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George "Chevalier" Kellerman
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(Character name)
  
 
=====Background=====
 
=====Background=====
 
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(stuff)
When George Kellerman was 15, an out-of-control truck crashed into his family's car. George was the only survivor, and he was in a coma for three years.
 
 
 
In those years, however, George was not unaware. Instead, he dreamed. It was a lucid, vivid dream, entirely consuming in its reality, and from George's viewpoint, it lasted decades.
 
 
 
In his dream, George was a chivalric knight, protecting his kingdom from evil forces. A swordsman of great skill, he lived through countless battles and adventures. Ultimately, he faced a mighty wizard, who unleashed a terrifying spell. The magical energies struck the knight... and George woke up.
 
 
 
It was very disorienting for him, being back in the real world. It took him over a year to recover physically, and with his family gone, his dream over, what was he to do?
 
 
 
He missed the world of chivalry-- the world in which he was a hero. He wanted to make this world better, and, realizing that he didn't have powers, instead became a teacher at an inner-city school.
 
 
 
But that wasn't enough. Yes, he was doing good, but there was too much violence, too many dangers that teaching alone couldn't handle.
 
 
 
George Kellerman missed his dream more than ever... and then a student of his was confronted by gang members. He'd been taking gym equipment back from the field, and before he knew it, he had a baseball bat in hand, and was in action, driving the gangsters off.
 
 
 
He'd only dreamed decades of experience with a sword. But, somehow, his skill was real-- he was a master of the sword. Or, in the modern world, a baseball bat.
 
 
 
He knew, then, what he had to do. Perhaps the real world had moved long past the age of chivalric knights.
 
 
 
But it had one again. 
 
  
 
=====Skills:=====
 
=====Skills:=====
* Great (+4): Weapons
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* Great (+4):
* Good (+3): Endurance, Resolve, Athletics
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* Good (+3):
* Fair (+2): Alertness, Fists, Might, Stealth
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* Fair (+2):
* Average (+1): Intimidation, Mysteries, Rapport, Resources, Survival
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* Average (+1):
  
 
=====Aspects:=====
 
=====Aspects:=====
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'''Aspect 1'''
 
'''Aspect 1'''
  
''A Thirty-Year Dream''
 
 
George lived in a dream for what was, to him, a thirty-year career as a knight, giving him a vast amount of experience. This aspect can be tagged for George to draw upon that pool of experience, or compelled to force George to react as a medieval knight, instead of someone living in the real, modern world.
 
  
 
'''Aspect 2'''
 
'''Aspect 2'''
  
''I think that I know you, good sir.''
 
 
George's dream was not only totally real to him while he was in the coma-- it was eerily interconnected with the real world. Sometimes, George encounters people who he remembers from his dream-- with strong parallels to the dream world. It can be invoked for George to encounter someone that he knows is trustworthy, or compelled for an enemy to appear.
 
  
 
'''Aspect 3'''
 
'''Aspect 3'''
  
''A Chivalric Knight''
 
 
Chivalry and honor are, of course, important to any knight, and George lives by these principals, drawing strength from them. Invoked to resist efforts to corrupt or influence George, compelled to force him to behave honorably-- letting a disarmed opponent rearm, for example.
 
  
 
'''Aspect 4'''
 
'''Aspect 4'''
  
''Those Who Can Do, Teach''
 
 
George is not just a man with a baseball bat and a dream-- he's also a driven high school teacher, helping his students develop. This aspect can be invoked to help George educate or inspire anyone, but especially the young. It can be compelled to have George's students be put in danger, as he regards them as his responsibility.
 
  
 
'''Aspect 5'''
 
'''Aspect 5'''
  
''A Man with a Baseball Bat. Except Sometimes...''
 
 
It could be remarked that George's dream is a strong force in his life. Sometimes, it trumps reality, and George's baseball bat starts acting like a sword, cutting cables or even decapitating enemies. But only sometimes-- when George is caught up in the dream. It can be compelled to let George do something impossible for a baseball bat-- or even most swords-- to accomplish. It can be compelled to make George's bat tricks fail-- if George is pulled into the modern world too much, he can't cut steel with a stick.
 
  
 
'''Aspect 6'''
 
'''Aspect 6'''
  
''In The Nick of Time''
 
  
George has a real knack for timing, showing up at critical moments. This has advantages and problems for him. It can be invoked to help George show up just in time to help, or compelled to have him show up at just the wrong time-- just in time to be found at the scene of a murder he had nothing to do with, for example, or just in time to be discovered by his enemies.
 
  
 
=====Stunts:=====
 
=====Stunts:=====
* Brawler (Weapons)
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*
* Brickbreaker (Weapons)
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*
* Flawless Parry (Weapons)
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*
* Riposte (Weapons)
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*
* Inner Strength (Resolve)
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*
  
 
=====Relationships:=====
 
=====Relationships:=====

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