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Dave ST

OOC: The Scions of Modern Mythology

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Post your characters here.  You DO NOT have to post your background or any of the info on our visitation.  That's yours to know and you can share it with the others if you choose to.  If you like, post some info on on your character's personality, appearance, and some other details.  Personal info is not required, let everyone learn that over the course of the game.


If you have any questions, contact me in the discussion thread, chat, or PM.

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Name: Fisher Capra
Pantheon: Amatsukami
Patron: Izanami
Calling: Anime Hero-Sage
Nature: Visionary
Age: 16
Gender: Male
Ethnic Background: Caucasian
Nationality: American
Eye Color: Gray
Hair Color: Black

"So how do I explain my story? I guess it goes like this. Mom was a medical examiner who was looking to take a break, but not exactly a people person. Strange thing, a couple years back I tried to learn more, but found nothing. Cape May County ME, that was in the records, but I couldn't get access to any records, or even some co-worker or associate who remembered her."

"Dad was something of an up and comer at an ad agency. How they hit it off, I just don't know. They got married, had me... then things just went downhill. I don't know why, and Dad never really wanted about it. By the time I was just past 4 years old, divorce. We were in New Jersey, so there's a joke here somewhere."

"I guess it was one of those love at first sight deals, because Dad never really got over it. He had a number of girlfriends over the years, but remained a single parent. Maybe that was why I fell in love with anime and manga. No, I'm not an otaku nut... but it made a great source of entertainment and escape from paternal perennial moodiness. Dad ended up reaching out to one of his former co-workers who had a strong independent firm now going in Massachusetts, so that brought us three years ago to Salem - so Dad could become a new partner."

"Then a few days back, Mom showed up. Out of the blue, looking exactly the same as in the old photos when I was still a baby. Shocker, but things got weird when she said she was the Japanese goddess Izanami..."

Strength , Dexterity •••, Stamina
Charisma , Manipulation , Appearance
Intelligence ••, Wits , Perception

Academics ••••
Art: Drawing
Athletics •••
Brawl •••
Fortitude •••
Integrity •••
Investigation •••
Melee •••
Occult •••

Legendary Traits
Virtues: Duty , Endurance , Intellect , Valor ••

Legend: ••
Legend Points: 9

Willpower: •••

General Traits
Health Levels: -0x5/-2/I
Soak: 6B/4L/2A
Dodge DV: 7

- Clinch: Speed 6, Accuracy [2]+7d10, Base Damage 3B [Piercing], PDV -
- Unarmed (Light): Speed 4, Accuracy [2]+8d10, Base Damage 3B, PDV 6
- Unarmed (Heavy): Speed 5, Accuracy [2]+6d10, Base Damage 6B, PDV 5
- Comb Tooth: Speed 5, Accuracy [2]+11d10, Base Damage 7L, PDV 6

Epic Attributes & Knacks
Epic Charisma [Benefit of the Doubt]
Epic Dexterity •• [Cat's Grace, Untouchable Opponent]
Epic Intelligence [Math Genius, Perfect Memory]
Epic Stamina [Damage Conversion, Self-Healing, Regeneration]
Epic Wits •• [Instant Investigator, Rabbit Reflexes]

The Thousand-Draught Pendant - Relic [Access to Darkness, Death & Earth Purviews]
The pendant is little more than a somewhat polished piece of rock on a chain, but it is a piece of the very boulder by which Izanagi blocked off Yomi to ultimately escape his angry wife.

Comb Tooth - Relic [Adds Legend to Dexterity+Melee rolls, Can Change Form]
Before Izanagi was able to escape the vengeful Izanami and her shikome, among the other things he did to slow them down was break off his hair comb and dash it to the ground. The teeth changed into bamboo shoots. Now, one of them is the haft for the relic naginata that bears its name. For discretion's sake, it can also take the form of a bamboo writing pen.

Night Eyes (Darkness )
Death Senses (Death )
Safely Interred (Earth )
The Wakeful Spirit (Tsukumo-Gami )


XP Log
S1E1 (That's Just Nasty) Award: +9 XP
S1E2 (The Fast and the Furriest) Award: +14 XP
Free Skill: Athletics 3
Free Skill: Melee 3
Free Attribute: Dexterity 4
Free Epic: Dexterity 2
S1E3 (Homecoming) Award: +15 XP
S1SE (The Dance) Award: +4 XP
Free Knack: Regeneration


Brawl 3: -3 XP
Occult 3: -3 XP
Academics 3: -4 XP
Epic Wits 2: -5 XP
Investigation 3: -4 XP
Academics 4: -6 XP
Fortitude 4: -5 XP
Integrity 4: -5 XP



Edited by Fisher Capra

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Name- Austin Silas Lange
Grade- Junior
Handedness- Left
Hair- Brown
Eyes- Blue

Patron- Poseidon

Austin's a good looking young man, he stays in shape mostly by swimming.  He's next in line to be Captain of the Swim Team and a likable guy.  He's got friends in all the various social cliques in school, despite not really having any vices.  He's good with people,  and lives an easy-going carefree life, for the most part.



Pantheon: Dodekatheon
Patron: Poseidon

Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 4, Manipulation 4, Appearance 3, Perception 2, Intelligence 3, Wits 2

Virtues: Expression 2, Intellect 2, Valor 2, Vengeance 3

Abilities: Academics 1, Animal Ken 3, Athletics 2, Awareness 2, Brawl 2, Control (Automobiles) 3, Empathy 1, Fortitude 3, Integrity 3, Medicine 1, Melee 4, Occult 1, Presence 2, Stealth 1, Thrown 4

Birthrights: Kyma Spestires 3 (+1 Accuracy, +2 Damage), Key to the City 1 (Water), Equestrian's Bracer 2 (Earth, Animal (Horse)), Siren's Pearl 1 (Water Breathing)
Kyma Spestires – Translates roughly to “Wave Crasher”, the enchanted bronze trident grants +1 accuracy and +2 damage to the trident weapon template. It also collapses down like a baton, allowing it to be held in a small holster on the thigh.
Key to the City – This a spectacular black tattoo emblazoned on the right shoulder blade. It appears to an intricate wheel like one may find on a mural in Angkor Wat. Why it's called the 'Key to the City', no one knows. It grants access to the Water purview and since it's a tattoo, it can not be stolen.
Equestrian's Bracer – This thick bronze bracer is decorated with images of warriors on horse back. Set in the center pf the bracer is a perfectly smooth and polished stone. Not a gem, just a polished rock. The rock is actually a worked fragment taken from Mount Olympus. It's warm to the touch. The bracer grants access to the Animal (Horse) purview and the stone grants access to the Earth purview.
Siren's Pearl – This larger than average pearl is about the size of a Milkdud or Whopper. When held (or placed in the mouth or even swallowed), the bearer gains full access to the Water Breathing Boon. If swallowed, it will pass through the digestive track normally and may be retrieved for further use. Wear gloves and be sure to disinfect.


Supernatural Powers:
Epic Attributes: Epic Strength 2 (, holy rampage hurl to the Horizon) Epic Dexterity 2 (Lightning Swimmer, untouchable opponent), Epic Stamina 2 (Holy Fortitude, Self Healing), Epic Charisma 3 (Charmer, Never Say Die, Benefit of the Doubt ), Epic Manipulation 2 (Overt Order, Takes One To Know One)
Boons: Animal (Horse) • (Animal Communication), Earth • (Safely Interred), Water • (Water Breathing), Arete (Athletics) • Water 2 (water control)

Join Battle: 4

Clinch: Accuracy 4, Damage 3B, Parry DV —
Unarmed, Heavy: Accuracy 3, Damage 6B, Parry DV 3
Unarmed, Light: Accuracy 5, Damage 3B, Parry DV 5
Kyma Spestires: Accuracy 7+[2], Damage 8L+[1], Parry DV 7

Soak: 1A/4L/5B
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 7 Willpower: 6
Legend: 4 Legend Points: 16

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Name: Nadya Lunălescu

Birth Name: (Martiya) Nadezhda Lunălescu
Nick Names: Moonbaby, Hands (as in sticky hands), Rază de lună

Aliases: None
Calling: Princess of Thieves

Occupation: Student
Known Relatives: László Dmitri Lunălescu (Father)

Age: 16
Gender: Female
Ethnic Background: Slav/Romani
Nationality: Romanian-American
Height: 5'3''
Weight: 114lbs
Eye Color: Striking Silver Grey
Hair Color: Black; often streaked with various other colours
Handedness: Left
Distinguishing Marks: Various piercings and striking, almost luminescent, silver-grey eyes

Appearance: Nadya is a slender and petite young woman with the sleek, wiry tone of a dancer or rhythmic gymnast and moves with fluid, enchanting grace. She inherited her fair skin and inky black hair (though often vividly streaked with other colours) from her father and has fascinating silvery grey eyes. She retains a faint Eastern European accent unless she makes an effort to hide it.

Attractive and pert, Nadya has an eclectic fashion sense, best described as playfully gothic, with a fondness for high-laced, clunky boots, often testing the bounds of Salem High's dress code. Surprisingly, claiming her fashion sense was in honour of Salem High's mascot, the Witch, didn't go as far as Nadya wanted it to. Nadya has several piercings in each ear, a navel piercing, and a nose stud she 'claims' to forget when her teachers tell her to remove for school. She loves jewelry and wears it often - if you have it, what's the point of hiding it away?

Nadya is also extremely good at disguises, so can sound and appear quite different at times, if necessary.

Personality: Gypsies all being thieves and vagrants is a complete fabrication created by those who were different than they. That said, Nadya is a thief, and the daughter of a thief, and rather proud of it. Nadya is a vivacious and street smart young woman, very quick witted and playfully sarcastic. She at times plays up her Romani and European heritage, affecting a worldly and sophisticated air... until her friends point out she's lived in the US for almost twice as long as she did overseas. A streak of brashness and curiosity sometimes leads her into trouble, which she doesn't always escape unscathed.

She chafes at the strictures of the American Education System and often learns and studies on her own. Also chafes at living in a small town, possessing a strong wanderlust and love of travel and love of big cities - so many more opportunities...

Though of Romani descent, Nadya has lived in the US since she was six and has largely acclimated. Also, being raised by a single father, she hardly had a traditional Roma upbringing. Still, she respects some aspects of the culture - mostly the stories about tricking the Gadjo - and holds to some of the beliefs and taboos, though often in her own fashion.

She has a great faith in kuntari, a universal balance, where everything has its natural place. She also believes that sometimes the universal balance needs help evening the scales. Can she help it if Universal Balance more times than naught seems to be to her own benefit?

Thanks to her father, she also believes in wealth redistribution and has a loose interpretation of property laws. Earning wealth through hard work (theft and cons can be hard work too, you know!) or other means is well and good. Spending it for fun, joy, and to make a good life for family and friends is well and good. It is those who grasp wealth and hoard it, hide it, so it serves no function save to sooth one's vanity and greed that Nadya finds anathema and who she and her father target most.

Interests: Dancing; Pool; Traveling; Complete reality-show junkie (finds My Big Fat Gypsy Wedding utterly hilarious and ludicrous for how wrong it is); Reading, mostly towards current events and pop-culture, along with learning about other places; Gambling games, street-side con games, and stage magic - finds them fascinating.



History: From the face of the Moon, Bastet looked down on the world, fathomless eyes falling upon one people, a people romanticized more than most, with no pantheon with a full claim on them, threads of Fate twisting around them in a pattern few could follow... but she could. A people who had keep the core of their culture and beliefs despite how far they had traveled, yet were adaptable enough to survive and not grow stagnant. She saw in them kindred spirits - the Pesedjet were an ancient culture, traditional, hide-bound, but she had adapted, turning from Solar goddess to Moon goddess, and more, as times and cultures clashed.

Gypsies. Traveling People. The Romani.

Bastet went among them in the guise of a beguiling and witty beauty and found among them a veritable Prince, an archetype of the near mythic Gypsy. László Dmitri Lunălescu had a silver tongue to charm any Gadjo, and a deftness to slip in and out of near anywhere, leaving the authorities scratching their heads long after they were gone. More, he was one of the rare mortals with the Sight, enough to grasp a hint of the conflict brewing between Gods and Titanspawn.

Theirs was a whirlwind romance as they made their larcenous way across northern Africa. Bastet didn't reveal her true identity to him, but she knew he suspected she was something more than she appeared to be. Their dalliance lasted the turning of the Moon, and another Moon later, when the baby girl showed up on the step of his caravan, László knew he was the father, and who her mother was.

He gave the girl the Other Name of Martiya - Spirit of Night in the tongue of the Roma - to trick illness and disease away, and named her Nadezhda, Nadya for short. Though they had a home in Cluj, Romania, they spent most of their time traveling all over Europe. He raised her himself, very odd as a single father among the Romani, teaching her of her people and their history.

He also began teaching Nadya his own skills, preparing her in his own way for what the world would throw at her and how to grasp what she wanted from it. Mostly the ways to get into and out of places people didn't want you too, and a bit of brawling and knifework to defend herself. He also instilled in her a zest for life - If one did not truly live, why fight at all?

Nadya was picking pockets and shoplifting by the time she was four, and sometimes providing distractions and misdirections for her father in his heists, occasionally using her small size to get into places he could not. Little Nadya found it all thrilling and exciting, great fun.

Unfortunately, Nadya's (in her mind) ideal life took a drastic turn for the worse when she was six. An otherwise flawless heist to 'procure' an ancient set of Egyptian bracelets and anklets from a private collection in Vienna for an anonymous client unaccountably went sour at the last minute. Worse, the owner of the collection turned out to a member of the Solntsevskaya Bratva, an extremely dangerous faction of the Russian Mafia. And he wasn't alone.

And maybe wasn't entirely human, either.

Her father barely escaped with his life, and was shot in the knee and kidney, suffering permanent damage that would prevent him from continuing the more physical activities in his line of work later on. With the long reach of the Bratva in Europe and Asia, the Lunălescus fled to America to find a new life.

Nadya adapted to life in the US easily, with the versatility of youth. Her father used most of their emergency slush fund to procure them legal visas to the US and to open up a (mostly) legitimate pawn shop in a small town, over which they lived. They only maintained casual contact with the American Romani community, partly because it was much more assimilated and dispersed across the US, and to make it more difficult for the Bratva to find them.

So Nadya grew up a naturalized, if hardly typical, American. Though her father's larcenous activities were dialed back - mostly fencing items and convincing clients to pawn items well below their true value, Nadya's continued, if not on as grandiose a scale as what her father used to do, primarily shoplifting and pickpocketing.

And if Nadya was adept in her less than legal activities, she wasn't as good as she thought she was, as witnessed by spending two months in Juvie. To hear her tell it, it was a completely bum wrap, just an innocent joy ride in someone important's fancy car. Her father thought the time in Juvie was a good lesson for getting caught in the first place.

Now she's in high school, probation a distant memory over a year ago. Has a bit of a rep as a party girl, able to procure almost anything - whether she will or not is another story. Routinely gets detention in school, for a variety of offenses, though yet nothing so severe to risk expulsion. She's a reasonably good student, when she puts in the effort and doesn't let her mouth get her into trouble - charming enough when she isn't smart enough to get the work done.

Nadya's just bidding her time until she finishes school - to make her father happy and show she is assimilating - so she can get out in the world and find what is calling to her. But her nebulous plans have just been derailed by the Visitation of her Divine Mother, Bast. Mythic Monsters and wakening Titans sound bad, but super powers - they can call them whatever they want, but they are totally super powers - are awesome!

Nature: Rogue

Pantheon: Pesedjet

Divine Parent: Bastet

Virtues: Conviction 4, Harmony 3, Order 1, Piety 1

Physical: Strength 2, Dexterity 4, Stamina 3
Epic-Physical: Epic-Strength 1, Epic-Dexterity 2, Epic-Stamina 1
Knacks: Holy Bound, Cat's Grace, Monkey Climber, Self-Healing

Mental: Perception 2, Intelligence 2, Wits 4
Epic-Mental:  Epic-Perception 2, Epic-Wits 2
Knacks: Perfect Pitch, Subliminal Warning, Instant Investigator, Social Chameleon

Social: Charisma 4, Manipulation 3, Appearance 4
Epic-Social: Epic-Charisma 2, Epic-Manipulation 2, Epic-Appearance 1
Knacks: Benefit of the Doubt, Never Say Die, God's Honest, Takes One To Know One, Serpent's Gaze

Abilities (30/30): Academics 2, Art (Music) 1,  Athletics 4, Awareness 3, Brawl 1, Control (Car) 1, Empathy 3, Fortitude 2, Integrity 2, Investigation 1, Larceny 4, Melee 3, Presence 3, Occult 1, Stealth 4, Survival 0, Thrown 1

Languages: Sinti Romanes, Romanian, Russian, Arabic, English


The Eye of Night (Relic 2 - Moon and Sun Purviews): Crafted from silver derived from a tear from the Titan of Sun, Stars, and Moon, Nut, and a sapphire the colour of lapis lazuli crystallized from the blood of Geb, the Eye of Night is an amulet fashioned in the shape of the Eye of Horus, with a deep blue-purple gem for the eye. It was made for a priestess of Bastet in the 23rd Dynasty and buried with her in the center of Bastet worship in Bubastis.

When the site of Bubastis was first excavated in 1888 under the direction of Edouard Naville, one of his underlings found and took it as a souvenir instead of revealing it. It was later stolen from him when his house burnt down, and ever since, the Eye of Night, has passed from hand to hand through theft, graft, or sheer bad luck, until it ended up in Nadya's hands, as Bastet's own gift.



The Fang of Cloven Shadows (Relic 4 - Hadseax: Ignores Hardness; Unbarred Entry (Psychopomp 3)): The Fang of Cloven Shadows started out a masterwork of the bladesmith's craft, fashioned by a Damascene smith in the fifth century CE. Though his family had been Damascene for centuries, they had come from lands bordering the Nile, and the smith still held to the old gods and a trace of ichor flowed through his veins. In crafting the blade, he prayed to Thoth and Ptah... And they answered.

The blade was said to be so sharp, it could cleave shadows and cut through castle walls. The Blade of Cloven Shadows served with distinction until the eight century CE, when its tip was severed and its wielder, a Saracen Knight, was slain by a Paladin, one of the Twelve Peers of Charlemagne's Court.

Tip of the enchanted blade was recovered by a camp follower, in actuality a Scion of Bastet, who was keeping an eye on the conflict between the Carolingian Court and the Caliph of Baghdad, Harun Al-Rashid, looking for signs of Titanspawn exacerbating tensions.

She found the tip to have retained its power. She had it reforged into a short curved knife and it proved to be a useful tool, enabling a woman to slip and out of places she wasn't meant to be, and good means of dissuading aggressive titanspawn, minions of Seth, or rough men. Over time, the handle has been replaced many times, lately into an elegant folding grip, and the blade has been blued, but it has remained in the hands of female Scions of Pesedjet ever since, guarded by moon shadows so all others overlook it.

To use the Unbarred Entry, the Scion must make a slashing motion with the Fang, then 'step' through the place where she slashed.



iTeru III (Relic 3: 1 dot Unique power; Stolen Face (Illusion 2)): Taking the name of the great river of the Pesedjet Godrealm as an analogy of the information superhighway of the Internet, Ptah crafted these divine smartphones himself for the Scions (and the occasional slumming member) of the Pesedjet.

It functions like a regular, high-end smartphone, with the added benefit of never needing to worry about pesky details like service contracts, data plans, poor reception, or even needing to be recharged. Though typically the iTeru also grants access to the Psychopomp purview, the creative genius of Ptah recoils at always making the same thing over and over.

He has made several models with differing powers. The iTeru III has a unique power when taking selfies that he believed sly and cunning scions of Bastet and Isis would appreciate. When taking a selfie, instead of the typically picture that can be uploaded to Facebook or Twitter, it lets the Scion take on the appearance of anyone else they have taken a picture of on their smartphone. Once a picture is used, or 24 hours later, the picture disappears from the phone and a new one has to be taken.

This functions like the Stolen Face (Illusion 2) power, with a +2 bonus, as though the Scion possessed a item belonging to the emulated individual. However, the Scion never gets the bonus for possessing a body sample of the emulated individual, at least, not when using the iTeru III.

Tomb Breakers (Relic 1 - 1 Dot Unique Power): The Tomb Breakers are a set of fine, silver lockpicks, each one surmounted by an animal head representing one of the members of the Pesedjet. Bast didn't reveal their history, only giving Nadya an enigmatic smile when she handed them to her daughter. Their owner may spend a point of Legend to open any lock requiring a key. Even if they do not spend a point of Legend, the Tomb Breakers grant a +2 bonus on Larceny rolls to open locks.

Boons: Penetrating Glare (Sun 1), Phase Cloak (Moon 3), Ren Harvest (Heku 1)

Associated Powers: Epic Charisma, Epic Dexterity, Epic Perception, Epic Wits, Animal (Cat), Heku, Moon, Prophecy, Sun


Stamina: 3B/2L
Epic-Stamina: 1B/1L/1A
Armour: + 1B/0B (Leather Jacket [Heavy Clothing])
Total:  5B/3L/1A

Movement (Yards)
Move: 6
Dash: 14
Jump: 14 vertical/28 horizontal

Dodge DV: 8


Fang of Cloven Shadows: Accuracy 7 + [2], Damage 4L , Parry DV 6, Speed 4

Clinch: Accuracy 5 + [2], Damage 2B , Parry DV -, Speed 6, P

Unarmed, Heavy: Accuracy  4+ [2], Damage 5B , Parry DV 4, Speed 5

Unarmed, Light: Accuracy 6 +[2], Damage 2B , Parry DV 6, Speed 4

Health Levels: 0/-1/-1/-2/-2/-4/I
Willpower: 6
Join Battle: 7 + [2]
Legend: 3
Legend Points: 9

Misc. Equipment: Various clothing, shoes, and wigs for disguises. a fair amount of jewelry (which she wears more often than not in various combinations, mostly cheaper pieces), laptop to watch and download TV shows (mostly Reality Shows), numerous spindles made from the sixteen-spoke wheel of the Romani, various tools and odds and ends useful for B&E, beaten-up '71 Mercury Cougar

Bonus Gifts: +1 Wits, +1 Athletics & Melee, +1 Epic Stamina (Self-Healing)

Experience Log


"That's Just Nasty!": +9xp
"The Fast and the Furriest!": +14xp
Excessive Todd-ing: +1xp
"Homecoming": +15xp

Epic Wits (Social Chameleon) 2: -4xp
Epic Strength (Holy Bound) 1: -10xp
Heku 1 (Ren Harvest): -3xp
Fortitude 2: -2xp
Epic Perception (Perfect Pitch) 2: -4xp
Epic Charisma (Never Say Die) 2: -4xp
Epic Manipulation (Takes One To Know One) 2: -5xp
Sun 1 (Penetrating Glare): -4xp
Ability - Art (Music) 1: -3xp

Balance: 0xp
Total: 39xp


Edited by Dave ST

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Scion Profile: Laurel

Birth Name: Laurel Alexandra BrightmanGinaLapintaSide.jpg
Nick Names: Laurie
Aliases: None
Occupation: High School Student
Legal Status: Citizen of the United States. Minor.
Marital Status: Single. (Seriously, she's not even allowed to date yet.)
Known Relatives: Amanda Brightman (mother), Robert James Brightman (father, deceased)
Age: 16
Sex: Female
Ethnic Background: White American
Nationality: American
Height: 5’6”
Weight: 115lbs
Eye Color: Blue
Hair Color: Blonde
Handedness: Left
Distinguishing Marks: None



General Appearance:
The beneficiary of excellent genes (her mother was the face of a popular cosmetics company), divine ichor, and the sort of health and skincare regimens that only upper class privilege can provide, Laurel might as well have been modeled after the blue-eyed, flaxen-haired princesses in animated films. Of average height, she possesses the unmistakably svelte figure of a dancer; both the poise and economy of motion imparted by years of training translate into everything she does. She dresses stylishly, her subtly high-end apparel lacking the garish sort of branding so popular with labels these days, and carries her violin case with the same conscientiousness most women would give their Prada alligator clutch.

She's attractive, talented, and rich, and she isn't the least bit apologetic about it. If she wasn't actually a decent person, it would be easy to hate her for all the advantages she's had and taken for granted, even before considering the revelation of her divine parentage. Far from being a shrinking violet, her years in elite private schools have already instilled in her equal measures of forthrightness and self-assurance in social situations; more often than not, this works in her favor, but there are those who view her supreme confidence as arrogance. (They may not be entirely incorrect, but is it really arrogance if it's justified?) She is generous, disciplined, and honest to a fault, and it is a dire occasion indeed that darkens her near-perpetual (and annoyingly earnest) smile.

Despite her overabundance of nerve and charm, however, Laurel occasionally says utterly truthful things others might prefer she didn't, and her personal fixation on continuous self-improvement can annoy those who don't share her drive to excel. Because she has such high standards for herself, she has similarly elevated expectations of others. This is due both to her own nature and the competitive atmosphere fostered amongst wealthy families and their offspring, and what she considers “helpful suggestions” aren't always viewed as such by her peers. She simply assumes, much to the chagrin of others, that everyone is on the same page and thus similarly bound for future greatness.

Things she likes- Laurel is quite passionate about music, dance, and theatre, as well as all similarly active forms of expression. She can appreciate the work and talent that goes into creating paintings, sculpture, and so forth, but the static nature of the media is less than compelling to her.

Rather than obstacles, problems are simply challenges to be overcome, and thus she generally treats them as a means of testing herself and exceeding previous efforts.

She loves apples, oranges, and sweet red grapefruit, hot tea with honey, and french fries. The scent of jasmine reminds her of pleasant summer evenings back in Florida, and despite a lack of interest in team sports, she enjoys the sort of physical activities more popular in warmer climes.

Things she dislikes- She's not a fan of cold weather, rain, swear words, onions, getting dirty, or having her personal bubble invaded.


(In Progress)

Calling: Modern Muse
Nature: Aspirant
Pantheon: Dodekatheon
God: Apollo

Physical: Strength ●●, Dexterity ●●●●, Stamina ●●●
Epics: Dexterity ●, Stamina ●
Knacks: Damage Conversion (STA), Perfect Partner (DEX)

Mental: Perception ●●●, Intelligence ●●●, Wits ●●
Epics: (None)
Knacks: (None)

Social: Charisma ●●●●●, Manipulation ●●, Appearance ●●●●
Epics: Charisma ●●, Appearance ●●
Knacks: Center of Attention (APP), Charmer (CHA), Game Face (APP), Inspirational Figure (CHA)

Academics ●●, Animal Ken , Art (Dance) ●●●, Art (Music) ●●●, Athletics ●●●, Awareness ●●●, Brawl ●, Command ●, Control , Craft , Empathy ●●, Fortitude ●●, Integrity ●●●, Investigation , Larceny , Marksmanship ●●●●, Medicine ●●●, Melee , Occult ●, Politics ●, Presence ●●●, Science , Stealth , Survival , Thrown

Laurel crown (Health) ●
A symbol of victory and acclaim since ancient times, the tradition of the laurel wreath dates back to the tale of Apollo’s doomed pursuit of the river nymph, Daphne. A part of that original circlet has been fashioned into a gilded hairpin for the daughter that bears its name.

Golden Bow ●●●
Apollo’s children are expected to be both musicians and warriors. Although not as potent as the one wielded by the greatest of Olympian archers, this relic serves as a tool of combat and of artistry. In the former capacity, it is a brilliant golden recurve, a weapon of truly exceptional make whose near-intangible string is scarcely more than a strand of captive sunlight; in the latter, a simple, if elegant bow of aged gold strung with fine horsehair.

Pythian cuff (Prophecy) ●
This is a fashionable if unremarkable bracelet, a narrow band of dull, weathered gold hammered flat and shaped into an incomplete loop. Imprinted on the inside is the phrase, “γνῶθι σεαυτόν.”

Apollonian coin (Sun) ●
Small, unobtrusive, and shockingly well-preserved, this ancient coin depicts the Greek god Apollo wielding a bow with arrows arrayed like sunbeams. The other side has been worn almost completely smooth, leaving only enigmatic traces of the image it once bore.

Delphian Express Card
Don’t leave Phokis without it.

Arete: Art (Music) ●, Marksmanship ●
Health: Assess Health ●
Sun: Penetrating Glare ●, Divine Radiance ●●

Virtues: Expression ●●●, Intellect ●●●, Valor ●●, Vengeance ●●
Willpower: ●●●●●●●
Legend: ●●●
Legend Pool: 9

Soak: 4B/3L/1A
Health Levels: 0 / 0 / 0 / -1 / -1 / -3 / I
Dodge DV: 6
Parry DV: 3
Join Battle: 5

Golden Bow: SPD 5 / ACC 8(1) / DMG +3L / DEF 0 / RNG 30
Clinch (P): SPD 6/ ACC 5 / DMG +3B / DEF 0 / RNG -
Unarmed, Heavy: SPD 5 / ACC 4 / DMG +6B / DEF 1 / RNG -
Unarmed, Light: SPD 4 / ACC 6 / DMG +3B / DEF 4 / RNG -

Movement: 5
Dash: 11
Climb: 3
Swim: 3
Vertical/Horizontal Jump: 5/10

Experience Points (current/total): 7/35


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Birth Name: Grimsley Algar
True Name: Elliðagrimmr Odinsson
Aliases: Grim, Orphan-boy, Weirdo.
Calling: Cunning Magus
Known Relatives: The Aesir
Nature: Loner

Age: 16
Gender: Male
Ethnic Background: North European
Nationality: American
Height: 5’11
Weight: 170 lbs (looks skinny in his too-big hand-downs)
Eye Color: One glacial blue, the other deep green
Hair Color: Black
Handedness: Left
Distinguishing Marks: Grim has a large number of fine pale scars, like old razor cuts, on his upper body, arms and hands, with a smaller number on his legs and one or two on his face.  Walks with a slight limp in his left leg.

Appearance: Having recently grown taller but not much broader, at least at first glance, Grim is a lanky, raw-boned boy still very much waiting to fill out into young manhood.  Despite his apparent slenderness, under the too-large second hand clothing his bone structure has already begun to betray his Aesir heritage, being remarkably solid in frame.  His face is lean and angular, the planes of his features hardened further by the seldom-wavering look of wry detachment he wears around others. He rarely smiles (and when he does it is never a nice smile) and his mismatched eyes and steady gaze are unnerving at best.  He dresses in hand- downs and second-hand clothing from his state foster home, along with the overlarge dark blue duster he reappeared wearing.

Personality: Grimsley’s persona matches his appearance. He is quiet, soft-spoken, and keeps his own counsel, preferring to be left alone whenever possible. He reinforces this solitude with acerbic wit and an unpleasant manner toward those he sees as ‘intruding’ upon him.

Interests: Studying the arcane and occult. Grim was always interested in such things even before his Visitation – and his revelation that such things are real has only redoubled his drive.  He enjoys music, favoring  rock and metal, though he seldom advertises in the usual teenage manner of t-shirts and merchandise.

Grimsley Algar has a perfect memory. He remembers every experience of his life. Most of all, he remembers his mother’s face. He remembers her green eyes and the tired smile she gave him before she closed those eyes forever.

He was ten minutes old, and in her arms.

Left with a grieving mortal grandfather who blamed the boy for his mother’s death, Grimsley’s life was far from happy, filled with scowls and cuffs rather than smiles and hugs.  He became a solitary, withdrawn figure around the school, occasionally either tormented by the cruel or approached by the kind. He kept his distance from both, and never let them see him cry: his tears were only shed in private.  He joined no social clubs, hung out with no cliques

Then came his 15th birthday.  The old man was found dead in his lounge, head caved in by a large blunt object, and Grimsley was gone.

He was gone for a year and a half before he returned to Salem, and most assumed him dead.

All that is known around town is that he returned one month ago by simply walking from the woods one misty morning, knocking on his grandfather’s neighbour’s door.  His clothing was tattered and worn, his hands and arms covered in hundreds of healed cuts. He walked with a slight limp from a leg injury that had not been properly treated and allowed to heal crooked, walking with the aid of a walking stick of wood so dark it appeared black and swathed in a too-big coat.  The furor over his reappearance made local and state news.  Though the facts of his disappearance were never publically confirmed, most assumed he had been kidnapped.

Grimsley did not in fact tell anyone where he had been.  The boy had changed, become a young man. He stood taller, was not as timid as before, though just as solitary. His gaze, which before would be diffident and seldom meet another’s, was now sharp and piercing, even eerily knowing. When the authorities, or social workers, or indeed anyone try to press him he says not a word, but meets his questioner’s eyes, not relenting or blinking until they shift their gaze.

Now he lives with a foster family.  His grandfather, unsurprisingly, left nothing to the boy in his will.  If that troubles Grim, he shows no sign of it nor does he speak of his disappearance.  Not to his foster parents, not to the social workers or child therapists, not to teachers or guidance counsellors.

As always, he lets no-one see his pain.

Pantheon: Aesir
Virtues: Courage 3, Endurance 4, Expression 2, Loyalty 2

Physical: Strength 3, Dexterity 3, Stamina 3
Epic-Physical: Epic Stamina 2
Knacks: Damage Conversion,  Solipsistic Wellbeing

Mental: Perception 3, Intelligence 4, Wits 4
Epic-Mental: Epic Intelligence 2, Epic Wits 1
Knacks: Perfect Memory, Know-It-All,  Instant Investigator

Social: Charisma 2, Manipulation 4, Appearance 3
Epic-Social: Epic Manipulation 2
Knacks: Takes One To Know One, Blurt It Out

Academics - 2
Animal Ken -
Art – 2 (Singing)
Art – 3 (Carving)

Athletics – 2
Awareness - 3
Brawl - 1
Command -
Control -
Craft -
Empathy -
Fortitude - 3
Integrity - 3
Investigation - 3
Larceny -
Marksmanship -
Medicine - 2
Melee - 3
Occult - 4
Presence - 3
Science -
Stealth - 1
Survival - 1
Thrown - 1

Relic 4 - The Valkyrie’s Cloak. Grim does not speak of how he came into this voluminous dark blue cloak. In addition to allowing him to use his Death and Psychopomp purviews, the wearer of this cloak takes no damage from falls of any height, as per the effect of the Sky’s Grace boon.  In addition, the cloak can disguise itself as a duster of dark blue leather, currently oversized on the slender Scion.

Relic 4 – Heartwood Stave. (1 unique 1 dot power, 1 unique 2 dot power, 1 purview)  A slender naturally-formed stave of black wood roughly 4-5 feet in length.  Grim can add his Legend to the weapon's accuracy (treat as a Bo). Half his Legend is added to the weapon's damage. This applies only when using the staff, no other weapon, of course. Access to the Magic purview.

Relic 1 - Troll-tooth Necklace (1 Purview)  A large, slightly yellowed fang tooth, roughly the size of a boar's tusk, suspended from a cord of braided red-gold hair.  Allows Grim to access the Illusion Purview.

Death Senses (Death 1)

Unerring Orientation (Psychopomp 1)

Magic 2 (The Unlidded Eye, Illwind Curse)

Illusion 2 (The Subtle Knife, Stolen Face)

Jotunblut 2 (Mighty Lineage, Power in the Blood)

Willpower: 7

Legend: 3

Legend Points: 9

Soak: 5B/4L/2A
Health Levels: 0 / 0 / 0 / 0 / 0 / 0 / +2 / Inc
Dodge DV: 4
Parry DV: 2
Stave Parry DV: 4

Join Battle: 7 (+1 auto)

Heartwood Stave: SPD 6 / ACC 10 (+2) / DMG +5B / DV 4 
Clinch : SPD 6/ ACC 3 / DMG +2B / DV 2  
Unarmed, Heavy: SPD 5 / ACC 2 / DMG +5B / DV 1 
Unarmed, Light: SPD 4 / ACC 4 / DMG +3B / DV 2 

Movement: 3
Dash: 9
Climb: 2
Swim: 2
Vertical/Horizontal Jump: 5/10

Experience: 37/38



XP Log:

7 XP - Jotunblut 1 and 2

4 XP - Epic Manipulation 2

4 XP - Epic Stamina 2

3 XP - Survival 1

8 XP - Strength 3

1 XP - Art (Carving) 2

4 XP - Awareness 3

3 XP - Art (Carving 3)

3 XP - Loyalty 2



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