Wicked Lessons/Aslan Montgomery
Aslan Montgomery - Pure Blooded - Demon Hunter
Links[edit]
Bio[edit]
Demon Hunter Requirements: Health at 4 and Occultism at least 2d8
Aslan was born to a long-standing family of Pure Bloods, Montgomery.
The family themselves have explored magic for centuries, and allow a bit more freedom than some other families when it comes to things to study.
Aslan found himself drawn to and always in Nature. He felt the spirits of nature, and their magics all around him. He often sees them in the natural world around him even though others claim he is Delusional.
Former Relationships
- Wealth - 7 1.75k - 30k
- Family - 8 Both -
- Childhood - 8 - Child Prodigy
- Adolescence - 7 - Gained an Enemy
Major Arcana The Devil - 15/4 High up, low reversed Up [url=https://orokos.com/roll/1038475]Tarot[/url]: [u]1d22[/u] [b]15[/b] [u]1d6[/u] [b]4[/b]
[url=https://orokos.com/roll/1038473]Initial Rolls[/url]: [u]1d10[/u] [b]7[/b] [u]1d10[/u] [b]8[/b] [u]1d12[/u] [b]8[/b] [u]1d12[/u] [b]7[/b] [u]1d12[/u] [b]4[/b]
Attributes[edit]
| Attribtue | Rating |
| Strength | 3-1=2 |
| Health | 4 |
| Reflexes | 3+1=4 |
| Willpower | 4 |
| Charisma | 1 |
| Intelligence | 3 |
Hit Points[edit]
HP: 36
Heal Rate: 8
Magic Points: 30+10=40[edit]
- Recovery: 4 per hour (16 in 4, all in 8 hrs rest)
- Damage Mod +1d3
- Initiative 1d8+4
- Move: 10
- Saves 1d10 + Attribute
Languages:
- Fluency 4 points
- 3 Spanish
- 4 English
- 2 Enochian
- 2 Demonic-Abysal what have you
- 1 Latin
- 3 Scene Points
- 3 Adjustment points
- Raise Reflexes by 1
- Energy Miser for 1
- 4 more Skill points for 1
- Petty Magic for Delusions
- Keen Eye for Enemy
Talents[edit]
- Keen Eye: You are so practiced at stalking your prey that you can reroll an Observation or Tracking Skill Test 3 times per game session.
- Supernatural Sense: You can pick out supernatural elements from your surroundings. Furthermore, you can spot demons and people under demonic influence in a crowd by making an Observation Skill Test against their Stealth.
- Petty Magic: You have access to all the Spells on the Petty Magic List. You do not need to assign Skill points to them individually. To cast a Petty Magic Spell, you roll Magic Lore: Petty Magic + INT.
- Energy Miser You are so stingy with your power that you have managed to reduce the Magic Point cost for all of your Spells by -1. Spells still cost at least 1 Magic Point.
Complications[edit]
- Delusions Many people think you're nuts...and they happen to be right. You believe something that is fundamentally untrue, sense things that are absolutely not there, or remember things that plainly never happened. Work with the GM to figure out your specific delusion. Once per game session, the GM can call for a Tough Willpower Saving Throw (TN 12). If you fail, you slip completely into your delusion for the rest of the Scene.
- Enemy Along the way, you've managed to piss someone off so bad that they're practically baying for your blood. Work with the GM to determine who this is and what you did to wrong them. After that, it is the GM's discretion where and when they strike. These are not average mooks and they are passionately committed to their cause. If you kill them or convince them to back off, someone else will pick up their crusade.
Skills[edit]
Blades (1d8) - 3
Deadlier than a fist and quieter than a gun, you've learned how to use knives, machetes, axes, swords, and a variety of other edged weapons without cutting yourself.
Botany (2d8) - 4
You're more than just a capable gardener. You know which plants are safe to eat, which can be used to heal, and which can be used to kill. You can make non-magical tinctures and poisons and you can forage for ingredients to use with Alchemy or Chemistry.
Chemistry (1d6) - 2
You've devoted some time to the study of non-magical compounds, their properties, and behaviors. With a proper laboratory, you can create pharmaceutical drugs. With a bathtub and some household supplies, you can create everything from bombs to poisons to stimulants. You can also study someone else's creations, analyzing them on a scientific level.
Magic Lore - Demon Hunting (2d8) - 4
Pick a type of magic. You have studied that specific type of magic and have a good sense of both its applications and of how to invoke it. Having a particular Magic Lore is not the same as being able to cast that kind of magic, and you must still be able to select its Spells through your Archetype. You cannot have a higher rank in a Spell than you have in its corresponding Magic Lore. Having 3d10 in Shadow, for example, does not also give you 3d10 in Warlock. You may take this Skill multiple times, selecting a different type of magic each time.
Navigation (1d8) - 3
You have a good sense of direction and, more importantly, you know when to stop and get your bearings. You can find your way through crumbling tenement buildings, moss-covered swamps, or even parts of faerie without getting utterly lost.
Observation (2d8) - 4
You can tell when something is off, your senses are sharp, you know when someoneis hiding something from you, and you can read the twitch of a person's fingers right before they go for their gun. This Skill covers every sense, including taste, although you're hopefully not going to spend a lot of time tasting crime scenes for clues.
Occultism (2d8) - 4
Some mages might be content with just Magic Lore, but you've spent your time studying the broader realm of the supernatural. You know useful facts about creatures, Ley Lines, and haunted locations, and you have a better sense of the motives behind certain cults.
Poison (1d8) - 3
You know the basics of handgun use and ownership. You can find the safety, perform routine weapon maintenance, and discharge the gun into the face of an oncoming demon as needed. This Skill also covers submachine guns.
Stealth (2d8) - 4
You've learned that the best way to avoid a fight is simply not to attract any notice in the first place. You can fade into the shadows, escape detection, and walk softly without breaking your stride.
Magic Lore Petty Magic (2d8) - 4
Spells[edit]
Healing Touch (2d10) - 5
You can heal yourself or another.
- Cost: 8-1=7 points
- Duration: Permanent
- Range: Touch
- Notes: Your target recovers 8 Hit Points. You may heal someone multiple times per wound with this Spell, ignoring the usual restrictions on magical healing (see Healing in the Combat section). Healing Touch does not cure poisons, illness, or disease.
Mask Self (2d8) - 4
You conceal your emission of magical energy, preventing you from being tracked by Spells or abilities.
- Cost: 5-1=4 per dead thing raised
- Duration: One Scene
- Range: Self
- Notes: You become immune to Mage Eye. You may also resist any other magical attempt to track you or trap you with your Mask Self + REF.
Track Prey (2d8) - 4
Your senses sharpen, allowing you to track a caster or supernatural being by its residual magical essence.
- Cost: 4-1=3
- Duration: One Scene
- Range: Line of Sight
- Notes: Make an Opposition Roll using Track Prey + REF against your target's Willpower Saving Throw to see their trail. If your target realizes they are being tracked, they may try to obscure their trail, forcing a Track against. Stealth Opposition Roll to stay on them.
Alter Plant (2d6) - 3
You twist a plant into any shape you choose.
- Cost: 1 Energy Miser doesn't apply
- Duration: Permanent
- Range: Touch
- Notes: You reshape a plant no taller and wider than 2 yards over the course of a single Action.
Cold (2d8) - 4
You send the temperature plummeting into the negatives.
- Cost: 2-1=1 points
- Duration: One Scene
- Range: Range penalties apply. 10 yards is short range, 30 yards medium range, 60 yards long range
- Notes: You decrease the temperature in a 2-yard radius by 25 degrees Fahrenheit. You may expand this radius by 2 yards or lower the temperature another 25 degrees by spending +2 MP each.
This maxes out at a 20-yard radius and a temperature of -50 degrees. At -50 degrees, there is a five-minute frostbite risk and hypothermia risk for anyone without proper cold weather gear.
Cold can also be used on a person, in which case it follows them wherever they go until the Duration runs out. However, Cold only lowers the ambient temperature and does not snuff out sources of heat. It also doesn't instantly chill peoples' blood, freeze the sap in trees, or anything other than cool the air. Fires can still be kindled inside the radius and warm clothing helps to protect from the Spell's effects.
Cure Wound (2d8) - 4
You restore bodily humors and mend broken limbs.
- Cost: 1 point
- Duration: Permanent
- Range: Touch
- Notes: Your target heals 1 Hit Point. You may spend up to +5 MP to heal an additional Hit Point per MP spent. If your target has a broken limb, you may restore it to full functionality for +5 MP. If your target is asleep or unconscious, you may wake them for +1 MP.
Darkness (2d6) - 3
A cloud of oppressive darkness descends on the area.
- Cost: 5-1=4 points
- Duration: 2d3 Turns
- Range: Range penalties apply. 20 yards is short range, 40 yards medium range, 80 yards long range
- Notes: You create pitch-black conditions in a 5-yard radius. Anyone using a Spell or ability that lets them see in the dark can make a Tough Observation Skill Test (TN 12) to peer through it with difficulty. You can see in this darkness just fine. Mundane light sources are instantly blotted out and absorbed by the darkness. However, if the Sunlight Spell is cast on the affected area, it triggers an Opposition Roll between the two mages using their Darkness and Light Spells plus relevant Attributes. If the Sunlight Spell's caster wins, the darkness is immediately dispelled. You may extend the Spell's radius to 10
yards for +2 MP or to 20 yards for +4 MP.
Enlarge Plant (2d6) - 3
You force a plant to grow at an accelerated rate, turning trees into towering kudzu.
- Cost: 2-1=1 point
- Duration: Permanent
- Range: Touch
- Notes: You grow a plant by 2 yards over the course of a single Action.
- For +3 MP, you grow a plant by another 6 yards over the course of a Round.
- For +8 MP, you grow a plant by another 12 yards over the course of the next five minutes.
- Supernatural plants may attempt to resist this Spell at the GM's discretion, forcing you to make an Opposition Roll.
Entangling Roots and Branches (2d8) - 4
Nearby plant-life explodes into action, winding itself around your foes.
- Cost: 4-1=3 points
- Duration: 2d3+1
- Range: : Range penalties apply. 5 yards is short range, 10 yards medium range, 25 yards long range
- Notes: Make an Opposition Roll using Entangling Roots/Branches + INT or CHR (your choice) +2 against the Strength Saving Throw of every corporeal being within a 3- yard radius. Anyone who fails may no
longer spend Actions on Movement until they have hacked their way out of the 10 Hit Points worth of thicket that will have grown up around them. You may enhance your roll with a -1 TN bonus by spending +2 MP, and you may do this multiple times (up to a total of -5 TN). You may also enhance this Spell's radius by +3 yards for every additional +2 MP you spend (up to a total of 12 yards). There must be living plants (even small potted plants) within the Spell's radius for it to work.
Hardened Skin (2d8) - 4
Your skin takes on the color, texture, and durability of cement. Cost: 4-1=3 points Duration: One Scene Range: Self Notes: You gain +3 Protection to all Hit Locations. This effect does not stack with itself or with any other Spell or effect that hardens your skin. You may still wear armor over your Dragon's Skin.
Lesser Presence (2d8) - 4
You fade into the background, becoming just another part of the scenery. Cost: 4-1=3 points Range: Line of Sight Duration: One Scene Notes: Thugs (see the Adversaries section) or NPCs with an Intelligence of 2 or less immediately stop paying attention to you, provided you were not doing something extremely conspicuous (firing a gun, setting a bomb, cursing out their mother) at the time this Spell went off. You can still be seen by NPCs with an Intelligence of 3 or more, and you still show up on electronic security systems. Attacking someone, firing a gun, or taking any other drastic, highly visible action ends Lesser Presence's effects.
Night Sight (2d8) - 4
Your eyes glow as you peer into the dark. Cost: 4-1=3 points Duration: One Scene Range: Touch Notes: You suffer no penalties for peering through mundane darkness. Magical Darkness only imposes a +2 TN penalty on you and restricts your vision to 10 yards.
Sunlight (2d6) - 3
You conjure pure, bright sunlight—even indoors. Cost: 2-1=1 point Duration: One Scene Range: Range penalties apply. 20 yards is short range, 40 yards medium range, 80 yards long range Notes: The sunlight fills a 5-yard radius. You can increase the radius to 10 yards for +1 MP or to 20 yards for +3 MP. If a Darkness Spell is cast on the affected area, it triggers an Opposition Roll between the two mages using their Darkness and Light Spells plus relevant Attributes. If the Darkness Spell's caster wins, the sunlight is immediately snuffed out.
Stone Shards (2d8) - 4
Stone fragments fire like rifle bullets from your palm. Cost:All costs -1, though minimum 1 point 1 point per attack for a 2d4. 2-1=1 points per attack for a 2d6 attack. 3-1=2 points per attack for 2d8 Duration: Instant Range: Range penalties apply. 5 yards is short range, 15 yards medium range, 25 yards long range Notes: You may attack multiple times in a turn with Stone Shards without needing to roll to cast the Spell again. You must still spend an Action and pay the MP cost each time and Multiple Action Penalties are incurred as normal.
Talents[edit]
Petty Magic - Adjustment point
Supernatural Sense
You can pick out supernatural elements from your surroundings. Furthermore, you can spot demons and people under demonic influence in a crowd by making an Observation Skill Test against their Stealth.
Energy Miser
You are so stingy with your power that you have managed to reduce the Magic Point cost for all of your Spells by -1. Spells still cost at least 1 Magic Point.
Keen Eye
You are so practiced at stalking your prey that you can reroll an Observation or Tracking Skill Test 3 times per game session.
Petty Magic[edit]
You have access to all the Spells on the Petty Magic List. You do not need to assign Skill points to them individually. To cast a Petty Magic Spell, you roll Magic Lore: Petty Magic + INT. This Talent may not be taken by Templar and Ungifted.
Petty Magic Spells are cast using Magic Lore: Petty Magic + INT and they do not need to be purchased individually with Skill Points.
Breeze
You never need air conditioning. Cost: 0 Duration: 5 minutes Range: 20 yards Notes: You create a draft that is strong enough to blow out candle flames or knock single sheets of paper around. You may choose the direction the breeze blows in. For +2 MP, you may increase the Duration by 1 hour.
Clean/Polish Item
For you, tidying up is a snap. Cost: 0 Duration: Instant Range: Permanent Notes: You remove stains from an object or piece of clothing.
Color
You can alter the colors of a person or object. Cost: 0 Duration: 1 hour Range: Touch Notes: You can work very subtly with this Spell to create an effect that looks perfectly natural. Or you can turn someone bright pink. The possibilities are endless. You may not affect objects any bigger than a truck.
Create Light
A ball of light follows you, illuminating your way. Cost: 0 Duration: One Scene Range: Self Notes: Your lantern companion may go no further than 20 yards from you. You may dim or brighten its light with a mental command.
Dry
You cause water to evaporate rapidly in the target area. Cost: 0 Duration: 5 minutes Range: 10 yards Notes: This Spell affects a 1-yard radius. The evaporation is intense, comparable to Death Valley in the summer, but it doesn't heat whatever it's evaporation. Casting it on a bathtub full of cool water, for example, will quickly fill a small room with cold mist.
Faire Music You are your own soundtrack. Cost: 0 Duration: One Scene Range: Self Notes: The music can be heard by anyone in a 40-yard radius of you. It is bright, jolly, and sounds exactly like what you'd hear at a renaissance faire.
Freshen Food
You can live like a king off of dumpster scraps. Cost: 0 Duration: Permanent Range: Touch Notes: A piece of food you touch becomes fresh and appetizing. If left out, it will begin to spoil at the usual rate.
Heat
You can warm clothes, heating pads, or dinner. Cost: 0 Duration: One Scene Range: 20 yards Notes: You may heat an object 50 degrees Fahrenheit. You may not use this Spell on a living thing.
Hide Item/See Item
You render a small item invisible or detect a small invisible item. Cost: 0 Duration: One Scene Range: Touch Notes: This effects an item such as a credit card, handgun, bible, or packet of drugs. The item can still be detected by bumping into it, or with Spells or supernatural senses.
Invisible Cook/ Server
A magical being coalesces to fix you a meal. Cost: 0 Duration: One Scene Range: Self Notes: You may only have one Invisible Cook/Server active at a time. An Invisible Cook/Server does not provide its own ingredients. An Invisible Cook/Server will only perform tasks related to cooking or serving. It will not walk into traps for you. An Invisible Cook/Server has 1 Hit Point.
Levitate
You float lazily up into the air. Cost: 0 Duration: One Scene Range: Self Notes: You can slowly rise into the air at a rate of 2 yards per turn to a maximum height of no more than 20 yards above where you lifted off from. You may also descend slowly, at a rate of 2 yards per turn, or very quickly by releasing the Spell. This Spell only levitates up to 300 pounds of weight.
Long Distance Whisper
Your words cross distances and slither into people's ears. Cost: 0 Duration: Instant Range: Line of Sight (200 yards) Notes: You whisper a message to your target. They may be able to recognize your voice, but they do not automatically know which direction the message is coming from.
Minor Alarm
You set up the magical equivalent of a primitive motion sensor. Cost: 0 Duration: 1 hour Range: Touch Notes: Designate an area, up to 30 yards in radius. The alarm covers that area and triggers when it detects movement, mentally alerting you that something has breached the area. It then deactivates, forcing you to go back to the area and recast the Spell every time you wish to reset the alarm.
Minor Illusions
You temporarily change the way an object looks. Cost: 0 Duration: 3 turns Range: 10 yards Notes: You may not use this Spell to create freestanding, independent illusions or illusions with sound, but you can change the words on a piece of paper, add bloodstains to someone's clothing, make someone's face look unfamiliar, or commit other small mischiefs. To affect someone with one of these illusions (for example, to trick someone into thinking you're not the person on the wanted posters), you may still need to make an Opposition Roll at the GM's discretion, although the GM should award you a bonus.
Moisten
You can soak fabrics with water. Cost: 0 Duration: Instant Range: Touch Notes: Every object in a 1-yard radius becomes saturated with water.
Page Turner
You are the ultimate couch-magician. Cost: 0 Duration: One Scene Range: Self Notes: An invisible force turns pages and holds books up at eye level, responding to your mental commands. You may only have one Page Turner active at a time, and it goes into hiding if a fight breaks out.
Perfume
An indefinably pleasant scent surrounds you. Cost: 0 Duration: One Scene Range: Touch Notes: You receive a -1 TN bonus on all Opposition Rolls and Skill Tests, provided the people they are interacting with can smell them. This effect does not stack with itself.
Prestidigitation
You can move a small object at a distance. Cost: 0 Duration: One Scene Range: Line of Sight Notes: Prestidigitation can exert up to 2 pounds of force and can move an object 1 yard per turn. It cannot be used on people, animals, or any other being and it can only affect one object at a time.
Repel Insects
Insects avoid a warded area. Cost: 0 Duration: 8 hours Range: Touch Notes: This affects a 10-yard radius, repelling all normal, mundane bugs. Vermin swarms, supernatural insects, and other exceptional creepy-crawlies may make an Average Willpower Saving Throw (TN 9) to enter.
Seduction Charm
A normal person would just light some candles, but you have magic. Cost: 0 Duration: One Scene Range: Self Notes: You receive a -2 TN bonus to all attempts to flirt or seduce. You may not cast Seduction Charm if you are already benefiting from its effects.
Soil
You spray magical garbage-water all over an area. Cost: 0 Duration: Instant Range: 10 yards Notes: Everything in a 3-yard radius is coated with oily, foul-smelling filth.
Smoke Cloud
You take a deep breath and exhale a cloud of thick, inky smoke. Cost: 0 Duration: 2d3 Rounds Range: 20 yards Notes: A 15-yard radius around your target is filled with dense smoke. You can see in the smoke without issue. Everyone else suffers a +3 TN penalty on all attempts to see through the smoke (unless they can echolocate, feel vibrations through the earth, etc.).
Summon Small Flame
You flick your fingers and produce the flame of a lighter. Cost: 0 Duration: Instant Range: Touch Notes: You can easily convince people that this is stage magic, not actual magic.
Swarm of Butterflies
Butterflies appear out of thin air, wrapping you in a hurricane of bright colors. Cost: 0 Duration: One Scene Range: Self Notes: Attempts to hit you with a Melee or HTH attack are at a +1 TN penalty. This effect does not stack with itself.
Throw Voice/Sound
You can create sounds at a distance. Cost: 0 Duration: Instant Range: INT x 10 yards Notes: To affect someone with a sound (for example, to convince a security guard to turn around and look at the statue that just whispered to him), you may still need to make an Opposition Roll at the GM's discretion.
Tie/Untangle/Untie
Ropes, cords, and strings weave themselves in and out of complex knots at your command. Cost: 0 Duration: Permanent Range: Touch Notes: A knot created with this Spell can only be undone through magic. This does not change the properties of whatever the knot is made from, however, and it can still be cut, burned, or slipped out of by a clever prisoner.
Write/See Invisible Messages
You write with extremely invisible ink. Cost: 0 Duration: Permanent Range: Touch Notes: Your messages are visible only to other people with this Spell.
Complications[edit]
Delusions Many people think you're nuts...and they happen to be right. You believe something that is fundamentally untrue, sense things that are absolutely not there, or remember things that plainly never happened. Work with the GM to figure out your specific delusion.
Once per game session, the GM can call for a Tough Willpower Saving Throw (TN 12). If you fail, you slip completely into your delusion for the rest of the Scene.
