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Alfred Mordenkain

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Aviyara

PostPosted: Fri Oct 23, 2009 11:53 pm


Name: Alfred Mordenkain

Hero/Villain Name: Warlock

Age: 27

Height: 5'3

Weight: 135

Appearance: User Image

Power Source: Mystical

History: The Mordenkain family (archaic: Mordenkainen) has had its roots in magical society since the Middle Ages of ancient Earth. Its founding member, Lucretia Mordenkainen, was a mage and royal advisor to several noble families throughout Europe. ...this is, of course, before "witchcraft" became a stigmatized thing and magic-users were forced into hiding. Several prominent Mordenkainens (and later Mordenkains) remained politically active, lending secret magical assistance to those few leaders who were tolerant or acceptive of magic.

Alfred was born to Cyrus and Naomi Mordenkain on Grace, shortly after the family migrated with the rest of humanity. He was raised in the family's magical traditions and taught to keep his magical prowess hidden from an unaccepting world. Prior to the Big Out (his family's name for the time when magicians began sharing their secrets more profligately), he lived a fairly unassuming life as an elementary school science teacher in the Mid Hive area.

The Big Out changed that. In the words of his father Cyrus, "Magickers all over felt a chill, asif the Devil himself had whispered to us that the world was goin' to hell in a handcart. A bunch of us met, they talked, they decided we oughta do somethin'. So they started teachin' lotsa folk what magic was." Since that time, Alfred has noticed a marked increase in acceptance (if not tolerance) of magic in the public eye.

There have been downsides to the Big Out, though. Alfred has had to defend himself and others against darker Supers using their new powers for profit. He's even seen fellow magickers using their abilities for personal gain. After having to fend off an attack on his elementary school (a dark Super had decided it would be a great idea to ransom off an elementary school full of children), Alfred decided he needed to find some allies. ...that and work on his spellcasting.
 
PostPosted: Fri Oct 23, 2009 11:55 pm


PL: 1
PP: 12/38
Super Group:

Attributes
-Stat Name: Total (without enhanced) / modifier-
Strength: 8 ( 8 ) / -1
Dexterity: 16 (16) / +3
Constitution: 8 ( 8 ) / -1
Intelligence: 10 (10) / +0
Wisdom: 12 (12) / +1
Charisma: 8 ( 8 ) / -1

(Trade Offs: )

Saving Throws
-Save Name: (Base + Ability + Misc) = Total-
Toughness: (0-1+1) = -1
Fortitude: (0-1+0) = -1
Reflex: (0+3+0) = +3
Will: (0+1+0) = +1

Combat
-Name: Total (defense bonus + misc + size) / Flat Footed-
Defense: 10 (0+0+0) / 10
-Name: Total (Dex mod + Power + misc) / Flat Footed-
Initiative: 3 (3+0+0) / 3
-Name: Melee/Ranged (Specific if feat)-
Attack: 0/0

Luck Points: 1

Feats:

Skills:
-Name: Total = Skill Rank + Ability Mod + Misc-
Acrobatics (Dex): 3 = 0 + 3 + 0
Bluff (Cha): -1 = 0 - 1 + 0
Climb (Str): -1 = 0 - 1 + 0
Computers (Int): 0 = 0 + 0 + 0
Concentration (Wis): 5 = 4 + 1 + 0
Craft (Int): - = 0 + 0 + 0
Diplomacy (Cha): -1 = 0 - 1 + 0
Disable Device (Int): - = 0 + 0 + 0
Disguise (Cha): -1 = 0 - 1 + 0
Drive (Dex): - = 0 + 0 + 0
Escape Artist (Dex): 3 = 0 + 3 + 0
Gather Information (Cha): -1 = 0 - 1 + 0
Handle Animal (Cha): -1 = 0 - 1 + 0
Intimidate (Cha): -1 = 0 - 1 + 0
Investigate (Int): 0 = 0 + 0 + 0
Knowledge[arcana] (Int): 2 = 2 + 0 + 0
Language (-): - = 0 + 0 + 0
Medicine (Wis): 1 = 0 + 1 + 0
Notice (Wis): 1 = 0 + 1 + 0
Perform (Cha): -1 = 0 - 1 + 0
Pilot (Dex): - = 0 + 3 + 0
Profession(teacher) (Wis): 3 = 2 + 1 + 0
Ride (Dex): - = 0 + 0 + 0
Search (Int): 0 = 0 + 0 + 0
Sense Motive (Wis): 1 = 0 + 1 + 0
Slight of Hand (Dex): - = 0 + 0 + 0
Stealth (Dex): 3 = 0 + 3 + 0
Survival (Wis): 1 = 0 + 1 + 0
Swim (Str): -1 = 0 - 1 + 0
 

Aviyara


Aviyara

PostPosted: Fri Oct 23, 2009 11:56 pm


POWERS


Redirect
-Rank: 1
-Cost: 5pp per rank (5pp)
-Build: Absorption, energy (Boost) + Create + Power Magnet
-Action: Passive
-Range: Personal
-Saving Throw: None
-Duration: Continuous
-Description: Alfred has spent the greater part of his life studying the Elements and how to manipulate their energies. As a result of years of study, he has developed quite a bit of skill in bending supernatural energies. He can absorb and redirect spells and energies directed at him almost by reflex; with an attack roll, he can also attempt to seize control over an energy attack at a distance of (100ft x power rank). If he succeeds, he pulls the energy away from its intended target, channeling it through himself and redirecting it at a target of his choice as a Blast. (He can also use this as a means of attack rather than defense, if presented with a continuous power source he can siphon off of.)
------------------------------------------------------------------------------------
Entropic Shield
-Rank: 1
-Cost: 4pp per rank -1 (3pp)
-Build: Deflect(fast projectiles) + Action (x2) + Range - Power Loss(Hand Gestures)
-Action: Reaction
-Range: Power rank x 100ft
-Saving Throw: None
-Duration: Continuous
-Description: One of the most fundamental forces of the world is entropy - the concept that all things decay from order into chaos. As an arcanist, Alfred has been trained in manipulating this force, using it to shield himself from projectiles. By increasing the entropy and chaos in an area of space (specifically, the area in the path of a bullet), Alfred can subtly change a bullet's flight path - sometimes enough that it misses him altogether. He can also do this for allies within range of his magicks, although obviously not as easily due to that range - he takes a -2 penalty on the Deflection check for each (rank x 10) feet between him and said ally.
Alfred must be able to freely move his hands to cast this spell.

------------------------------------------------------------------------------------
Mage Hand
-Rank: 4
-Cost: 1pp per rank (4pp)
-Build: Move Object + Range - Distracting - Power Loss(Hand Gestures)
-Action: Standard (active)
-Range: Perception
-Saving Throw: None
-Duration: Sustained
-Description: No mastery of the elements would be complete without mastery of the physical elements. The spell Mage Hand allows Alfred to magickally manipulate physical objects. This is one of the more complex spells, one Alfred has not yet completely mastered - as a result he finds it consumes most of his attention when casting it.
Alfred must be able to freely move his hands to cast this spell.

------------------------------------------------------------------------------------
Arcane Armor
-Rank: 1
-Cost: 1pp per rank (1pp)
-Build: Protection + Force Field(+0) + Impervious - Physical Only
-Action: Free action
-Range: Personal
-Saving Throw: None
-Duration: Sustained
-Description: A fairly simple defensive charm, Arcane Armor is a forceshield spell that protects the caster from most mundane attacks. While active, the caster is surrounded by a bubble of translucent, swirling force, distorting any light that passes through and preventing most physical objects from entering.
------------------------------------------------------------------------------------
Kineticist's Staff
-Rank: 1
-Cost: 3pp per rank +1 (4pp)
-Build: Device (easily lost) + Restricted (PF, Magic-Users)
-Description: A knotted wooden staff whose handle has been wrapped in duct tape for gripping purposes. The length of the staff is engraved with runes. Alfred (and any other magic-user for that matter) can use it as a focus for spellcasting.
----------------------
Soulwrench (Kineticist's Staff)
-Rank: 1
-Cost: 4pp per rank + 1 (5pp)
-Build: Blast + Range x2 + Alternate Save (Will) + Subtle(PF)
-Action: Standard (active)
-Range: Perception
-Saving Throw: Will (DC 16)
-Duration: Instant
-Description: Contrary to its name, the Soulwrench spell does not actually rip out a victim's soul. Rather, it deliberately manhandles the kinetics at play inside an individual's body - causing some parts to speed up, others to slow down, still others to twist and warp in place. The result is rather agonizing for the victim; it has been favorably compared to having your organs run through a juicer.
------------------------------------------------------------------------------------
Enchant Weapon
-Rank: 2
-Cost: 1pp per rank + 1 (3pp)
-Build: Array + Alternate Power
-----Setting 1-----
Elemental Enhancement
-Rank: 2
-Cost: 1pp per rank (2pp)
-Build: Boost (single, Damage) + Action - Others Only + Slow Fade(PF) - Noticeable(DB)
-Action: Free (active)
-Range: Touch
-Saving Throw: Fortitude (harmless)
-Duration: 5 rounds
-Description: With a touch, Alfred can imbue an ally's weapon with the power of the elements (usually electricity, as this is the easiest for a kineticist to generate). The target's weapon is wreathed in elemental power, crackling with visible energy; for the next five rounds, the recipient receives a Boost equal to one additional rank in a Damage power that they already possess.
-----Setting 2-----
Elemental Armaments
-Rank: 1
-Cost: 2pp per rank (2pp)
-Build: Boost (single) + Create + Action - Others Only + Slow Fade(PF) - Noticeable(DB)
-Action: Free (active)
-Range: Touch
-Saving Throw: Fortitude (harmless)
-Duration: 5 rounds
-Description: With a touch, Alfred can imbue an ally's armaments with the power of the elements (usually electricity, since this is the easiest for a kineticist to generate). The target gains a new melee Damage ability incorporating their Strength and the force of Alfred's magic for the next five rounds of combat (see the Boost-Create section for details on the power).
 
PostPosted: Sun Nov 08, 2009 12:08 am


Boost-Created Powers


Redirect:
Redirected Blast
-Rank: 1
-Build: Damage + Range
-Action: Standard (active)
-Range: Ranged
-Saving Throw: Fortitude (DC 16)
-Duration: Instant
-Description: A fairly basic elemental attack, this is a ray of energy Alfred was able to Redirect. The type of energy corresponds to its source; if Alfred was hit with a Lightning-type energy attack, Redirected Blast's energy type is Lightning.
------------------------------------------------------------------------------------
Elemental Armaments (Enchant Weapon):
Ensorcelled Weapon
-Rank: 1
-Build: Damage + Penetrating + Mighty(PF)
-Action: Standard (active)
-Range: Touch
-Saving Throw: Fortitude (staged)
-Duration: Instant
-Description: The recipient's armaments have been imbued with elemental might (usually electricity, as this is the easiest for a kineticist to create). The recipient's next few melee attacks deal magical damage in addition to their normal Strength damage, and are treated as magical weapons for purposes of overcoming damage reduction.
------------------------------------------------------------------------------------
 

Aviyara

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