James White
From Greenthings
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''Quick Reference:''<br> | ''Quick Reference:''<br> | ||
HD: L1 d10 (10, 6CP), L2 d8 (2, 4CP), +(ConMod)x2 ''HP:'' '''12'''/12 | BAB +1 (6CP) | Fort: +1 (3CP) Ref: +3 (0CP) Will: +3 (3CP)<br> | HD: L1 d10 (10, 6CP), L2 d8 (2, 4CP), +(ConMod)x2 ''HP:'' '''12'''/12 | BAB +1 (6CP) | Fort: +1 (3CP) Ref: +3 (0CP) Will: +3 (3CP)<br> | ||
- | ConMod "spell points" 0/0 | DR 5/Cold Iron | '' | + | ConMod "spell points" 0/0 | DR 5/Cold Iron | ''SL'' 3/3 , ''P'' 9/9<br> |
<br> | <br> | ||
<br> | <br> | ||
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''Seventh''- allows manipulation of magical effects and forces into similar magical effects and forces.<br> | ''Seventh''- allows manipulation of magical effects and forces into similar magical effects and forces.<br> | ||
<br> | <br> | ||
- | Mana | + | Mana (x2. Specialized: Only for Dweomer, 6CP.) Spell Points: Power: <br> |
<br> | <br> | ||
''Other:''<br> | ''Other:''<br> | ||
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''Broad:''<br> | ''Broad:''<br> | ||
<br> | <br> | ||
- | Athletics _______ | + | Athletics _______ 1 + 3 + 4 + 0 = ''8''<br> |
Diplomacy* ______ 2 + 3 + 4 + 0 = ''11''<br> | Diplomacy* ______ 2 + 3 + 4 + 0 = ''11''<br> | ||
Disguise* _______ 4 + 4 + 4 + 0 = ''16''<br> | Disguise* _______ 4 + 4 + 4 + 0 = ''16''<br> | ||
Gadgets _________ 3 + 3 + 4 + 0 = ''10''<br> | Gadgets _________ 3 + 3 + 4 + 0 = ''10''<br> | ||
Gather Info* ____ 2 + 3 + 4 + 0 = ''11''<br> | Gather Info* ____ 2 + 3 + 4 + 0 = ''11''<br> | ||
+ | Identities ______ 1 + 3 + 4 + 0 = ''8''<br> | ||
Knowledge<br> | Knowledge<br> | ||
-Arcana _________ 1 + 4 + 4 + 0 = ''9''<br> | -Arcana _________ 1 + 4 + 4 + 0 = ''9''<br> | ||
+ | -Firearms _______ 1 + 4 + 4 + 0 = ''9''<br> | ||
-Politics _______ 2 + 4 + 4 + 0 = ''10''<br> | -Politics _______ 2 + 4 + 4 + 0 = ''10''<br> | ||
- | - | + | -Security Systems 1 + 4 + 4 + 0 = ''9''<br> |
Listen __________ 2 + 2 + 4 + 2 = ''10''<br> | Listen __________ 2 + 2 + 4 + 2 = ''10''<br> | ||
Physical St.* ___ 5 + 3 + 4 + 0 = ''17''<br> | Physical St.* ___ 5 + 3 + 4 + 0 = ''17''<br> | ||
Psychology ______ 2 + 4 + 4 + 0 = ''10''<br> | Psychology ______ 2 + 4 + 4 + 0 = ''10''<br> | ||
- | Search __________ | + | Search __________ 1 + 2 + 4 + 2 = ''9''<br> |
- | Spellcraft ______ | + | Spellcraft ______ 1 + 4 + 4 + 0 = ''9''<br> |
Spot ____________ 1 + 2 + 4 + 2 = ''9''<br> | Spot ____________ 1 + 2 + 4 + 2 = ''9''<br> | ||
''Dweomer:''<br> | ''Dweomer:''<br> | ||
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''Narrow:''<br> | ''Narrow:''<br> | ||
<br> | <br> | ||
+ | Faith (??) ______ 1 + 3 + 4 + 5 = ''13''<br> | ||
Knowledge<br> | Knowledge<br> | ||
-Realms History _ 1 + 4 + 4 + 5 = ''14''<br> | -Realms History _ 1 + 4 + 4 + 5 = ''14''<br> |
Current revision as of 07:36, 10 February 2008
[edit] Introduction
James White is one of the protagonists of a series of novels popular about fifty or sixty years back about the gates of Faerie re-opening during the Cold War and drawing both sides into a complicated bi-dimensional political conflict. The author died not long ago, and basic addition can be presumed here.
Born Tsian-de Liam, a merchant's son in the "British analogue" of Faerie (insert book's explanation here), he was drafted into a war between two major kingdoms right before it officially "ended", and his charisma and obvious skills got him shunted into the intelligence department. When the gates opened, Liam was one of the first on the scene, and shortly thereafter was given the assignment to meet with British Intelligence and learn more about these humans and their conflicts, before things got too far out of hand...
Amused by their openness regarding the existence of the war itself, he took his codename partly from the work of one Ian Fleming.
[edit] Character Sheet
James White
Elven Spy/Illusionist
Level 2
XP: 0 Spent: 72
Still need to spend feat/dis/duties.
STR 10 (+0)
DEX 16 (+3)
CON 11 (+0)
INT 18 (+4)
WIS 14 (+2)
CHA 17 (+3)
Disads/etc.: Duties +2/level (in service to the government of Eire), Secret Agent Man (knows things that would get him killed if others found out, constantly involved in dangerous political nonsense, -3), Allergy (cold-forged iron, -3), History (-4).
Quick Reference:
HD: L1 d10 (10, 6CP), L2 d8 (2, 4CP), +(ConMod)x2 HP: 12/12 | BAB +1 (6CP) | Fort: +1 (3CP) Ref: +3 (0CP) Will: +3 (3CP)
ConMod "spell points" 0/0 | DR 5/Cold Iron | SL 3/3 , P 9/9
Template:
Improved Self-Development (+2 Dex, 6 CP). Half cost due to world laws.
Immunity/Sleep Effects (Uncommon / Minor / Major, 3 CP)
Immunity/Aging (uncommon/minor/minor, 2 CP). They can expect to live for several centuries without much of any signs of aging.
Occult Sense / Low-Light Vision (6 CP)
Proficiency with Elven Cultural Weapons (A narrow group, 3 CP)
+2 on Listen, Search, and Spot (6 CP)
Damage Reduction 5. (Specialized: physical only, Corrupted: penetrated by Cold Iron, 4 CP)
Language: Elven. (1CP).
Social and Spy things:
Adept (Diplomacy, Disguise, Gather Information, Physical Stealth) (6CP).
Enthusiast with Adaptation (Specialized: Languages.) (3CP)
Guises, Many (x1), Racial (9CP).
Contacts: (ChaModx2 free due to world laws). Artificer, magical scholar...
Favors (3CP, ChaMod+3).
Magic:
Dweomer: Glamour. Glamour is the art of making things not like they are; it can't create, but it can change perception, and very highly-skilled mages can fool reality itself for a short time... Relatively common among magical skills where James is from. (6CP)
Light- enhances, lessens, and bends light and shadow. General illusion, mostly.
Flesh- makes living things look like other living things. The more similar, the easier.
Desire- makes things give a certain impression on things with minds- i.e., personal/object-centered environmental mind-affecting spells.
Impress- makes things with minds feel certain things with regard to a thing- i.e., direct mind-affecting spells that affect in relation to a certain target or group.
Unsticking- this is the ability to make impressions last longer or less long than they would otherwise. Can apply to effects that are not Dweomer: Glamour but work similarly.
Chaos- greater change at the expense of control. Confusion, entropy, and similar effects.
Seventh- allows manipulation of magical effects and forces into similar magical effects and forces.
Mana (x2. Specialized: Only for Dweomer, 6CP.) Spell Points: Power:
Other:
Proficiencies: Elven Cultural Weapons (template), Small Arms (6CP, free under world laws).
Martial Arts (3CP).
Luck, Fortune (12CP).
Skills:
Broad:
Athletics _______ 1 + 3 + 4 + 0 = 8
Diplomacy* ______ 2 + 3 + 4 + 0 = 11
Disguise* _______ 4 + 4 + 4 + 0 = 16
Gadgets _________ 3 + 3 + 4 + 0 = 10
Gather Info* ____ 2 + 3 + 4 + 0 = 11
Identities ______ 1 + 3 + 4 + 0 = 8
Knowledge
-Arcana _________ 1 + 4 + 4 + 0 = 9
-Firearms _______ 1 + 4 + 4 + 0 = 9
-Politics _______ 2 + 4 + 4 + 0 = 10
-Security Systems 1 + 4 + 4 + 0 = 9
Listen __________ 2 + 2 + 4 + 2 = 10
Physical St.* ___ 5 + 3 + 4 + 0 = 17
Psychology ______ 2 + 4 + 4 + 0 = 10
Search __________ 1 + 2 + 4 + 2 = 9
Spellcraft ______ 1 + 4 + 4 + 0 = 9
Spot ____________ 1 + 2 + 4 + 2 = 9
Dweomer:
Light ___________ 2 + 0 + 4 + 0 = 6
Flesh ___________ 2 + 0 + 4 + 0 = 6
Desire __________ 1 + 0 + 4 + 0 = 4
Impress _________ 0 + 0 + 4 + 0 = 4
Unsticking ______ 0 + 0 + 4 + 0 = 4
Chaos ___________ 0 + 0 + 4 + 0 = 4
Seventh _________ 1 + 0 + 4 + 0 = 5
Narrow:
Faith (??) ______ 1 + 3 + 4 + 5 = 13
Knowledge
-Realms History _ 1 + 4 + 4 + 5 = 14
-Illusion Magic _ 1 + 4 + 4 + 5 = 14
[edit] Descriptions and Notes
Age: 40.
Description: James is an average-looking man of average height, build and complexion- for an elf of his kind. To most people, he looks tall and pointy, with shoulder-length white hair and yellow-gold eyes.
Personality: ...This will probably be worked out in-game.
Image song: Propellerheads - On Her Majesty's Secret Service