacts of his own, Contact has useful Skills or resources) (4 Active Points) 11-

5 2) Contact: Order of Nimue (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-

8 3) Contacts: Black Market (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

 

Talents

20 Gift of Tongues: Universal Translator 14-

3 Quick on his Feet: Lightning Reflexes: +2 DEX to act first with All Actions

 

Skills

10 +2 with HTH Combat

18 +6 with Magic

3 Analyze: Magic 14-

3 Animal Handler (Dragons, Felines) 13-

3 Bribery 13-

3 Cryptography 14-

3 Gambling 14-

3 Inventor (Spell Research) 14-

3 Linguist

4 1) Language: Draconic (idiomatic; literate) (5 Active Points)

2 2) Language: English (completely fluent; literate) (4 Active Points)

0 3) Language: Hellspeak (idiomatic) (4 Active Points)

5 4) Language: Latin (idiomatic; literate)

3 5) Language: Russian (completely fluent; literate) (4 Active Points)

19 Magic: Arcane 22-

15 Magic: Elemental 20-

3 Research 14-

2 SS: Linguistics 11-

3 Scholar

2 1) KS: Arcane And Occult Lore (3 Active Points) 14-

2 2) KS: Elementalism (3 Active Points) 14-

1 3) KS: Heraldry (2 Active Points) 11-

1 4) KS: Herbalism And Healing-Lore (2 Active Points) 11-

2 5) KS: Summoning Magic (3 Active Points) 14-

1 6) KS: The Superhuman World (2 Active Points) 11-

2 7) KS: Transmutation (3 Active Points) 14-

3 Security Systems 14-

3 Streetwise 13-

3 Teamwork 12-

4 WF: Common Melee Weapons, Common Missile Weapons

3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 14-

 

Total Powers & Skill Cost: 631

Total Cost: 780

 

200+ Disadvantages

15 Distinctive Features: Infernally Touched (Concealable; Always Noticed and Causes Major Reaction [fear / loathing]; Detectable By Commonly-Used Senses)

15 Hunted: Order of Nimue 11- (Mo Pow, NCI, Watching)

20 Hunted: Order of the Black Rose 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: The Lost Menagerie 8- (As Pow, Harshly Punish)

20 Option: Psychological Limitation: Devoted to Lady Rozalin (Very Common, Strong)

15 Physical Limitation: Can be contained by Summoning Circles (Infrequently, Fully Impairing)

15 Psychological Limitation: Fascinated by magic (Very Common, Moderate)

10 Psychological Limitation: Hedonist, likes the finer things in life. (Common, Moderate)

10 Psychological Limitation: wiseacre, makes jokes at in appropriate times (Common, Moderate)

5 Social Limitation: (Occasionally, Minor)

15 Social Limitation: Secret Identity (Frequently, Major)

430 Experience Points

 

Total Disadvantage Points: 780

 

 

 

Background/History: E'triel, unlike many of his collegues in the Discordant Company, is a true Infernal. His father was a vassal of a minor Overlord. He's closer to Rozalin and Etna in this regard. However, like the others in the Company, their adventures to find Rozalin's "Father" changed E'triel. He had always been something of a magical "nerd"; a studious demon given more to research and study than bloodshed and conquest. When they found themselves on this "Earth Realm", E'triel went to work immediately. His gift for languages enabled him to scout relatively unnoticed (particularly once he stopped flying about and disguised his appearance).

He found them allies among the mystical heroes of Earth and aid in setting up shop. In his spare time, E'triel acts as Oswald Ellison, the owner of a used bookstore in Salem, Massachusets; it also serves as one of the Safehouses/Bases for the Company when individual members want to travel a bit.

 

Personality/Motivation: As one of the three major magic users in the Company, Crimson Arcane is actually the least combat oriented. He still prefers research and cataloguing to combat. A close second is music and good food with attractive company. Then languages. Then Combat. E'triel is fairly sardonic and sarcastic but always with a self deprecating twist. He can get a little flustered in social settings (which is why he has the Necklase of Eloquence) and makes jokes at inappropriate times; but he is a loyal member of the Company and a champion of those who can't take care of themselves.

 

Quote: "Let there be LIGHTNING!"

 

"I'm just saying that there are better things we could be doing that trying to kill each other! Dinner and a play, perhaps?"

Powers/Tactics: Versatile magician. His VPP allows him to tailor his attacks but it can take time so he generally uses his elemental attacks or his trusty Staff.

 

Campaign Use: Potent magical ally/adversary. Also a good guy to talk to regarding languages, riddles, spell research and the "Infernal Realms".

 

Appearance: Crimson Arcane is thin, often seeming taller than he is. He has bishonen good looks, and girls seem drawn to him. His natural form has horns at his temples that curl back over his ears, red eyes, black bat-like wings, a red tail that ends in a diamond shape, a fair complexion, and bushy white hair.

 

His "costume" consists of enchanted robes, blood red with glowing red runes on them and black trim. He wears a belt over this, it is black with red stones set into the buckle. The Belt has a black silken box-like pouch that he can put seemingly anything into. The Staff of Winter's Liege is, not surprisingly, pale blue and transparent, seemingly made of enchanted ice itself. Runes run up and down its length, barely visible but silvery white when the light catches them. At the top is a large circle with a dark blue, teardrop shaped stone seemingly suspended in thin air. The staff constantly (unless in freezing temperatures) emits tendrils of steam as if it is melting.

 

When disguising himself with the Mundane Amulet, E'triel looks basically the same save for his wings, horns, and tail are gone, his eyes are blue, and he appears to be wearing slacks, a button down shirt, and a sweater vest.

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