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Dr. Damien Jones - The Devil's Advocate

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Vid13

PostPosted: Sat Mar 14, 2009 9:17 am


Name: Dr. Damien Jones

Hero/Villain Name: The Devil’s Advocate or The Advocate (as it is shortened)

Age: 31

Height: 6 feet

Weight: 190 lbs

Appearance: Dr. Jones usually wears dark colors of suits dark blue gray and black are some of his favorites. He has slicked back blonde hair and blue eyes, he is tall handsome charismatic and has an air of authority around him.
When the Devil has asked him a favor, or Dr.Jones changes himself, he dons a much different appear. He wears a long highwayman’s coat with a tall collar and a fedora hat over a set of red tinted goggles. Over his hands he wears gloves allowing him to interact with thing without them melting or withering away to Satan’s Touch the power which Dr. Jones aquires in this form.

Power Source: Mystical

History: Dr. Damien Jones is a lawyer, a damn good lawyer. He graduated top of his class in a High Hive Law school. He was born to English parents and shows potential for a healthy career early on. After his graduation from Law school the government hired him to work as a prosecutor with AESA to try cases involving unregistered supers. He has an amazing court record and is feeling unstoppable at this time in his life. As of late Dr.Jones has been working on a case trying a Super Group all of which were unregistered. The case was tough because the three had revealed themselves to save people for a burning building…never the less Dr.Jones had them sent to Adder Island to serve some time.
After winning the case Dr.Jones was taking out his girlfriend and secretary when seemingly out of no where they were stuck by a large black vechicle. Dr.Jones girlfriend was killed and, the doctor himself was medi-vaced to a hospital where he remained in a coma for three weeks. He awoke after a disturbing dream where he stood at Hell’s gate and negotiated for his life with an emissary of the Devil.
His request was granted but he would need to do somethings to pay back the powers of Hell. Upon returning to his home a voice mail was waiting for him. He had been promoted to lead prosecutor of AESA trails by AESA, later he found out millions of more dollars had been transferred into his account. Thinking nothing of his ‘dream’ he wrote it off as his tax return…or bonus for winning the last case. But he was wrong…very wrong.
PostPosted: Sat Mar 14, 2009 9:17 am


PL: 1
PP: /20
Super Group: None

Attributes
-Stat Name: Total (without enhanced) / modifier-
Strength: 8 (8 ) / -1
Dexterity: 10 (10) / +0
Constitution: 10 (10) / +0
Intelligence: 12 (12) / +1
Wisdom: 10 (10) / +0
Charisma: 14(14) / +2

(Trade Offs: None)

Saving Throws
-Save Name: (Base + Ability + Misc) = Total-
Toughness: (0+0+0) = +0
Fortitude: (0+0+0) = +0
Reflex: (0+0+0) = +0
Will: (0+0+0) = +0

Combat
-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 10 (0+0+0) / 10
-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 0 (0+0+0) / 0
-Name: Melee/Ranged (Specific if feat)-
Attack: 0/0

Luck Points: 1

Feats:
Attractive (Rank 1)


Skills:
-Name: Total = Skill Rank + Ability Mod + Misc-
Acrobatics: - = 0 + 0 + 0
Bluff: 10 = 4 + 2 + 4
Climb: 0 = 0 + 0 + 0
Computers: - = 0 + 0 + 0
Concentration: 0 = 0 + 0 + 0
Craft: - = 0 + 0 + 0
Diplomacy: 10 = 4 + 2 + 4
Disable Device: - = 0 + 0 + 0
Disguise: 0 = 0 + 0 + 0
Drive: - = 0 + 0 + 0
Escape Artist: 0 = 0 + 0 + 0
Gather Information: 6 = 4 + 2 + 0
Handle Animal: 0 = 0 + 0 + 0
Intimidate: 6 = 4 + 2 + 0
Investigate: - = 0 + 0 + 0
Knowledge (Civics): 5= 4 + 1 + 0
Language: - = 0 + 0 + 0
Medicine: 0 = 0 + 0 + 0
Notice: 0 = 0 + 0 + 0
Perform: - = 0 + 0 + 0
Pilot: - = 0 + 0 + 0
Profession (Lawyer): 4= 4 + 0 + 0
Ride: - = 0 + 0 + 0
Search: 0 = 0 + 0 + 0
Sense Motive: 4 = 4 + 0 + 0
Slight of Hand: - = 0 + 0 + 0
Stealth: 0 = 0 + 0 + 0
Survival: 0 = 0 + 0 + 0
Swim: 0 = 0 + 0 + 0

Vid13


Vid13

PostPosted: Sat Mar 14, 2009 9:19 am


[align=center][b]PL:[/b] 1
[b]PP:[/b] /20
[b]Super Group:[/b] None

[b]Attributes[/b]
[size=11]-[i]Stat Name: Total (without enhanced) / modifier[/i]-[/size]
[u][i]Strength:[/i][/u] 8 (8 ) / -1
[u][i]Dexterity:[/i][/u] 10 (10) / +0
[u][i]Constitution:[/i][/u] 10 (10) / +0
[u][i]Intelligence:[/i][/u] 12 (12) / +1
[u][i]Wisdom:[/i][/u] 10 (10) / +0
[u][i]Charisma:[/i][/u] 14(14) / +2

[b][i](Trade Offs: None)[/i][/b]

[b]Saving Throws[/b]
[size=11]-[i]Save Name: (Base + Ability + Misc) = Total[/i]-[/size]
[u][i]Toughness:[/i][/u] (0+0+0) = +0
[u][i]Fortitude:[/i][/u] (0+0+0) = +0
[u][i]Reflex:[/i][/u] (0+0+0) = +0
[u][i]Will:[/i][/u] (0+0+0) = +0

[b]Combat[/b]
[size=11]-[i]Name: Total (defense bonus + misc + size) / Flat Footed[/i]-[/size]
[u][i]Defense:[/i][/u] 10 (0+0+0) / 10
[size=11]-[i]Name: Total (Dex mod + Power + misc) / Flat Footed[/i]-[/size]
[u][i]Initiative:[/i][/u] 0 (0+0+0) / 0
[size=11]-[i]Name: Melee/Ranged (Specific if feat)[/i]-[/size]
[u][i]Attack:[/i][/u] 0/0

[b]Luck Points:[/b] 1

[b]Feats:[/b]
Attractive (Rank 1)


[b]Skills:[/b]
[i]-Name: Total = Skill Rank + Ability Mod + Misc-[/i]
Acrobatics: - = 0 + 0 + 0
Bluff: 10 = 4 + 2 + 4
Climb: 0 = 0 + 0 + 0
Computers: - = 0 + 0 + 0
Concentration: 0 = 0 + 0 + 0
Craft: - = 0 + 0 + 0
Diplomacy: 10 = 4 + 2 + 4
Disable Device: - = 0 + 0 + 0
Disguise: 0 = 0 + 0 + 0
Drive: - = 0 + 0 + 0
Escape Artist: 0 = 0 + 0 + 0
Gather Information: 6 = 4 + 2 + 0
Handle Animal: 0 = 0 + 0 + 0
Intimidate: 6 = 4 + 2 + 0
Investigate: - = 0 + 0 + 0
Knowledge (Civics): 5= 4 + 1 + 0
Language: - = 0 + 0 + 0
Medicine: 0 = 0 + 0 + 0
Notice: 0 = 0 + 0 + 0
Perform: - = 0 + 0 + 0
Pilot: - = 0 + 0 + 0
Profession (Lawyer): 4= 4 + 0 + 0
Ride: - = 0 + 0 + 0
Search: 0 = 0 + 0 + 0
Sense Motive: 4 = 4 + 0 + 0
Slight of Hand: - = 0 + 0 + 0
Stealth: 0 = 0 + 0 + 0
Survival: 0 = 0 + 0 + 0
Swim: 0 = 0 + 0 + 0
[/align]
PostPosted: Wed Nov 11, 2009 5:18 pm


POWERS


Hell’s Foresight
-Rank: 4
-Cost: 1pp per rank (4pp)
-Build: Super-Senses (Precognition)
-Action: None Passive
-Range: Personal
-Saving Throw: None
-Duration: Continuous
-Description: This ability is granted by Satan to his errand boy so he could see possible outcomes of certain choices he made, this is so that the Devil himself can be assured of the tasks he requires to get done get done. While glancing g into the future the user of this skill is still bound to their world and dimension, but must pay their full concentration to seeing the future.
------------------------------------------------------------------------------------
The Devil’s Errand Boy
-Rank: 1
-Cost: 2pp per rank (2pp)
-Build: Environmental Control (Intense Cold, Visibility)
-Action:Sustained
-Range: 5 foot
-Saving Throw: Fort (DC10 +see description)
-Duration: Sustained
-Description: When Dr. Jones is assigned an official task by the Devil this skill activates. This creates a light fog (-4 notice and search checks) and intense cold within 5 feet of Dr. Jones this is because of the Devils indirect influence over him.
Those caught in the cold take a Fort Save DC 10 each round they are in the cold. The DC increases by +1 (max of up to PL) per round they stay in the cold. Each failure does 1 temporary con damage.
The first failure inflicts fatigue/If you loose half or more con you become exhausted/If you reach 3 or less you go unconscious/If you reach 0 you become dying.
Heavy clothing grants a +4 to resist this power.
--------------------------------------------------------------------------------------
Devil’s Pact
-Rank: 1
-Cost: 1pp per rank (1pp)
-Build: Regeneration (Resurrection-1)
-Action: None (Passive)
-Range: Personal
-Saving Throw: Fortitude
-Duration: Permanent
-Description:
Dr.Jones still has the Devil’s business to complete thus making him a very hard man to kill.
-------------------------------------------------------------------------------------------------------------

Malina_Dammion


Malina_Dammion

PostPosted: Wed Nov 11, 2009 5:21 pm


[align=center][size=11][u][b]POWERS[/b][/u][/align]

[b]Hell’s Foresight [/b]
-[u]Rank:[/u] 4
-[u]Cost:[/u] 1pp per rank (4pp)
-[u]Build:[/u] Super-Senses (Precognition)
-[u]Action:[/u] None Passive
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] None
-[u]Duration:[/u] Continuous
-[u]Description:[/u] This ability is granted by Satan to his errand boy so he could see possible outcomes of certain choices he made, this is so that the Devil himself can be assured of the tasks he requires to get done get done. While glancing g into the future the user of this skill is still bound to their world and dimension, but must pay their full concentration to seeing the future.
------------------------------------------------------------------------------------
[b] The Devil’s Errand Boy [/b]
-[u]Rank:[/u] 1
-[u]Cost:[/u] 2pp per rank (2pp)
-[u]Build:[/u] Environmental Control (Intense Cold, Visibility)
-[u]Action:[/u]Sustained
-[u]Range:[/u] 5 foot
-[u]Saving Throw:[/u] Fort (DC10 +see description)
-[u]Duration:[/u] Sustained
-[u]Description:[/u] When Dr. Jones is assigned an official task by the Devil this skill activates. This creates a light fog (-4 notice and search checks) and intense cold within 5 feet of Dr. Jones this is because of the Devils indirect influence over him.
Those caught in the cold take a Fort Save DC 10 each round they are in the cold. The DC increases by +1 (max of up to PL) per round they stay in the cold. Each failure does 1 temporary con damage.
The first failure inflicts fatigue/If you loose half or more con you become exhausted/If you reach 3 or less you go unconscious/If you reach 0 you become dying.
Heavy clothing grants a +4 to resist this power.
--------------------------------------------------------------------------------------
[b] Devil’s Pact[/b]
-[u]Rank:[/u] 1
-[u]Cost:[/u] 1pp per rank (1pp)
-[u]Build:[/u] Regeneration (Resurrection-1)
-[u]Action:[/u] None (Passive)
-[u]Range:[/u] Personal
-[u]Saving Throw:[/u] Fortitude
-[u]Duration:[/u] Permanent
-[u]Description:[/u]
Dr.Jones still has the Devil’s business to complete thus making him a very hard man to kill.
-------------------------------------------------------------------------------------------------------------
[/size]
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