Ploaie

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Theodore Dalca/Ploaie

Novice Cisgender Male Human Solomonari (Romanian Weather Wizard)

Portraits:

[[1]]

[[2]]

Bennies: 3/3

Conviction: 1

Concept: Dark Summoner, Sorcerer of Storms, and Education-For-All Advocate Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4

Skills: Athletics d4, Focus d6, Common Knowledge d4, Language (Native) d8, Notice d6, Occult d6, Performance d6, Riding d4, Science d10, Spellcasting d6, Stealth d6

Pace: 6; Parry: 4; Toughness: 4

Hindrances: Overconfident, Vow (major - I will teach magic to all who need it, and not reject them unless they have shown true recklessness), Enemy (Minor - Scholomance)

Edges: Arcane Background (Super Powers), Artificer, Connection (Apprentices)

Weapons: Unarmed (Range Melee, Damage Str)

Language: Romanian (native, d8)

Current Wealth: $500

Arcane Background: Super Powers (Custom)

  • Animal Companion (Balaur, Size 2) (5) + Summonable (2) + Super Powers (3) = 10
  • Super Science (4) - Device (Book of Humanity) (2) = 6
  • Illusion (4)
  • Minions (Iona and Elena, Wind Spirits) (4) + Summonable (2) + Super Powers (3) = 9
  • Telepathy (2)
  • Weather Control (6) + Selective (1) + Range (2) - Device (the mechanical sematron in his armor) (1) = 8
  • Whirlwind (3) + Selective (1) + Damage (2) + Linked (Weather Control) (2) + Range (2) = 10

Backstory

Theo is, at his core, a fairly typical graduate from the Scholomance, even following the typical course and becoming a Solomonari rather than anything a bit more unique. Which should really tell you how weird Romania's occult community is - "this sky-twisting harpy-summoning dragon-riding telepathic wizard with a co-degree in natural sciences is, y'know, pretty average for someone who managed to get a passing grade at the Devil's own boarding school" - but it's the truth. Even how he got in is kind of a repeat of scholarships - he saw past the illusion of a full Solomonari to see his actual wallet and lifted it, as it turns out when you have invisible spirits watching you it's easy to catch a pickpocket who nonetheless shouldn't have realized the "beggar" was a well-to-do man in a suit, and the impressed weather wizard quickly discovered his poor single mother was desperate for her son to get any education at all and a large stipend to drag herself out of poverty was a nice bonus. Ten years later, while certainly not as flexible as more talented scholars of the spiritual realms, he more or less completely aced the sciences aspect, finding writing out the Book of Humanity that every Solomonari has as their final thesis outright fun - and unlike others, he still uses it as a much-needed reference when blending alchemy, summoning, and mundane science to make something unique and extraordinary.

Maybe it's that relative distance from the sorcery side of his job that eventually caused him to start getting unnerved with the Scholomance (beyond the whole "our seemingly immortal headmaster claims to be a fallen angel, Chernobog, Rasputin, or all three depending on his mood" thing, that's honestly to be expected when you're trying to impress people who know your students are dragon-riding weather wizards). Once upon a time, the Scholomance simply selected pupils from the local (relatively - you tend to think in vaster terms when you can fly) population and would go out into the world as beggars, rewarding those who showed kindness with soft rains and good weather for farming, those who treated them cruelly with storms and rampaging monsters. However, ever since shortly before World War I, their classes became notably more weighted towards the children of noblemen and later the rich, with the poor scholarship cases like Theo becoming increasingly "remainders" so that every class has an appropriately occult number of students like seven, nine, or thirteen. And how they started accepting money to bring storms upon people who were obviously enemies of "kind people." Slowly but surely, Theo became mutually alienated from the Scholomance and their faculty, focusing more and more on his mundane life as an environmental consultant and science teacher.

Eventually, however, Theo was dragged into helping out an old (and lapsed) girlfriend, one of the few rich students without her head up her own ass, when she suddenly found herself being pursued by supervillain thugs associated with the Russian mob, and she needed a place to hide out. He happily did everything he had in his not-insignificant power to help throw chaff in the way and confuse them - which was why he was surprised when he discovered the very same spells being thrown against him. A little digging later, and he discovered the truth - in return for a massive grant, the Scholomance had entered a loose alliance with the Mafiya, and was now running occult crime operations to shore up its income. Furious at the discovery of how corrupt the institution that had saved him from a miserable life became, Theo reinvented himself completely, and broke the major rule the Scholomance has - no teaching students magic without them being enrolled, while deciding to make the identity of the "new superhero" he invented into a genuine fighter of crime and protector of the innocent, all the better to draw more apprentices who were drawn by the power and stayed for the free literacy lessons - and to stop his errant school from falling deeper and deeper into not just stylish arcane evil, but sleaze.

[[3]


Trasni the Balaur (Animal Companion)


Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d12+6, Vigor d12

Skills: Athletics d8, Fighting d10, Intimidation d12, Notice d8, Stealth d6


Powers:

Fearless (2)

Flight (4) + Maneuverable (1) = 5

Melee Attack (0) + Claws (2) = 2

Ranged Attack (6)

Size: 2


Note: Balaurs are said to grow extra heads, and they do - if they have been kept in utter isolation, one for each year of never interacting with a mind they recognize as a peer or rival. These particular balaurs are why the species has such an evil reputation - it's the most recognizable trait, and said wyrms tend to be a bit twitchy.[/spoiler]


Iona and Elena (Minions)

[


Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6

Skills: Athletics d6, Common Knowledge d6, Fighting d6, Focus d6, Notice d6, Persuasion d4, Shooting d6, Stealth d6

Hindrances: Loyal

Edges: Super Powers (15)

Pace: 6; Parry: 5; Toughness: 5

Dodge (2)

Fearless (2)

Flight (5) + Maneuverable (1)

Melee Attack (1) + Claws (2): 3

Scan (Magic) (2)


Push (1)[/spoiler]