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− | [[AlphaOmega | + | [[AlphaOmega]] |
− | + | <b>Name: John Palmer</b> | |
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Age: late 20's | Age: late 20's | ||
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Concept: Gentleman Mobster | Concept: Gentleman Mobster | ||
− | + | <i>John Palmer is, physically speaking, unremarkable. Average height, average build, dark hair, dark eyes. 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> | |
+ | == Motivation == | ||
+ | <p>To unite the underworld under him. | ||
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− | == | + | == Anima:== |
− | + | (Undetermined) | |
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== Attributes == | == Attributes == | ||
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===Caste=== | ===Caste=== | ||
Bureaucracy 5 | Bureaucracy 5 | ||
− | <br>Linguistics | + | <br>Linguistics 1 (English, Spanish) |
<br>Drive 1 | <br>Drive 1 | ||
<br>Socialize 3 | <br>Socialize 3 | ||
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===Favored=== | ===Favored=== | ||
Archery/Firearms 4 | Archery/Firearms 4 | ||
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==Backgrounds== | ==Backgrounds== | ||
− | ===Resources | + | ===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 | + | 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=== | ===Followers 2=== | ||
− | + | 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. | |
− | + | ===Influence 1=== | |
− | + | John has some influence in both the aboveground and underworld aspects of Las Vegas. | |
==Charms== | ==Charms== | ||
− | ===Firearms | + | ===Archery/Firearms=== |
− | *2nd Firearms Excellency (pg. 184) | + | *2nd Archery/Firearms Excellency (pg. 184) |
− | Cost: 2 motes/success. | + | 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. | + | Cost: 3 motes. This Charm nullifies all penalties, except wound and multiple action penalties, applying to a single Archery-based attack. |
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===Presence=== | ===Presence=== | ||
*2nd Presence Excellency (pg. 184) | *2nd Presence Excellency (pg. 184) | ||
− | Cost: 2 motes/success. | + | 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 | + | Cost: 3 motes. Irresistible Salesman Spirit engances 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) | + | *Ox-Body Technique (1x-1, 2x-2) (pg. 208) |
− | This Charm gives | + | This Charm gives the Lawgiver additional health levels. |
===Dodge=== | ===Dodge=== | ||
− | *Shadow over Water (pg. 227) | + | *Shadow over Water (pg. 227) |
− | Cost: 1 mote. | + | 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. |
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*Seven Shadow Evasion (Conviction) (pg. 227) | *Seven Shadow Evasion (Conviction) (pg. 227) | ||
− | Cost: 3 motes. | + | Cost: 3 motes. The Exalt invokes this Charm in response to an attack. The attack must not be unexpected. This 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.) |
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===Bureaucracy=== | ===Bureaucracy=== | ||
*2nd Bureaucracy Excellency (pg. 184) | *2nd Bureaucracy Excellency (pg. 184) | ||
− | Cost: 2 motes/success. | + | 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. | + | 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 roll. The Solar is aware of such delaying tactics, however. |
− | <br>If | + | <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. | + | 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. |
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===Combos=== | ===Combos=== | ||
*"An Offer They Can't Refuse" | *"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. | --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. | ||
+ | *"Bullet Time" | ||
+ | --2nd Archery Excellency + There is No Wind + Seven Shadows Evasion. Cost: 1 WP, 6+2x motes. Flickers of faint white-gold light surround John's shadowed form as this combo is invoked, and his entire body seems to leave faint afterimages as he moves impossibly fast. The bullets fired seem to ripple through the air as they fly towards their target. | ||
*"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. | ||
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==Intimacies== | ==Intimacies== | ||
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<br>--His reputation | <br>--His reputation | ||
− | ==Essence | + | ==Essence== |
− | ''' | + | '''Essence:''' 2 |
− | <br>'''Personal:''' | + | <br>'''Personal:''' 12 |
− | <br>'''Peripheral:''' | + | <br>'''Peripheral:''' 29 |
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+ | ==Willpower== | ||
+ | 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. | ||
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==Equipment== | ==Equipment== | ||
− | Hand-tailored business suit, registered Glock 34 (exceptional -- | + | Hand-tailored business suit, registered Glock 34 (exceptional -- bonuses TBD) and shoulder holster (with accompanying concealed-carry permits), PDA, cell phone with encryption. |
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==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 | + | 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. | ||
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==Merits/Flaws== | ==Merits/Flaws== | ||
==Goals/Motivation== | ==Goals/Motivation== | ||
− | + | (Still working on it) | |
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