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[[AlphaOmega|Alpha & Omega]]
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[[AlphaOmega]]
  
'''Name: John Palmer'''
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<b>Name: John Palmer</b>
<br><small>''played by: [[User:Mpascal02|Mpascal02]]''</small>
 
  
 
Age: late 20's
 
Age: late 20's
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Concept: Gentleman Mobster
 
Concept: Gentleman Mobster
 
[[AlphaOmega/HighXPJohn|High-XP Version]] (just for fun, since the game has ended....)
 
 
  
 
<i>John Palmer is, physically speaking, unremarkable. Average height (just under 6 feet), average build, dark hair, dark eyes, impeccably groomed and dressed. But it's the sheer force of personality that he exudes that makes him unique. He's always friendly, always a gracious host at the club he runs, with a smile on his face for any guest that walks in the door. But underneath that is solid steel, and anyone who underestimates him does so at their peril.</i>
 
<i>John Palmer is, physically speaking, unremarkable. Average height (just under 6 feet), average build, dark hair, dark eyes, impeccably groomed and dressed. But it's the sheer force of personality that he exudes that makes him unique. He's always friendly, always a gracious host at the club he runs, with a smile on his face for any guest that walks in the door. But underneath that is solid steel, and anyone who underestimates him does so at their peril.</i>
  
==Changing/Combat Statistics==
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== Motivation ==
*''See also [[A%26O_Changing_Stats_Tracker#John_Palmer |here]].''
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<p>To unite the underworld under him.
*Health Levels: (Unharmed, ''Bashing'', '''''Lethal''''', <strike>'''''Aggravated'''''</strike>)
 
**Undamaged, 0, -1, -1, -1, -2, -2, -2, -2, -4, Incapacitated
 
*Personal Essence: 13/13
 
*Peripheral Essence: 30/30
 
*Willpower: 7/7
 
*Defenses:
 
**dDV: 5
 
**pDV:  2
 
**MDV: 6
 
*Limit: 3/10
 
*XP:  12/62
 
*Anima: none
 
*Channels Used:
 
  
== Motivation/Nature ==
 
<p>'''Motivation:'''  To unite the underworld under him.
 
<br><br>'''Nature:''' Director
 
  
== Anima==
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== Anima:==
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 (2, at the moment)) at the worst possible moment.   
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The Exalt can spend 10 motes and 1 Willpower point to sanctify an oath.  Those who break the oath will horribly botch a number of critical actions (equal to the Eclipse's Essence at the time of the swearing) at the worst possible moment.  The Eclipse must either shake hands to seal the agreement, or touch the hands of those swearing to the oath.  When totemic, John's anima resembles a pair of shaking hands, glowing with faint wisps of silver and gold light.
When totemic, John's anima resembles a pair of shaking hands, glowing with faint wisps of silver and gold light.
 
<br>John's anima also changes his physical form when he is within the Umbra.  The details are [[AlphaOmega/UmbralJohn|here]].
 
  
 
== Attributes ==
 
== Attributes ==
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===Caste===
 
===Caste===
 
Bureaucracy 5
 
Bureaucracy 5
<br>Linguistics 2 (English*, Old Realm*, Hunter-Code*, Spanish, Mandarin) <br><small>''* Native Language''</small>
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<br>Linguistics 1 (English, Spanish)
 
<br>Drive 1
 
<br>Drive 1
 
<br>Socialize 3
 
<br>Socialize 3
 
 
===Favored===
 
===Favored===
 
Archery/Firearms 4
 
Archery/Firearms 4
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==Backgrounds==
 
==Backgrounds==
===Resources 5===
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===Resources 4===
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.
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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.
  
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===Followers 2===
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Various underlings and gang members.  John has recruited only the best and those whom he can trust into his gang, and they act as his eyes and hands on the streets.
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===Influence 1===
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John has some influence in both the aboveground and underworld aspects of Las Vegas.
 
===Backing 1===
 
===Backing 1===
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.
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Although his influence was lessened after "going independent", John is still respected and somewhat trusted by the mortal mob of Las Vegas.
 
 
===Fame 1===
 
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".
 
 
 
===Followers 2===
 
<strike>Various underlings and gang members.  John has recruited only the best and those whom he can trust into his gang, and they act as his eyes and hands on the streets.
 
Currently named followers are Mike Viampi, John's highly-trusted second in command; Kevin, the Driver of the Getaway Van; and Brian, a wheelman.</strike>
 
John's followers, after turning on him, were all lost in the destruction of Las Vegas.  One of the Background points went to Fame; the other has yet to be reassigned.
 
  
 
==Charms==
 
==Charms==
===Firearms (Archery)===
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===Archery/Firearms===
*2nd Firearms Excellency (pg. 184)
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*2nd Archery/Firearms Excellency (pg. 184)
Cost: 2 motes/success.  John may spend up to (Ability+Firearms) motes; adds one success per two motes.
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Cost: 2 motes/success.  Player may spend up to (Ability+Attribute) motes; this Charm adds one success for every two motes spent.
 
*There is No Wind (pg. 187)
 
*There is No Wind (pg. 187)
Cost: 3 motes.  Negates all penalties (except wound and multiple action penalties) for a single Firearms-based attack.
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Cost: 3 motes.  This Charm nullifies all penalties, except wound and multiple action penalties, applying to a single Archery/Firearms-based attack.
*Essence Bullet Attack
 
John can spend 2 motes to add his Essence score (2) 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.
 
<br>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.
 
  
 
===Presence===
 
===Presence===
 
*2nd Presence Excellency (pg. 184)  
 
*2nd Presence Excellency (pg. 184)  
Cost: 2 motes/success.  John may spend up to (Ability+Presence) motes; adds one success per two motes.
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Cost: 2 motes/success.  Player may spend up to (Ability+Attribute) motes; this Charm adds one success for every two motes spent.  
 
*Irresistible Salesman Spirit (pg. 205)
 
*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.  
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Cost: 3 motes.  Irresistible Salesman Spirit enhances a Presence-based roll to exert mental influence and make a favorable bargain or encourage a specific action.  This Charm doubles the Solar's successes on the roll before comparing them to the target's MDV.
  
 
===Resistance===
 
===Resistance===
*Ox-Body Technique (pg. 208)
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*Ox-Body Technique (1x-1, 2x-2) (pg. 208)
This Charm gives John 1 extra -1 and 2 extra -2 health levels.
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This Charm gives the Lawgiver additional health levels.
  
 
===Dodge===
 
===Dodge===
*Shadow over Water (pg. 227)<br>
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*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.<br>
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Cost: 1 mote.  This Charm is used in response to an attack.  It allows the Exalt to ignore all penalties that apply to his Dodge DV when resolving that attack.  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)
 
*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.
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Cost: 3 motes.  The Exalt invokes this Charm in response to an attackThe attack must not be unexpectedThis Charm is a dodge that perfectly defends against an attack -- even if the attack is undodgeable.  This Charm has one of the Four Flaws of Invulnerability (Conviction -- This Charm does not function when a Solar's actions are contrary to his Motivation.)
*Leaping Dodge Method (pg. 227)
 
Cost: 3 motesJohn 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.
 
  
 
===Bureaucracy===
 
===Bureaucracy===
 
*2nd Bureaucracy Excellency (pg. 184)  
 
*2nd Bureaucracy Excellency (pg. 184)  
Cost: 2 motes/success. John may spend up to (Ability+Bureaucracy) motes; adds one success per two motes.
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Cost: 2 motes/success. Player may spend up to (Ability+Attribute) motes; this Charm adds one success for every two motes spent.  
 
*Speed the Wheels (pg. 231)
 
*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 rollsHe is aware of any such delaying tactics, however (so God help that poor bureaucrat!)
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Cost: 8 motes.  The Solar communicates his desire for speedy resolution to the organization, and his player rolls ((Intelligence or Charisma) + Bureaucracy), adding the Solar's Essence in automatic successes.  The difficulty of this roll is 1.  If the person responsible for this project deliberately engages in delays, subtract an external penalty of ((that person's Intelligence + Bureaucracy) / 2) from the successes on the Bureaucracy rollThe Solar is aware of such delaying tactics, however.
<br>If John succeeds, the time needed to begin the project is divided by (the Solar's Essence + 1), with a maximum possible time of one season.
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<br>If the Solar succeeds, this Charm divides the time needed to begin the project by (the Solar's Essence + 1), with a maximum possible time of one season.
  
 
===Linguistics===
 
===Linguistics===
 
*Sagacious Reading of Intent (pg. 233)
 
*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 the him or his motivation.
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Cost: 3 motes.  This Charm identifies the motivation behind a given statement that the Exalt reads or hears -- a one-sentence summary of what the person making that statement hopes to gain.  If the Exalt invokes this Charm to defend against a social attack and the attacker's purpose is fundamentally hostile to the Exalt or the Exalt's motivation, this Charm perfectly negates the attack.
 
 
===Socialize===
 
*Wise-Eyed Courtier Method (pg. 238)
 
Cost: 3 motes, 1 WP.
 
  
 
===Combos===
 
===Combos===
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*"Grease the Wheels of Progress"
 
*"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.
 
--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.  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==
 
==Intimacies==
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<br>--His reputation
 
<br>--His reputation
  
==Essence/Willpower==
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==Essence==
'''Permanent Essence:''' 2
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'''Essence:''' 2
<br>'''Personal:''' 13
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<br>'''Personal:''' 12
<br>'''Peripheral:''' 30
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<br>'''Peripheral:''' 29
<br><br>'''Willpower:''' 7
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==Willpower==
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Willpower: 6
  
 
==Virtues==
 
==Virtues==
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<br>'''Duration:''' One full day
 
<br>'''Duration:''' One full day
 
<br>'''Limit Break Condition:''' The character is frustrated by the intemperate or childish nature of the world around him.
 
<br>'''Limit Break Condition:''' The character is frustrated by the intemperate or childish nature of the world around him.
 
'''Current Limit:'''  3
 
  
 
==Equipment==
 
==Equipment==
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.
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Hand-tailored business suit, registered Glock 34 (exceptional -- bonuses TBD) 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
 
*Pistol (uses Lt. Pistol stats found [http://exalted.xi.co.nz/wiki/FrivYeti/SaGFire here]): Glock 34: Speed 4, Accuracy +2 (9), Damage 6L(P) ''(8L(P) with Essence Bullet Attack)'', Rate 2, Range: 15, Clip 16, Cost ***
 
*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 ''11L(P) with Essence Bullet Attack'', Rate 1, Range 10, Clip 4;  2-Handed, Spread Fire, Overwhelming
 
  
 
==History==
 
==History==
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Within a few years, John had become someone to watch in the underworld. Any operation he ran, he kept clean and profitable. No dealers were busted, violence was kept to a minimum (or at least, kept behind closed doors), and oddly enough, civilian casualties were minimized. Whenever someone asked why, John generally just shrugged and muttered that it was "bad for business." Less than five years after he joined up, the high-ranking bosses decided to formally induct John into the family.
 
Within a few years, John had become someone to watch in the underworld. Any operation he ran, he kept clean and profitable. No dealers were busted, violence was kept to a minimum (or at least, kept behind closed doors), and oddly enough, civilian casualties were minimized. Whenever someone asked why, John generally just shrugged and muttered that it was "bad for business." Less than five years after he joined up, the high-ranking bosses decided to formally induct John into the family.
  
John arrived at the meeting place, and the bosses showed him what the underworld was really like. Fangs, magic, bloodsucking, the whole deal. John was understandably bothered by this, and got only less comfortable when he realized that this wasn't just the job opportunity of a life time -- it was the job of several lifetimes. One of the bosses approached him....
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John arrived at the meeting place, and the bosses showed him what the underworld was really like. Fangs, magic, bloodsucking, the whole deal. John was understandably freaked out by this, and only got less comfortable when he realized that this wasn't just the job opportunity of a life time -- it was the job of several lifetimes. One of the bosses approached him....
  
 
And that's when things got weird.
 
And that's when things got weird.
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==Personality==
 
==Personality==
 
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.
 
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.
 
  
 
==Merits/Flaws==
 
==Merits/Flaws==
  
 
==Goals/Motivation==
 
==Goals/Motivation==
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.
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(Still working on it)
 
 
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==
 
==Character Notes==
*Theme Song:  "Akio Car", from the anime "Revolutionary Girl Utena".  Jazzy, suave, and with a hint of underlying menace.  Suits John to a T.
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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:  12/62
 
**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)
 
*[[John Palmer Journal|Journal Entries]]
 
*[http://i34.tinypic.com/90aa0y.jpg Poster 1]
 
<br>[[AlphaOmega|Alpha & Omega main]]
 

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