Post by mercaius on Mar 21, 2018 22:05:29 GMT
Name: Douglas Tricher
Gender: Male
Age: 16
Race: God
XP: 0
Defining Aspect: Dirty God of Cheating
Ambitions Aspect: To Find Self-Control
Background Aspect: Errant Youth, No Parents
Convictions Aspect: If You Can't Be Loved, Be Hated
Disadvantages Aspect: Compulsive Rule-Breaker
PHYSICAL
Agility: 2
Endurance: 1
Perception: 3
Strength: 1
MENTAL
Craft: 2
Knowledge: 0
Reasoning: 1
Willpower: 3
SOCIAL
Deception: 3
Empathy: 0
Persuasion: 2
Resource: 1
PSYCHIC
Manipulative: 4
Metabolic: 2
Sensitive: 2
REFRESH: 5
EXPERT ADVANTAGES
Black Hat: Douglas gains a +2 on Knowledge rolls to hack into a
secure computer system.
Gambler: Douglas gains a +2 bonus on rolls to participate in games
of chance such as cards or dice.
Sticky Fingers: Douglas gains a +2 bonus on rolls to pick pockets or
filch unattended items.
POWER ADVANTAGES
Domain
AP Cost: 2
Activation Difficulty: Per Control Rules
Activation Time: Simple Action, Free Action for Defense
Power Type: Magic, Talent
At the basic cost, a Domain or Realm functions exactly like the Power Tricks Meta-Power Advantage. As Douglas learns more about the manipulation of the
world around him, he acquires more of the basic functions
of a control. He still has all the basic limits of Power Tricks or Control.
Domains occur because Douglas is equipped to actually analyze directly what happens when certain powers are used. Douglas still makes use of the Conceptual visualization tools to make things easier. He tends to fudge the lines much more than Conceptual Talents, which is a result of the fact that their themes are deliberately formed visualization tools rather than a psychological block. This is similar to Inappropriate Materials but goes well past that. Whereas Inappropriate Materials deals with causing the phenomena you’re able to manipulate to behave in a physically unusual manner, Douglas is actually able to manipulate reality as a whole. It is merely much easier for him to do so within the concepts defined by his Domain. The more tenuously connected to his Domain or Realm Aspect, the more difficult it is for Douglas to affect. GMs are encouraged to increase the Activation Difficulty.
There will always be something of Douglas' Domain in his use of this power, even if it is just raw use of Vitae or Mana or else has no connection to their normal Domain.
Even if Douglas is sticking straight to his Domain, making things behave in ways that are normally physically impossible still increases the difficulty just the same as if he was using a Conceptual control.
Domain and Realms refer to their rotes as “spells” just like High Magic does. This is hardly surprising because Domains and Realms are the source of all High Magic. Any use of power Douglas makes with his Domain is a power that any trained magician can duplicate with enough study or meditation. Douglas has difficulty preventing people from using his magic this way, even if the target of the power is himself. He can deliberately initiate a mindscape to stop it, but short of that he doesn’t have much option. The prices are the best effort he's made to metaphorically poison that well. At the start, players receive no rotes and are simply assumed to be able to do anything that can be accomplished via Power Tricks easily enough.
Regeneration
AP Cost: 2
Activation: None
Power Type: Talent, Telepathy (Mental only), Channeling (Life-Force Stress only)
Douglas' body, mind or spirit recovers completely from injuries.
Even if Douglas lose a limb or other organ, as long as he survives, he will heal completely.
Self-Evolving (Ageless, Luminous Being)
AP Cost: 2
Activation: None
Power Type: Touched
Unless Douglas spend XP on inflicted change, he will eventually return to the state he was before. Douglas is flat immune to Life-Force transformations and physical transformations will heal as if they were major consequences.
Douglas is immune to viral infections; however he is still vulnerable to parasitic, fungal and bacterial infections.
Powers with the Shapeshifting tag are considered to have the Magic tag for Douglas and he can learn shapeshifting advantages if he has the opportunity and training. However, there will be some interesting matters when genetics are compared since the genetics of the body when analyzed will not always match the way the body looks.
Understanding
AP Cost: See Below
Power Type: Touched
Much of what makes those with the Understanding what they are can be duplicated with Aspects.
Exceptional Aspect: Rig the Numbers (Manipulative)
Foe Aspect: Ref Must Be Blind (Deception)
Gear Aspect: Rig the System (Craft)
Help Aspect: Network of Shitposters (Knowledge)
Inferior Aspect: Internet-Raised Introvert (Empathy)
EQUIPMENT
Aluminum Baseball Bat (Conviction: +2 to sabotage electronics)
Bag of Dice (Defining: +2 in games of chance)
Gaming Laptop (Gear: +2 in finding exploits)
Halloween Mask (Help: +2 to intimidate lone targets)
Lucky Charms Bracelet (Exceptional: +2 to remember important details)
Forgotten Locker-Room (Facility: +2 to research on the internet)
Douglas has filled this rusty, abandoned locker room with old movie props, discarded Halloween decorations, and nonperishable snacks. He's covered the floor in tarp to protect the servers and three-monitor computer system he has setup for hardcore gaming and deep web browsing. Douglas doesn't think anyone knows about this room, since he is now living in the dorms. Just in case, he has the doors locks and a hacked security system installed to alert his phone if anybody makes their way near the abandoned area, and he marks the other nearby rooms with gang signs and "blood splatters" to keep less picky characters from staying too long.
APPEARANCE
Douglas is a smaller youth, barely topping 5'8". He has dirt-tanned skin, brown eyes, light freckles, and a dirty-blonde mullet with longer bangs. He likes to wear leather and green denims, including a long coat, skinny jeans, and fingerless gloves. Douglas doesn't change clothes often, and often smells like dirt, gasoline, and oil.
PERSONALITY
Douglas has a weak posture, his shoulders normally slumped and his eyes ever downcast towards the floor or an electronic device. His voice is deep for his age, but muffled and soft, and he often trails off mid-sentence unless everyone is paying attention to him. When he's psyching himself up, Douglas takes on poses like he's seen from rival characters in older high school movies, particularly holding his baseball bat across his shoulders and idly shifting his weight from one foot to another. Douglas doesn't show his emotions very well, which can make him appearing strangely intimidating when it doesn't make him look flat-out stupid.
As the god of cheating, Douglas has a compulsive need to break the rules, and his own word. This urge has been the second greatest source for most of Douglas' life problems--the first is a lack of strong parental figure as he grew up. Douglas doesn't usually cheat maliciously--if he can, he finds ways to break the rules without affecting the game results, or at least keep others from finding out. Nevertheless, Douglas has accepted that almost everyone he ever meets will grow to distrust him. When he's particularly angry or despondant, he will even play up this monicker and use his abilities to grief the people who've scorned him or cause general chaos.
Douglas doesn't have faith in real-life people. To date, he hasn't met somebody who's friendliness wasn't ultimately ruined by his bad impulses. With no other experience, he justifies this by seeing things like politeness and kindness as "traps" meant to manipulate people. By contrast, it takes a lot of verbal abuse to make Douglas angry, and he laughs off most criticisms and insults as genuine jokes. These isolating beliefs draw Douglas to spend a lot of time online on the more wild parts of the internet, hhanging out with shitposters and other, more questionable characters.
HISTORY
The lives of each God and Demon are carefully monitored by the masters of both races, to better ensure the Compact. So when Douglas Tricher was suddenly discovered, there was much disarray in Nirvana, and perhaps a little confused screaming. The head Gods rightly suspected that someone had used their own power to mask the younger god's presence, but for now, nobody knows who was behind this secret, or why they suddenly stopped while Douglas was only twelve. Most don't even know who Douglas Tricher's real parents are--while there are several obvious suspects, nothing has been confirmed yet, and everybody has an excuse. Without proper care, Douglas developed several mental health problems--most notably a compulsion to steal, cheat, and violate rules that were presented to him.
For his part, Douglas describes his childhood as a slow cycle between periods at an orphanage or boarding school, and periods on the street as a young vagabond. The former periods always started out friendly and accepting, but friends and teachers would quickly turn cold once Douglas' "problematic behaviors" would manifest. Douglas would be disciplined, outcast, and bullied for his compulsive need to cheat at everything, until he would finally run away. His time on the streets was not safe, or even comfortable, but at least it was peaceful. Sometimes Douglas would be caught by the police for squatting in old buildings and sent to a new home. Sometimes he would become hopelessly lonely and turn himself in. According to Douglas, he's "moved" to a new city at least twice before the Community discovered him; once by bus, once by train. Nobody is sure where he was born or where he spent his earliest years growing up.
At the time of his discovery by the Community, Douglas was serving small time in a juvenile center for tampering with arcade equipment. By then, he had discovered the internet, and was already waist deep in its strange and inexplicable subcultures. Certain gods among Nirvana quickly swept him under their care, much to the frustration of local government officials, and to Douglas himself. His kleptomania, autism, and compulsive disorders were deeply ingrained into his lifestyle now. Douglas was an anarchist, a bitter cynic, and a misanthrope. Efforts to mentor him were seen as attempts to control him, and he acted out in surprising and mean-spirited ways.
It was Hestia, god of hearth and home, who set up the solution. Instead of directly taking Douglas into her home, she helped him gain status as an emancipated minor. Douglas had lived independently before, but now, she explained, he had to make his own rules. It was this shift in perspective that stymied Douglas' natural impulses, and it got Hestia's foot in the door. From here, she started offering trades: If Douglas could meet certain standards of self-living and studying, she would share with him more information about his heritage as a God. Douglas tried to cheat these deals, naturally, but the more he was left to his own devices, without fear of being controlled or caught, the more effort he began to put into Hestia's requests. He also started leaking information he learned to his edgelord communities... but everyone is a liar on such boards, and Psyche agents handled the rest.
Douglas is roughly 16 now, and his skill with electrical engineering and hacking (with a lot of influence from Nirvana) have earned him a small scholarship for his first year at college. Douglas tries not to think of the schools policies as "rules," but "terms that I choose to follow," and he's being encouraged to hang out with other "fringe" students so he doesn't feel pitted against any normalcy. Nonetheless, Douglas harbors a load of self-doubt and fear about his future, and keeps the internet on standby through his laptop, the better to distract him from his problems.
Gender: Male
Age: 16
Race: God
XP: 0
Defining Aspect: Dirty God of Cheating
Ambitions Aspect: To Find Self-Control
Background Aspect: Errant Youth, No Parents
Convictions Aspect: If You Can't Be Loved, Be Hated
Disadvantages Aspect: Compulsive Rule-Breaker
PHYSICAL
Agility: 2
Endurance: 1
Perception: 3
Strength: 1
MENTAL
Craft: 2
Knowledge: 0
Reasoning: 1
Willpower: 3
SOCIAL
Deception: 3
Empathy: 0
Persuasion: 2
Resource: 1
PSYCHIC
Manipulative: 4
Metabolic: 2
Sensitive: 2
REFRESH: 5
EXPERT ADVANTAGES
Black Hat: Douglas gains a +2 on Knowledge rolls to hack into a
secure computer system.
Gambler: Douglas gains a +2 bonus on rolls to participate in games
of chance such as cards or dice.
Sticky Fingers: Douglas gains a +2 bonus on rolls to pick pockets or
filch unattended items.
POWER ADVANTAGES
Domain
AP Cost: 2
Activation Difficulty: Per Control Rules
Activation Time: Simple Action, Free Action for Defense
Power Type: Magic, Talent
At the basic cost, a Domain or Realm functions exactly like the Power Tricks Meta-Power Advantage. As Douglas learns more about the manipulation of the
world around him, he acquires more of the basic functions
of a control. He still has all the basic limits of Power Tricks or Control.
Domains occur because Douglas is equipped to actually analyze directly what happens when certain powers are used. Douglas still makes use of the Conceptual visualization tools to make things easier. He tends to fudge the lines much more than Conceptual Talents, which is a result of the fact that their themes are deliberately formed visualization tools rather than a psychological block. This is similar to Inappropriate Materials but goes well past that. Whereas Inappropriate Materials deals with causing the phenomena you’re able to manipulate to behave in a physically unusual manner, Douglas is actually able to manipulate reality as a whole. It is merely much easier for him to do so within the concepts defined by his Domain. The more tenuously connected to his Domain or Realm Aspect, the more difficult it is for Douglas to affect. GMs are encouraged to increase the Activation Difficulty.
There will always be something of Douglas' Domain in his use of this power, even if it is just raw use of Vitae or Mana or else has no connection to their normal Domain.
Even if Douglas is sticking straight to his Domain, making things behave in ways that are normally physically impossible still increases the difficulty just the same as if he was using a Conceptual control.
Domain and Realms refer to their rotes as “spells” just like High Magic does. This is hardly surprising because Domains and Realms are the source of all High Magic. Any use of power Douglas makes with his Domain is a power that any trained magician can duplicate with enough study or meditation. Douglas has difficulty preventing people from using his magic this way, even if the target of the power is himself. He can deliberately initiate a mindscape to stop it, but short of that he doesn’t have much option. The prices are the best effort he's made to metaphorically poison that well. At the start, players receive no rotes and are simply assumed to be able to do anything that can be accomplished via Power Tricks easily enough.
Regeneration
AP Cost: 2
Activation: None
Power Type: Talent, Telepathy (Mental only), Channeling (Life-Force Stress only)
Douglas' body, mind or spirit recovers completely from injuries.
Even if Douglas lose a limb or other organ, as long as he survives, he will heal completely.
Self-Evolving (Ageless, Luminous Being)
AP Cost: 2
Activation: None
Power Type: Touched
Unless Douglas spend XP on inflicted change, he will eventually return to the state he was before. Douglas is flat immune to Life-Force transformations and physical transformations will heal as if they were major consequences.
Douglas is immune to viral infections; however he is still vulnerable to parasitic, fungal and bacterial infections.
Powers with the Shapeshifting tag are considered to have the Magic tag for Douglas and he can learn shapeshifting advantages if he has the opportunity and training. However, there will be some interesting matters when genetics are compared since the genetics of the body when analyzed will not always match the way the body looks.
Understanding
AP Cost: See Below
Power Type: Touched
Much of what makes those with the Understanding what they are can be duplicated with Aspects.
Exceptional Aspect: Rig the Numbers (Manipulative)
Foe Aspect: Ref Must Be Blind (Deception)
Gear Aspect: Rig the System (Craft)
Help Aspect: Network of Shitposters (Knowledge)
Inferior Aspect: Internet-Raised Introvert (Empathy)
EQUIPMENT
Aluminum Baseball Bat (Conviction: +2 to sabotage electronics)
Bag of Dice (Defining: +2 in games of chance)
Gaming Laptop (Gear: +2 in finding exploits)
Halloween Mask (Help: +2 to intimidate lone targets)
Lucky Charms Bracelet (Exceptional: +2 to remember important details)
Forgotten Locker-Room (Facility: +2 to research on the internet)
Douglas has filled this rusty, abandoned locker room with old movie props, discarded Halloween decorations, and nonperishable snacks. He's covered the floor in tarp to protect the servers and three-monitor computer system he has setup for hardcore gaming and deep web browsing. Douglas doesn't think anyone knows about this room, since he is now living in the dorms. Just in case, he has the doors locks and a hacked security system installed to alert his phone if anybody makes their way near the abandoned area, and he marks the other nearby rooms with gang signs and "blood splatters" to keep less picky characters from staying too long.
APPEARANCE
Douglas is a smaller youth, barely topping 5'8". He has dirt-tanned skin, brown eyes, light freckles, and a dirty-blonde mullet with longer bangs. He likes to wear leather and green denims, including a long coat, skinny jeans, and fingerless gloves. Douglas doesn't change clothes often, and often smells like dirt, gasoline, and oil.
PERSONALITY
Douglas has a weak posture, his shoulders normally slumped and his eyes ever downcast towards the floor or an electronic device. His voice is deep for his age, but muffled and soft, and he often trails off mid-sentence unless everyone is paying attention to him. When he's psyching himself up, Douglas takes on poses like he's seen from rival characters in older high school movies, particularly holding his baseball bat across his shoulders and idly shifting his weight from one foot to another. Douglas doesn't show his emotions very well, which can make him appearing strangely intimidating when it doesn't make him look flat-out stupid.
As the god of cheating, Douglas has a compulsive need to break the rules, and his own word. This urge has been the second greatest source for most of Douglas' life problems--the first is a lack of strong parental figure as he grew up. Douglas doesn't usually cheat maliciously--if he can, he finds ways to break the rules without affecting the game results, or at least keep others from finding out. Nevertheless, Douglas has accepted that almost everyone he ever meets will grow to distrust him. When he's particularly angry or despondant, he will even play up this monicker and use his abilities to grief the people who've scorned him or cause general chaos.
Douglas doesn't have faith in real-life people. To date, he hasn't met somebody who's friendliness wasn't ultimately ruined by his bad impulses. With no other experience, he justifies this by seeing things like politeness and kindness as "traps" meant to manipulate people. By contrast, it takes a lot of verbal abuse to make Douglas angry, and he laughs off most criticisms and insults as genuine jokes. These isolating beliefs draw Douglas to spend a lot of time online on the more wild parts of the internet, hhanging out with shitposters and other, more questionable characters.
HISTORY
The lives of each God and Demon are carefully monitored by the masters of both races, to better ensure the Compact. So when Douglas Tricher was suddenly discovered, there was much disarray in Nirvana, and perhaps a little confused screaming. The head Gods rightly suspected that someone had used their own power to mask the younger god's presence, but for now, nobody knows who was behind this secret, or why they suddenly stopped while Douglas was only twelve. Most don't even know who Douglas Tricher's real parents are--while there are several obvious suspects, nothing has been confirmed yet, and everybody has an excuse. Without proper care, Douglas developed several mental health problems--most notably a compulsion to steal, cheat, and violate rules that were presented to him.
For his part, Douglas describes his childhood as a slow cycle between periods at an orphanage or boarding school, and periods on the street as a young vagabond. The former periods always started out friendly and accepting, but friends and teachers would quickly turn cold once Douglas' "problematic behaviors" would manifest. Douglas would be disciplined, outcast, and bullied for his compulsive need to cheat at everything, until he would finally run away. His time on the streets was not safe, or even comfortable, but at least it was peaceful. Sometimes Douglas would be caught by the police for squatting in old buildings and sent to a new home. Sometimes he would become hopelessly lonely and turn himself in. According to Douglas, he's "moved" to a new city at least twice before the Community discovered him; once by bus, once by train. Nobody is sure where he was born or where he spent his earliest years growing up.
At the time of his discovery by the Community, Douglas was serving small time in a juvenile center for tampering with arcade equipment. By then, he had discovered the internet, and was already waist deep in its strange and inexplicable subcultures. Certain gods among Nirvana quickly swept him under their care, much to the frustration of local government officials, and to Douglas himself. His kleptomania, autism, and compulsive disorders were deeply ingrained into his lifestyle now. Douglas was an anarchist, a bitter cynic, and a misanthrope. Efforts to mentor him were seen as attempts to control him, and he acted out in surprising and mean-spirited ways.
It was Hestia, god of hearth and home, who set up the solution. Instead of directly taking Douglas into her home, she helped him gain status as an emancipated minor. Douglas had lived independently before, but now, she explained, he had to make his own rules. It was this shift in perspective that stymied Douglas' natural impulses, and it got Hestia's foot in the door. From here, she started offering trades: If Douglas could meet certain standards of self-living and studying, she would share with him more information about his heritage as a God. Douglas tried to cheat these deals, naturally, but the more he was left to his own devices, without fear of being controlled or caught, the more effort he began to put into Hestia's requests. He also started leaking information he learned to his edgelord communities... but everyone is a liar on such boards, and Psyche agents handled the rest.
Douglas is roughly 16 now, and his skill with electrical engineering and hacking (with a lot of influence from Nirvana) have earned him a small scholarship for his first year at college. Douglas tries not to think of the schools policies as "rules," but "terms that I choose to follow," and he's being encouraged to hang out with other "fringe" students so he doesn't feel pitted against any normalcy. Nonetheless, Douglas harbors a load of self-doubt and fear about his future, and keeps the internet on standby through his laptop, the better to distract him from his problems.