AlphaOmega/HighXPJohn

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Alpha & Omega

Name: John Palmer
played by: Mpascal02
Version created with 500 XP, just because.


Age: Late 30's

Apparent Age: mid-late 20's

Caste: Eclipse

Concept: Gentleman Mobster


John is, as ever, physically average, with dark hair and eyes, standing just about 6 feet tall. His build is more athletic these days; lean and muscled, proving that he works out regularly. His smile is the same as it ever was, still friendly and welcoming, and the suits are still the height of classic fashion for wherever in the world he is today. It's only when you look in his eyes that you can see the 10 years of globe-trotting and battling supernatural foes. He tends to look through people when they're not paying attention, his focus on the longest of long terms. But it's when he focuses in on you and brings the full weight of his personality to bear that you realize: this is the Chosen of the Sun, last true bearer of the Mandate of Heaven. And the steel that was the core of his personality is still there, only now it has been tested, tried, and reinforced, stronger than ever before.

Changing/Combat Statistics[edit]

  • See also here.
  • Health Levels: (Unharmed, Bashing, Lethal, Aggravated)
    • Undamaged, 0, -1, -1, -1, -2, -2, -2, -2, -4, Incapacitated
  • Personal Essence: 24/24
  • Peripheral Essence: 55/55
  • Willpower: 9/9
  • Defenses:
    • dDV: 7
    • pDV: 2
    • MDV: 9
  • Limit: 3/10
  • XP: 21/562
  • Anima: none
  • Channels Used:

Motivation/Nature[edit]

Motivation: To unite the underworld under him.

Nature: Director

Anima[edit]

By shaking hands or touching the hands of the participants, John can spend 10 motes and 1 Willpower point to sanctify an oath. Any who dare break the oath and Heaven's Mandate will horribly botch a number of critical actions (equal to John's Permanent Essence score (5, at the moment)) at the worst possible moment. When totemic, John's anima resembles a pair of shaking hands, glowing with faint wisps of silver and gold light.
John's anima also changes his physical form when he is within the Umbra. The details are here.

Attributes[edit]

Physical[edit]

Strength 2, Dexterity 4, Stamina 2

Social[edit]

Charisma 5, Manipulation 5, Appearance 3

Mental[edit]

Perception 3, Intelligence 3, Wits 4

Abilities[edit]

Caste[edit]

Bureaucracy 5
Linguistics 5 (English*, Old Realm/Enochian*, Hunter-Code*, Spanish, Mandarin, Cantonese, Japanese, German, Russian, Italian, French, Farsi, Arabic, Swahili, Dutch, Latin, Greek, Aramaic, 1 other)
* Native Language
Drive 2
Socialize 5

Favored[edit]

Archery/Firearms 5
Integrity 5
Presence 5
Dodge 5
Larceny 4

Other[edit]

Performance 4
Resistance 1
Athletics 1
Awareness 2
Academics 2

Backgrounds[edit]

Resources 5[edit]

The earnings of a mid-level mob boss. The income derives from several properties which John either owns outright, or is a "silent partner". Most notable among these are the Lucky Star Hotel & Casino (where he is a silent partner), and the Velvet Room (a nightclub/dancehall) which he owns outright. After the destruction of Las Vegas, it would seem as though John's financial capacities would be lessened -- but John remembers the offshore account numbers, the secret caches, and is the only one left to access them. As such, even in great adversity, the Eclipse's wealth increases.

Backing 3[edit]

John's position as the sole survivor of Las Vegas' underworld would attract attention in those circles, but word of the deal that he struck with Ambrogino Giovanni has traveled. Now, the underworld has decided that, although he has no real authority, John Palmer should be treated with respect; they may not heed him, but they will at least listen.

Fame 3[edit]

In the criminal underworld, reputation counts for a great deal; additionally, it is said that no one gossips amongst themselves like criminals. Word has spread about John from the Mafia, to other such organizations around the world. Although he holds no position in organizations such as the Triads or Mafiya, representatives of such groups would be interested in talking to John if he should appear in their territories -- and actually talk, not "talk".

Artifact 2[edit]

John, at some point over the past decade, convinced someone to reforge his pistol into an orichalcum-infused artifact gun. The pistol is now roughly the same size, but glitters with reddish gold under the sun's light. For the most part, people are just grateful that he didn't enhance his sawed-off shotgun.

Artifact 2[edit]

The fang of an Antediluvian vampire/Deathlord, into which Garou rites and Awakened magick has bound a Greater Jaggling of Death, and turned into a single bullet. It can only be used once, so its true power is unknown, but it is theorized that this bullet will kill whatever it hits. John is rumored to be saving this for when the Ellipse eventually faces Rex Mundi.

Charms[edit]

Firearms (Archery)[edit]

  • 2nd Firearms Excellency (pg. 184)

Cost: 2 motes/success. John may spend up to (Ability+Firearms) motes; adds one success per two motes.

  • There is No Wind (pg. 187)

Cost: 3 motes. Negates all penalties (except wound and multiple action penalties) for a single Firearms-based attack.

  • Essence Bullet Attack

John can spend 2 motes to add his Essence score (5) to damage of any firearms attack, as well as causing the shot to do aggravated damage to any creatures of darkness; he may spend another mote (3 total) to add another 4 dice to his Firearms damage pool.
As befits an Eclipse, any bullet where this charm is used appears as a black dot of darkness, trailing thin streamers of white and gold sunlight.

  • Accuracy Without Distance
  • Phantom Arrow Technique
  • Summoning the Loyal Gun
  • Striking Falcon Shot: A custom Charm that acts as Hungry Tiger Technique, but for Archery/Firearms-based attacks.

Integrity[edit]

  • Integrity-Protecting Prana

Presence[edit]

  • 2nd Presence Excellency (pg. 184)

Cost: 2 motes/success. John may spend up to (Ability+Presence) motes; adds one success per two motes.

  • Irresistible Salesman Spirit (pg. 205)

Cost: 3 motes. Irresistible Salesman Spirit doubles John's successes on a Presence-based roll before comparing them to the target's MDV.

  • Enemy-Castigating Solar Judgement
  • Hypnotic Tongue Technique

Performance[edit]

  • 1st Performance Excellency
  • Respect-Commanding Attitude

Resistance[edit]

  • Ox-Body Technique (pg. 208)

This Charm gives John 1 extra -1 and 2 extra -2 health levels.

Dodge[edit]

  • Shadow over Water (pg. 227)

Cost: 1 mote. When used to respond to an attack, John ignores all penalties that apply to his Dodge DV. His Dodge DV is still 0 against an undodgeable attack, but he takes no further penalties.
Note: John has also purchased the upgrade for Shadow Over Water that allows him to freely interchange it and Seven Shadow Evasion.

  • Seven Shadow Evasion (Conviction) (pg. 227)

Cost: 3 motes. John perfectly dodges any non-unexpected attack (even an undodgeable one) by using this Charm. Seven Shadow Evasion has Conviction-based Flaw of Invulnerability -- John may not use it if doing so is contrary to his Motivation.

  • Leaping Dodge Method (pg. 227)

Cost: 3 motes. John may use this Charm in response to any dodged attack. He may move up to 18 yards vertically or 36 yards horizontally, in any direction that he chooses, as long as it is away from his attacker. This counts as a counterattack, lowering his DV by one and rendering any other counterattacks inapplicable.

  • Reflex Sidestep Technique (pg. 227)

Cost: 1 mote. This Charm is used to reflexively render any unexpected attack expected (for lack of a better word), allowing John to apply his DDV or any Dodge Charms in response.

  • Flow Like Blood
  • Cobra & Mongoose Method

Bureaucracy[edit]

  • 2nd Bureaucracy Excellency (pg. 184)

Cost: 2 motes/success. John may spend up to (Ability+Bureaucracy) motes; adds one success per two motes.

  • Speed the Wheels (pg. 231)

Cost: 8 motes. John speeds up the bureaucratic process for a chosen project by making a ((Intelligence or Charisma) + Bureaucracy) check, adding his Essence in automatic successes (difficulty 1). If the person responsible for this project deliberately engages in delays, an external penalty of ((that person's Intelligence + Bureaucracy) / 2) is subtracted from any successes John rolls. He is aware of any such delaying tactics, however (so God help that poor bureaucrat!)
If John succeeds, the time needed to begin the project is divided by 6 (the Solar's Essence + 1), with a maximum possible time of one season.

  • Bureau-Rectifying Method
  • Indolent Official Charm
  • Foul Air of Argument Technique
  • Halo of Ministerial Domain

Linguistics[edit]

  • Sagacious Reading of Intent (pg. 233)

Cost: 3 motes. By using this Charm, John understands a one-sentence summary of what a person making a statement is trying to gain. John may also use this as a perfect Social defense if the attacker's purpose is fundamentally hostile to him or his motivation.

  • 1st Linguistics Excellency
  • Discerning Savant's Eye
  • Letter-Within-A-Letter Technique
  • Twisted Words Technique
  • Poetic Expression Style

Socialize[edit]

  • Wise-Eyed Courtier Method (pg. 238)

Cost: 3 motes, 1 WP.

  • 2nd Socialize Excellency
  • Mastery of Small Manners
  • Taboo-Inflicting Diatribe
  • Understanding the Court
  • Shining in Every Eye Attitude
  • Heartfelt Honorific Opportunity

Combos[edit]

  • "An Offer They Can't Refuse"

--2nd Presence Excellency + Irresistable Salesman Spirit. Cost: 1 WP, 3+2x motes. There is no visible effect as this combo is invoked; rather, John simply becomes far more persuasive.

  • "Grease the Wheels of Progress"

--2nd Bureaucracy Excellency + Speed the Wheels. Cost: 1 WP, 8+2x motes. As with John's other Social Combo, there is no visual effect. However, anyone working within the room where the Combo is being used seems (to an outside observer) to work faster, with no movement or effort wasted.

  • "Wrathful Corona" (Name subject to change)

--AKA "Chungira Defense!!!". 2nd Firearms Excellency + Essence Bullet Attack + Sagacious Reading of Intent + Shadow Over Water + Leaping Dodge Technique + Reflex Sidestep Method + Integrity-Protecting Prana + Striking Falcon Shot. Cost: 1 WP, variable mote cost. John's form glows with silver-white sunlight, leaving behind trailing golden afterimages as he moves. Also, John may use Seven Shadow Evasion freely in place of Shadow Over Water, if he so desires.

Intimacies[edit]

--His territory (and those within it)
--His reputation

Essence/Willpower[edit]

Permanent Essence: 5
Personal: 24
Peripheral: 55

Willpower: 9

Virtues[edit]

Conviction 4, Compassion 2, Temperance 3, Valor 2

Limit Break[edit]

  • Heart of Flint

The character's heart hardens to all emotion. He feels and expresses no emotions: not robotic, but lacking all empathy and feeling. The character considers only efficiency in choosing his course of action, and his reduced tact imposes a two-die penalty on all Social rolls involving face-to-face interaction.
Partial Control: The character's emotions are significantly muted but still present. He suffes a two-die penalty to Social rolls involving face-to-face interaction, and his primary motivation is still efficiency, but he will avoid doing anything to which he has a strong emotional aversion.
Duration: One full day
Limit Break Condition: The character is frustrated by the intemperate or childish nature of the world around him.

Current Limit: 3

Equipment[edit]

Hand-tailored business suit, registered Glock 34 (exceptional -- +1 Accuracy, +1 Damage) and shoulder holster (with accompanying concealed-carry permits), PDA, cell phone with encryption.

  • Current gear: Casual clothing, Glock 34 (exceptional), disposable cell phone, Kia minivan, alternate ID and passport, soulsteel gun (appropriated from Sins of the Father), sawed-off shotgun, Orichalcum Artifact Pistol
  • Pistol (uses Lt. Pistol stats found here): Glock 34: Speed 4, Accuracy +2 (11), Damage 6L(P) (11L(P) with Essence Bullet Attack), Rate 2, Range: 15, Clip 16, Cost ***
  • Orichalcum Artifact pistol: Speed 4, Accuracy +3 (12), Damage 7L(P) (12L(P) with Essence Bullet Attack), Rate 2, Range 65, Clip 16
  • Soulsteel pistol: Spd 4, Acc +2 (+4 vs Living Targets) (9, 11 vs. living), Dam 7L(P) (9L(P) vs Living Targets), Rate 2, Range 25, Clip 16. Costs 5 motes to commit (10 for non-Abyssals).
  • Sawed-Off Shotgun (Uses Shotgun stats found at above link): Speed 6, Accuracy +1 (8), Damage 9L(P)/3 14L(P)/3 with Essence Bullet Attack, Rate 1, Range 10, Clip 4; 2-Handed, Spread Fire, Overwhelming

Recent (Future) History[edit]

John's helped to kill an ancient horror from prehistory, dealt with demons, gods, spirits, and mages. Little enough seems to faze him anymore. And no one asks these days just who works for him -- the answer might disturb some....

Personality[edit]

No matter what happens, John is cool, collected, and takes pride in always appearing in control. His default state seems to be quiet amusement; he prefers to sit back and watch a situation, before entering into anything. However, when things turn serious, John becomes entirely serious, his posture and body language clearly conveying his authority. He is a leader, and people will listen to what he has to say.

Since meeting with his fellow Chosen, and the chaos that immediately followed, though, John seems to be opening up a bit more, actually allowing his emotions to show more often than not. However, this has only occured in private; whether he opens up more regularly remains to be seen.

Goals/Motivation[edit]

John can look around him, and see just how bad things are. Kids kill each other for a single block of territory; the police and the mob do the same thing, just on a larger scale. And the sad part is, none of it is necessary. And John can see that.

There's always going to be a market for vice, but a carefully maintained and regulated market will cause a lot less mayhem than the anarchy that currently reigns. If everyone in the underworld just cooperated, then profits would go up, and casualties would drop like a stone. Of course, in order for everyone else to see that, they're probably going to have to be forced into it, at first.

And John plans on being the force that brings the entire underworld together. It may take a long time, certainly. But then again (though he doesn't quite realize it yet), John's got the lifespan necessary to do it.

Character Notes[edit]

  • Theme Song: "Akio Car", from the anime "Revolutionary Girl Utena". Jazzy, suave, and with a hint of underlying menace. Suits John to a T.
  • Actor: Robert Downey Jr. circa "Iron Man", but clean-shaven. He's got the right balance of the affable, pleasant exterior, but with a core of solid steel.
  • Current XP: 21/562
    • Spent XP: 50 (8 on Essence Bullet Attack, 1 on Linguistics 2 (Mandarin), 1 on Holy Bullet option, 8 on Reflex Sidestep Technique, 8 on Leaping Dodge Method, 14 on Wrathful Corona Combo, 2 on Shadow Over Water upgrade, 8 on Wise-Eyed Courtier Method)
    • High-XP Expenditures: Essence 5, Dexterity 4, Wits 4, Charisma 5, Manipulation 5, Linguistics 5, Firearms 5, Socialize 5, Integrity 5, Dodge 5, Larceny 4, Performance 4, Drive 2, Academics 2, Willpower 9, Conviction 4, Temperance 3, Backing 3, Fame 3. 24 Caste/Favored Charms, 3 non-Caste/Favored Charms. 21 XP on upgrading Combos (undetermined).
  • Journal Entries
  • Poster 1


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