Aven cross

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Birthday: 10/06

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Name: Aven Cross
Age: 23
Race: Caucasian
Concept: Hunter

Bio: Aven cross is not a part of any organized party that fights back the darkness. In fact he is totally unaware that such things even exist. Hunting monsters and spirits has been a family trait for three generations before him.
You it is also a family trait to loose ones memory after a very traumatic event. As happened to his father when he was five years old. One day his father just never came home. With no mother to speak of he was taken as a ward of the state and raised in foster care. His father did finaly put the pieces together and find Aven at the age of sixteen living with a preacher and his lovely wife. It seemed Aven had a happy enough home and was a stable boy. It was a hard decision for his father but he did come back into Avens life.
After the reestablishment of the cross family Aven was trained in the ways of the family business. When he was twenty his father died. For the past three years he has been on his own doing the only thing he knows to do. Hunt the things that go bump in the night.
((left a few things pretty open for you MR GM so you can write in the stuff you need to *wink wink*))
PRIMARY STATS
Strength: 3
Agility: 3
Stamina: 3
Intellect: 2
Will: 3
Perception: 3
Power: 4
Charisma: 2
Luck: 1

SKILLS
Arcane 3
Athletics: 2
Awareness: 3
Combat - Melee: 3
Combat - Ranged: 3
Combat - Unarmed:
Craft: 2
Defense: 3
Guile: 2
Influence:
Knowledge: 1
Language:
Medicine:
Technology:
Wilderness:

SECONDARY STATS
Life: 15
Guts: 7
Threshold: 5
Critical Threat:
Defensive Limit: 3
Wait: 4
Last Resort: 1
Weapon Proficiencies:
Armor Proficiencies:

Armor
Physical: 2
Elemental:
Biological:
Magical:

LIMIT EFFECTCounter Quick
Pre-Requisite: None
Description: The character abandons defense, going all out on his enemy and striking back with vicious ferocity every time he is attacked.
Effect: The character may, as a reflexive action, freely counter any attack that targets him which he is in range to counter.

THRESHOLD EFFECTForced Amnesia
Description: The memories of trauma are too painful for the character's mind to bear, causing him to intentionally forget all events surrounding his trauma...including important and vital information about himself.
Effect: The character forgets everything beyond a certain point (determined by the Judge) and may even lose his own identity in the process.


EQUIPMENT (Carrying Capacity:___)

Glock Pistol
In the 1980s, Glock produced the first series of pistols made primarily from synthetic materials, resulting in a gun that was both powerful and cheaper to manufacture.
Cost: $500
Purchase Restrictions: Firearms Licence
Size: 1
Range: 30/60
Ammunition: 15
Rate of Fire: Single
Enhancement Slots: 2
Damage: 2d6 Physical
Fail: 2
Notes:
• 1d6 damage on an attack roll that shows a natural 19 or 20
• 2 to Guile feats made concealing the weapon

Taclight
This flashlight, mounted to the weapon, provides light in dark areas without the added burden of wielding a flashlight.
Cost: $100
Purchase: None
Mod: 1
Notes:
• Brightly illuminates up to 50 feet in a straight line, dimly illuminates an additional 100 feet in a straight line.

Laser Sight
A red or green laser which points directly forward allowing the shooter to see precisely where his bullet will hit once fired.
Cost: $100
Purchase: None
Mod: 1
Notes:
• Provides a 2 bonus to accuracy when firing the weapon
Ironsights
A metal attachment at the end of the gun's barrel which allows the shooter to accurately estimate just where his bullet will go once fired.
Cost: $50
Purchase: Valid ID
Mod: 1
Notes:
• Provides a 1 bonus to accuracy when firing the weapon

Stake
In Vampire fiction, the only way to kill a bloodsucker is to drive a stake through his heart. In reality, driving a stake through the heart will kill anything.
Cost: $5
Purchase Restrictions: None
Size: 0
Wield: 1 handed
Damage: Strength 3 Physical
Notes:
• 1 damage on an attack roll that shows a natural success
• 5 to Guile feats for concealing the weapon
• Attacks with this weapon can only be made using a stabbing motion, limiting its flexibility and imposing a 2 Difficulty to hit with the weapon.

Katana
These masterfully crafted oriental swords are made by folding thin layers of steel to increase the sword's durability while keeping it lightweight.
Cost: $1,000
Purchase Restrictions: Valid ID
Size: 1
Wield: 1 handed
Damage: Strength 1d8 Physical
Notes:
• If a natural success is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 3 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative.
• 1d8 damage on an attack roll that shows a natural 19 or 20
• Weapon may be gripped with both hands to add 1d8 damage

Stab Armor
While it may not provide great protection against firearms, Stab armor provides great protection against knives and slashing attacks.
Cost: $300
Purchase: Valid ID (must not be a convicted felon)
Size: 1
Armor: 2 Physical Armor
Notes:
• Against Handguns, this armor has a 10% chance of stopping a bullet (roll after being hit)
• Against Rifles, this armor has a 0% chance of stopping a bullet (roll after being hit)
• Against bladed weapons, this armor has an 75% chance of stopping the attack (roll after being hit)
• Imposes no Agility or movement penalties

Hollow Point Rounds
A dimple in the head of this bullet causes it to fragment upon impact, resulting in a larger hole and more damage to the target.
Cost: $70 for a box of 100
Purchase Restrictions: Valid ID
Size: 0
Notes:
• Enemies wearing armor take 1 dice less damage than they normally would.
• Unarmored enemies take 1 dice more damage than they normally would.

Silver Bullet
This bullet is cast from silver or at least coated in a layer of silver to deal damage to supernatural entities repulsed by the material's spiritual purity.
Cost: $100 for 10
Purchase Restrictions: None
Size: 0
Notes:
• Exceptionally rare and difficult to find in normal circumstances; must often be custom made
• Evil or unholy enemies take double damage from silver bullets.

Rope
50 feet of sturdy nylon fiber woven rope with countless uses.
Cost: $20
Size: 1
Notes:
• Capable of supporting up to 2000 lbs of weight

Backpack
A durable canvass pack with many compartments, perfect for carrying equipment around in.
Cost: $40
Size: 0
Notes:
• Grants an additional 5 slots to carrying capacity

EMF Meter
Used for detecting electromagnetic fields, this meter is also used by amateur and professional ghost hunters for detecting the presence of nearby spirits.
Cost: $40
Size: 0
Notes:
• Detects the presence and strength of electromagnetic fields (including those put out by both unmanifested spirits and electrical devices) within 30 feet.

Tool Kit
This kit has basic tools needed for simple repairs, improvised invention, and quick maintenance.
Cost: $30
Size: 1
Notes:
• Includes hammer, phillips-head screwdriver, flat-head screwdriver, wrench, pliers, wire pliers, nails, screws, tape measure, and level

nvestigator's Kit
Contains a number of tools essential for forensic and crime scene investigators.
Cost: $50
Size: 1
Notes:
• Includes zip-loc bags, chalk, measuring tape, print powder, lifting tape, a magnifying glass, and caution tape.
• When used in tandem with extended investigations, causes feats to automatically critical on rolls of 19 and 20.

Gun Cleaning Kit
All the tools needed to disassemble and clean firearms to insure reliable and safe firing.
Cost: $100
Size: 1
Notes:
• Includes all-caliber patches, bore solvent, patch savers, obstruction removers, brush adapters, bore and chamber brushes



ADVANTAGES
Fearless
Cost: 3
Pre-Requisite: Will > 3
Level: No
Description: A will of iron and a pervasive bravery define the character. Even when faced with terrifying spectres that would send other's minds reeling, the character remains resolute.
Effect: Damage to the character's Threshold is reduced by half (round down in the character's favor).
"I ain't afraid of no ghost."

Aura Perception
Cost: 5
Pre-Requisite: Perception > 3
Level: No
Description: With a Perception Awareness feat, the character is able to attune his eyes to see the otherwise invisible oscillations of energy that surround and characterize a living individual. Each person’s aura is unique and can show a great deal about a person’s mood, personality, and ultimate destiny.
Effect: Requires a Perception Awareness feat to switch from normal vision to “aura vision” for a minute or so.
Note: Aura Colors & Their Meanings
Blue primary tone: Composure & maturity; a particularly wise person
Red primary tone: Aggression & anger; a particularly violent person
Yellow primary tone: Creativity & vision; a particularly artistic person
Green primary tone: Liveliness & energy; a particularly fun person
Brown primary tone: Kindness & compassion; a particularly altruistic person
Orange primary tone: Happiness & joy; a particularly cheerful person
Pink primary tone: Love & emotion; a particularly amorous person
Gray primary tone: Sadness & depression; a particularly gloomy person
Purple primary tone: Fear & anxiety; a particularly worrisome person
Sickly Green primary tone: Desire & envy; a particularly greedy person
White primary tone: Purity & Innocence; a particularly blameless person
Black primary tone: Darkness & Corruption; a particularly wicked person
Blue secondary tone: This person is feeling sad, depressed, or lonely at the moment.
Red secondary tone: This person is feeling angry, irritable, or frustrated at the moment.
Yellow secondary tone: This person is feeling happy, amused, or comfortable at the moment.
Green secondary tone: This person is feeling jealous, worried, or guilty at the moment.
Brown secondary tone: This person has no strong feelings at the moment.
Orange secondary tone: This person is feeling courageous, inspired, or confident at the moment.
Purple secondary tone: This person is feeling fearful, apprehensive, or vulnerable at the moment.
Gold Fringe: A great destiny
Silver Fringe: A strong magical connection
Pale Fringe: Impending death
Crimson Fringe: Recently killed something sentient (within the last week)
Lavender Fringe: Recently had sex (within the last week)
White flecks throughout: Good morality
Black flecks throughout: Evil morality
Gray flecks throughout: Neutral morality
Concentration in the Head: The sage; denotes wisdom
Concentration in the Heart: The martyr; denotes passion
Concentration in the Arms: The warrior; denotes personal strength
Concentration in the Legs: The wanderer; denotes restlessness
Concentration in the Eyes: The seer; denotes one who can see auras or prophecies
Concentration in the Loins: The lover; denotes sexual desire
Looks like a flame around the body: This person is driven by emotion and is probably very spontaneous
Looks like a glow around the body: This person is driven by logic and is probably a planner
Looks like smoke encircling the body: This person balances logic and emotion pretty evenly
Two distinct auras: Indicates two souls inside the body somehow
Weak or pale colors: Indicates illness
Exceptionally bright colors: Indicates madness
Wildly fluctuating colors: Indicates an inhuman spirit such as a demon or petty god
Simple, primary colors: Indicates a base soul belonging to an animal or lesser creature
"My eyes see you to the soul...to the core of who you truly are."

Licenced
Cost: 1
Pre-Requisite: None
Level: No
Description: Certain items require the character to possess a certain licence in order to purchase and use the item legally. This Advantage denotes the fact that the character has obtained such a licence.
Effect: The character possesses one of the following licences: (this Advantage may be purchased multiple times for multiple licences)
• A Firearms Licence
• A Driver's Licence
• A Boating Licence
• A Pilot's Licence
Now all I need is my license to kill...

Pure of Heart
Cost: 3
Pre-Requisite: Power > 3
Level: No
Description: A certain spiritual pureness pervades the character's essence. It's not that she is morally perfect, but rather a good soul who naturally repels the darkness.
Effect: Supernatural entities who are evil in nature face a 2 Difficulty to maneuvers made directly against the character with this attribute and suffer 1d4 Magical damage each time they directly harm him.
"She's a rare soul. You know, the kind that never let the dirt and the muck of this world stick to it."


Resources
Cost: 2 lv 2
Pre-Requisite: None
Level: Yes; max 10
Description: The character has a source of regular income, whether it be a steady job, investments, or lottery winnings that provide him with additional starting money and a regular cash flow throughout the game.
Effect: Grants the character an extra $1000 per rank to start the game with and a $100 per rank deposited into his bank account every real-world week.
"Whoever said money can't buy happiness obviously never drove one of these babies!"



SPIRITUAL POWERS
Faith Healing
Cost: 5
Pre-Requisite: Pure of Heart Advantage
Use: Varies
Target: Other
Range: Touch
Duration: Permanent (or at least until target is injured again)
Description: By laying hands on an injured or ailing target and saying a quick word of prayer, the character is able to perform miracles of healing, casting out disease, curing blindness, healing injuries, and even raising the dead.
Effect: A Power Arcane roll is required to use this power. There are several effects to choose from when using this power on a target:
• Target recovers Power x 1d4 points of lost Life. (Use: At-Will)
• Reduce the level of a Poison by an amount equal to the character's Power score (Use: Periodically (twice every hour) )
• Cure common (power=1), uncommon (power=2), deadly (power=3), rare (power=4), or exotic (power=5) diseases completely (Use: Daily)
• Cause the lame to walk, the blind to see, and the deaf to hear; heal physical ailments completely (Use: Monthly)
• Bring the recently dead (no more than 7 days dead) back to life at 1/4 their total Life points, cured of all ailments (Use: Yearly)

Ritual - Warding
Cost: 2
Pre-Requisite: Arcane Skill > 1
Use: Daily
Target: Object
Range: Touch
Duration: Until Ward is destroyed
Description: Wards are material constructs such as a line of salt or the sign of a crucifix which repel certain supernatural creatures. There are literally hundreds of wards, each with varying degrees of effectiveness against different types of supernatural beings. This ritual allows the character to construct such a ward in order to keep unwanted supernaturals from entering a location or passing a certain line.
Effect: The character decides what level of Ward he would like to construct - from level 1 to 10 (the level of the ward may not exceed his Arcane skill rank). Roughly 10 minutes of preparation per Ward level and an Intellect Craft feat with a Difficulty equal to the Ward's level are required to successfully create a ward. Failure reduces the Ward's intended level by 1 and the character rolls again until the ward is successsfully constructed or reaches a level of 0.
A ward is always built with a specific type of supernatural creature in mind and as such, is useful only against that type of entity. Other supernaturals will be unaffected by the ward unless one is layed down specifically for them. For example, a line of salt might stop a ghost from crossing, but would have no effect against a Vampire. Wolfsbane might keep a Were at bay, but a Fairy would have no problem approaching.
But no Ward is 100% effective all the time...any creature can ignore a Ward if its level is less than their Will stat. Particularly powerful entities can even reduce the level of a Ward by an amount equal to their Will by spending their Last Resort.
The level of a ward automatically increases if:
• The Ward is built with a specific supernatural creature in mind (level 2 against specific creature)
• The Ward's creator has the Pure of Heart Advantage (level 1)
• The Ward is constructed on holy ground (a church, cemetary, temple, or other religious site) (level 1)
• The Ward is constructed on or near a major Ley Line (level 2)
• The Supernatural encounters the ward during the day (level 1)

Faults:
Addiction
Bonus: 200
Level: Yes; max 3
Description: There is some detrimental substance or experience that the character continually craves. It can be as harmless as a cup of coffee each morning, but the character physically needs this substance regularly in order to maintain a normal mental state.
Effect: Every hour the character goes without feeding his addiction in some way, his Threshold drops by 1. Points lost in this manner will be restored once the character fully indulges his addiction. The seriousness of an addiction varies by rank: CANDY

Amnesiac
Bonus: 300
Level: No
Description: A large portion of the character's memory is missing. Exactly what happened during the expanse of time is a mystery, though fragments of lost memories appear from time to time when sufficiently provoked by something familiar to them.
Effect: The Judge is allowed to fill in a large part of a character's missing backstory, using this blank canvas for his own ends. The character's player cannot protest anything placed in this missing space...this is a Fault after all.

Bad End
Bonus: 500
Level: No
Description: Things are going to end badly for the character. He is going to die a lonely, painful death full of mental anguish...wasting away at the bottom of a well...tortured, flayed, and eaten by a coven of demonic cultists...things are going to end very badly for the character, and knowing this can put him in a very bad mood.
Effect: The character is going to die. Not only that, but it's going to be an awful way to go. Though none but the fates (aka the Judge) knows the exact circumstances, the character has a sense of impending dread...a sort of foreknowledge as to his appointed fate.

Haunted Past
Bonus: 200
Level: No
Description: There are demons in the character's history, both metaphorical and literal. The deeds of the past influence the future and there are events that have yet to resolve themselves which will play a part in the days to come.
Effect: There are tragic and unresolved events in the character's backstory which the Judge may exploit for his current campaign - player and Judge should collaborate to work out the details of the character's history and what role they will play in the upcoming storyline.

Nemesis
Bonus: 300
Level: Yes; max 3 LV 2
Description: An old and recurring enemy comes in and out of the character's life, impeding his progress and acting as the antagonistic bane of his existence.
Effect: The Judge and player work together to create an enemy that is of equal or greater power and influence than the character.
Rank 1: 0 Experience to spend creating a villain

Spiritual Magnetism
Bonus: 100
Level: No
Description: Something is strange and alluring about the character's spiritual essence. It draws supernatural entities and circumstances to it like a magnet...which always results in strange, madcap scenarios which have come to define the character's rather unorthodox life.
Effect: All manner of supernatural beings are drawn to the character which, more often than not, constantly puts his life and sanity in danger.

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