James

God of last resorts

Description:

NAME: James
TRUE NAME:
OTHER ALIASES: James Apolloson, the Trailblazer of Hope, the god of Second Chances, the god of Last Resort
O.C.C./R.C.C.: Wilderness Scout DemiGODling
ALIGNMENT: Principled
LEVEL: 8
EXPERIENCE:
FAME:
DEVOTION:4100
WORSHIP: 1250 /2500
FOLLOWERS: 19
HEIGHT: 6’2"
WEIGHT: 225
AGE:
GENDER: Male
BIRTH ORDER:
FAMILY ORIGIN:

DISPOSITION:

INSANITIES:

ATTRIBUTES:
IQ: 20 (+ 6% to skills)
ME: 20 (+ 3 vs psionics, + 3 vs insanity)
MA: 20 (60% trust/intimidate)
PS: 51 (Supernatural P.S. 1d6mdc. restrained, 1d6x10 M.D. full strength, 2D6×10 M.D. power punch)
PP: 30(+ 8 to strike, parry, dodge)
PE: 29 (+ 5 vs magic/poison, +20% vs coma)
PB: 20 (50% charm/impress)
Spd: 68 (46 m.p.h.)

Horror/Awe Factor: 15, but None if pretending to be a normal human

M.D.C.: 844
P.P.E.: 260
I.S.P.: 280

OCC ABILITIES
Cross-Country Pacing:
1. Can “pace” both speed and supplies for himself and a group, allowing great distances to be covered at a pace that can be maintained for days.
2. With a successful Land Navigation roll can estimate/predict how long a trip will take within 2D6×10 minutes, or 6D6 hours if unfamiliar with the area.
3. Can cut across country avoiding roads, hunting trails, waterways and short cuts, often ensuring secrecy and safety for the travel (almost never shares these “secret” paths). These guys come and go without anyone knowing how, when or where they’ve been. Once a Scout travels out of sight, he seems to simply vanish into the wilderness.
4. Allows the character to travel on foot at full running speed cross-country for a time equal to his P.E.×5 without overexerting himself.

POWERS/NATURAL ABILITIES
Natural Abilities: See the Invisible, Resistant to poison, drugs, & toxins (half as effective), Nightvision 200 ft, Fire and cold resistant (takes half damage), Bio-regenerates 1D6×5 M.D.C. every minute

Super-Psionics: See Psionics, below

Super-Swift: Added + 1d4 to P.P. and + 1d6×10 to Spd

Impervious to Lightning

No fear of heights

ATTACKS PER MELEE: Nine (9)
ATTACKS PER MELEE: (Weapon Mastery: Longsword): Twelve(12)
ATTACKS PER MELEE: (Weapon Mastery: Paired Longsword and Large Shield): Eleven (11)

BONUSES: (Non-Combat) Perception: + 6, Vs. Horror Factor: + 9, Vs. Poison/Disease: + 7, Vs. Possession: + , Vs. Magic: + 7, Vs. Psionics: + 3 (Saves as a Master Psionic), Vs. Insanity: + 3, Vs. Coma/Death: + 50%

NORMAL COMBAT BONUSES:
Initiative: + 6,
Strike: + 11, + 14 w/ Sword
Thrown Weapons: + 11, + 13 w/ Sword
Parry: + 12, + 16 w/ Sword, + 14 w/ Shield
Dodge: + 12,
Entangle: + 2
Disarm: + 0
Roll w/ punch, fall or impact: + 6,
Pull Punch: + 3,
Bonus Damage (S.D.C. OR M.D.C.): + 4

TOTAL WEAPON MASTERY BONUSES – Longsword:
(“Normal” bonuses already added in)
Initiative: + 11,
Strike: + 21,
Thrown Longsword: + 14,
Parry: + 22,
Dodge: + 12,
Entangle: + 2
Disarm: + 1
Roll w/ punch, fall or impact: + 6,
Pull Punch: + 3,
Bonus Damage (S.D.C. OR M.D.C.): + 8

TOTAL WEAPON MASTERY BONUSES – Paired Longsword and Large Shield:
(“Normal” bonuses already added in)
Initiative: + 10,
Strike: + 19 w/ Longsword, + 17 w/ Large Shield
Thrown Weapons: + 14 w/ Longsword, + 12 w/ Large Shield
Parry: + 21 w/ Sword, + 19 w/ Shield
Dodge: + 12,
Entangle: + 2
Disarm: + 1
Roll w/ punch, fall or impact: + 6,
Pull Punch: + 3,
Bonus Damage (S.D.C. OR M.D.C.): + 7

COMBAT MOVES/MANEUVERS: Punch, Karate Punch, Elbow, Backhand Strike, Kick, Karate Kick, Leap Kick (counts as 2 attacks), Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch, Power Kick, Pull Punch, Knockout/Stun on a natural roll of 17-20 (must declare intent before rolling to strike)

ADDITIONAL COMBAT MOVES/MANEUVERS FROM WEAPON MASTERY: Multiple Parry, Critical Strike on a Natural 18+, Death Blow on a Natural 20, Ambidextrous Combat, Ground Fighting, Enhanced Reflexes

SKILLS (all are at level 8 proficiency unless otherwise noted)

Special/O.C.C.:
Trailblazing 61% + 5% per additional level
• The ability to cut and mark trails through the wilderness for others to follow.
Cartography 81% + 5% per additional level
• The ability to make accurate, detailed and good-looking maps.

R.C.C.:
Language: Dragonese 98%
Language: English 98%
Language: Greek 98%
Language: German (Euro?) 86% + 5% per additional level%
Language: Wolfen 86% + 5% per additional level%
Literacy: Dragonese 98%
Literacy: English 98%
Literacy: Greek 98%
Mathematics: Basic 98%
Lore: Demon and Monsters 91% + 5% per additional level
Land Navigation 80% + 4% per additional level
WP: Archery
• Rate of Fire: 6 per melee
• Add + 5 to normal bonus strike w/ bow
• Add + 1 to normal bonus parry w/ bow
• Add + 2 to normal bonus disarm w/ bow)
WP: Sword (Bonuses already factored into combat and level up bonuses)
WS: Longsword (Bonuses already factored into combat and level up bonuses)
WM: Longsword (Bonuses already factored into combat and level up bonuses)
Hand to Hand: Assassin
Paired Weapons (All)

R.C.C. Related:
Cooking 86% + 5% per additional level
• Cook Game Animals 96% + 5% per additional level
Animal Husbandry 86% + 5% per additional level
Horsemanship
• Riding/Care/Recognize Quality 89% + 4% per additional level
• Stunts/Racing/Maintain Control 69% + 4% per additional level
• + 1 to parry or dodge when on a horse
Skin and Prepare Animal Hides 81% + 5% per additional level
Identify Plants and Fruits 71% + 5% per additional level
Track & Trap Animals
• Track/Identify/Gain Info/Gen. Knowledge 81% + 5% per additional level
• Set Traps for Animals 81% + 5% per additional level
Wilderness Survival 76% + 5% per additional level
First Aid 96% + 5% per additional level
¹Lore: D-Bee 66% + 5% per additional level
¹Tracking (People) 56% + 5% per additional level
³WS: Paired Longsword and Large Shield (Bonuses already factored into combat and level up bonuses)
³WM: Paired Longsword and Large Shield (Bonuses already factored into combat and level up bonuses)

Secondary:
Acrobatics
• Sense of Balance 99% + 5% per additional level
• Walk Tighrope or High Wire 87% + 3% per additional level
• Climb Rope 98%
• Back Flip 99% + 5% per additional level
• Climb 46%
Running
Prowl 73% + 5% per additional level
Hunting
Radio: Basic 86% + 5% per additional level
²WP: Shield (Bonuses already factored into combat and level up bonuses)

¹ Learned at Level 3, and has Level 5 proficiency
² Learned at Level 5, and has Level 3 proficiency
³ Learned at Level 7, and has Level 1 proficiency

PSIONICS: Bio-Regeneration (Self) (6), Deaden Pain (4), Detect Psionics (6), Exorcism (10), Healing Touch (6), Increased Healing (10), Induce Sleep (4), Meditation (0), Psychic Diagnosis (4), Psychic Purification (8), Psychic Surgery (14), Resist Fatigue (4), Restore P.P.E. (4+), Stop Bleeding (4), Suppress Fear (8), Bio-Manipulation (10), Telekinesis: Super (10+), Telekinetic Force Field (30), Psychic Omni-Sight (15), Psychic Mirage: Superior (40)
Psychic Mirage (Superior)
(From Nightbane 1: Between the Shadows, Page: 115)
Range: 120 feet (size of illusion is 3 feet per level of experience).
Duration: One minute per level of experience.
Saving Throw: Standard
I.S.P: 40
Description: A powerful illusion that affects all senses. The illusion will move and act out any mental commands given by its creator, and will fool the ears, sense of touch and pain centers of those who face it. Illusionary damage will not do any permanent damage, although people who think they have been killed will collapse into unconsciousness. This illusion can be created in most planes of existence, including Earth, Nightlands, Astral Plane and Dreamstream.

MAGIC: None, but can power and use Techno-Wizard devices and weapons.

LEVEL UP BONUSES (HTH: Assassin, Godling R.C.C., Weapon Mastery, Etcetera):

Level 8: + 1D4×10 M.D.C., + 10 I.S.P., + 1 attack per melee, + 1 to strike w/ guns, + 1 to initiative, + 1 to throw swords with WP: Sword, + 1 to strike with WP: Shield, + 1 to parry with Longsword Mastery, + 1 to S.D.C./M.D.C. damage with Paired Longsword/Large Shield, + 1 to strike with WP: Archery, + 1 to rate of fire (attacks per melee) with WP: Archery, +100 Worship

Level 9: + 1D4×10 M.D.C., + 10 I.S.P., + 1 to initiative, gains “Back Flip” combat move, + 1 to strike with WP: Sword, + 1 to initiative with Longsword Mastery, + 1 to initiative with Paired Longsword/Large Shield, + 1 to save vs. Horror Factor, +100 Worship

Level 10: + 1D4×10 M.D.C., + 10 I.S.P., Critical Strike on an unmodified roll of 19 or 20, + 1 to parry with WP: Sword, + 1 to strike with Paired Longsword/Large Shield, + 1 to strike with WP: Archery, + 1 to disarm with WP: Archery, + 1 to rate of fire (attacks per melee) with WP: Archery, +100 Worship

Level 11: + 1D4×10 M.D.C., + 10 I.S.P., + 2 to strike (melee), + 1 to thrown weapons, + 1 to strike w/ guns, gains “Back Flip Attack” combat move, + 1 to parry with WP: Shield, + 1 to strike with Longsword Mastery, + 1 attack per melee with Longsword Mastery, + 1 to parry with Paired Longsword/Large Shield, +100 Worship

Level 12: + 1D4×10 M.D.C., + 10 I.S.P., + 2 to pull punch, Deathblow on a natural roll of 19 or 20 (must announce intention before rolling to strike), + 1 to strike with WP: Sword, + 1 to throw swords with WP: Sword, + 1 to strike with WP: Shield, + 1 to strike with Paired Longsword/Large Shield, + 1 attack per melee with Paired Longsword/Large Shield, + 1 to save vs. Horror Factor, + 1 to strike with WP: Archery, + 1 to rate of fire (attacks per melee) with WP: Archery, +100 Worship

Level 13: + 1D4×10 M.D.C., + 10 I.S.P., + 1 attack per melee, + 1 to parry with WP: Sword, + 1 to initiative with Longsword Mastery, + 1 to S.D.C./M.D.C. damage with Paired Longsword/Large Shield, +100 Worship

Level 14: + 1D4×10 M.D.C., + 10 I.S.P., + 2 to S.D.C. and M.D.C. damage, gains all R:UE “Holds” as combat moves, + 1 to parry with WP: Shield, + 1 to S.D.C. and M.D.C. damage with Longsword Mastery, + 1 to parry with Paired Longsword/Large Shield, + 1 to strike with WP: Archery, + 1 to rate of fire (attacks per melee) with WP: Archery, +100 Worship

Level 15: + 1D4×10 M.D.C., + 10 I.S.P., + 2 to strike (melee), + 1 to strike w/ guns, + 1 to strike with WP: Sword, + 1 to parry with Longsword Mastery, + 1 to initiative with Paired Longsword/Large Shield, + 1 to save vs. Horror Factor, +100 Worship

Bio:

James is the son of Apollo and a human ley line walker named Jennifer hutch. He. along with his 2 siblings jason(year younger) and jasmine(3 years younger), where raised by their mother until an evil wizard named Melfice seeking vengeance on Jennifer. Jennifer was killed and jason kidnapped. after hearing about the attack apollo took interest in his son James seeing he had the potential to be a great man. So he begged his sister artemis to help raise him. reluctantly she finally agreed. Jasmine was placed into a sect of true atlantiens who Apollo considers friends. James spent the next 14 years being raise in artemis’ sanctuary and learning all about hunting and wilderness from his adoptive mother.

when the 4 horseman came to rifts earth artemis threw james into the Frey and told him this would be his final test. if he failed she would kill him herself. During the course of his hunt for the horseman he came into contact with and friends with such heros as lo fang(a chang ku dragon). victor lazlo, a number of knights from england(james actually admired them for their sense of justice and code of honor to the point where he tries to duplicate it) and even erin tarn(erin comment to others that james reminded her of a hawk in flight: graceful and wonderful to watch…but deadly when it strikes). when the demons where all slain Lo fang asked for help from everyone to defeat the phoenix empire. James marched with them. when the phoenix empire teetered on defeat the dark gods stepped in. The evil gods of the Nile fearing defeat of their servant asked the gods of light for a one on one battle to determine who would be the victor of the war. each sides would choose who the other fought. the dark gods had hoped this would happen. the gods of light choose anubis to stand for the dark gods..and the dark chose james(it was not stated that it had to be a god who fought or even from the good gods of the nile!) Zues soon heard of this and was outraged!!! a mere demi god was to defend the honor of all Olympus? so with apollo and artemis they gave james the power to stand on equal footing with Anubis. the fight was to be swords only and no magic(both sides agreed to this becuase whats the point of a empire if everyone in it is dead?) In the end it was a draw with neither able to gain the upper hand. Anubis vowed revenge for the slight against his honor. Zues now fearing what he had helped create in James(a god almost his equal) he again chose to take a direct hand and sealed most of james power(leaving him more then a demi god but less then a god) the only 3 who have the power to remove the seal( what looks like a small chain with a lock on it that can not be removed even if forced!) are zues, apollo and atremis(the later 2 only becuase zues allowed them becuase he felt james was their responsibility) they will never remove the seal unless the pantheon is threatened or the megaverse is about to be destoryed. Artemis and Apollo agreed that james could not stay in olympus for fear of Zues and the other gods taking advantage of him. So they sent him to Tolkeen to be their eyes and ears there. his orders where to never take a direct hand in the fight but to try and help those in need. To that end he helped the refugees by defending them as the CS slowly pushed them from one camp to the next.

currently: now leader of the remaining godlings and demigods in the world

bleach_480___ichigo_kurosaki_by_ajm_fairytail-d66ywtp.jpg

James

Ladies in Hades and the Dyval Wears Prada ChristopherRichard