Alright, here's my contribution...
Code Name: Arcana Gold (Real Name: REDACTED)
Race: Human/Elven Half-Breed (Human father, Elven mother)
Racial Trait: Heightened Hearing - Those long ears aren’t just for show, picking up sounds that normally only cyborgs could. You gain hearing as if you had
Synthetic Hearing.
Augmented Hearing, Inaccessible.
Age: Really?...
Sex: Female
Appearance: As a human/elven hybrid, Arcana Gold inherited equal traits from both her parents. Her body is generally lithe and slender like that of her elven ancestors, yet some of her other features (namely her breasts and buttocks) are much larger and more pronounced. The result is something of a shocking hourglass figure.
Arcana has long, golden-blonde, hair that she either ties back in a ponytail, or lets down to cover her short elven ears. Her face is a combination of sharp angled elven bone structure, with full lips and big bright blue eyes of a human.
Arcana dresses somewhat provocatively in a fashion that could be best described as sensual or sultry. She has a preference for crop tops with thigh length skirts, or form flattering dresses with a long slit up either one side or both. Her tops are generally low cut and expose a generous amount of cleavage.
Knee high boots are almost her trademark and if she's not wearing them, then she's not wearing footwear.
History: REDACTED
Class: Mage
Spell Discipline
Divine: You are connected to a being of extreme power. You act as it’s agent, and draw power directly from the being. When taking Divine Magic, you choose a god, or being of power, and put them as an ally. You gain +1 forward on all checks, and may even attempt to contact them for knowledge with Occult checks. However, you must adhere to whatever code, or tasks they set for you. Failing to do this strips you of the magical discipline until you appease the entity.
Second School of Magic: You may take a second Discipline of Magic, although can only use one benefit at a time for skill checks.
Summoner: Why do the heavy work, when you have others to do that? Summoners rely heavily on aid from the other dimensions for aid. Gain the spell Familiar, and gain the Boss Ability Hired Help. Your crew is Magical in Nature, although has to be bound by a spirit, or is a magical creature. While the bound creatures have motivations of their own, they are by no means loyal to you, and if the bound spirit is broken, the DM may cite summoner treatment and actions to determine how the bound creatures react to their former master.
Spell Book
Elemental Bolt: You summon a bolt of an element of your choosing. This can be fire, water, ice, lightning, ect. The bolt deals 3 damage, is Flashy (Enemies within sight are drawn to it), Loud (Draws the attention of enemies within hearing distance), and is considered magical in nature.
Beacon: After a successful Occult check, you place an astral beacon on an item or person. While it persists, you know the location of the person or item.
Conjure Food and Water: After a successful Occult check, you summon food or water. You gain basic biological needs from it, although no further benefits.
Familiar (Free from Summoner): You have a summoned creature directly tied to you. The creature is bound by contract, and as long as the contract is kept, it cannot disobey orders. The creature has an HP of 3, damage of 2, and is considered incorporeal against damage. When it hits 0 HP, it vanishes in a poof of smoke, only to reappear the next day at full health. It will follow orders, and can communicate verbally or through a telepathic bond with its partner.
Special Trait from Boss via Summoner
Hired Help: A Boss doesn’t have to do the work, they have people for that. A Boss gains a Gang that they are capable of enlisting at any time, starting as a small gang of 5-7 people. When becoming a Boss, choose two of the following for your gang.
- Loyal (Gang Members will not betray you)
- Well Armed (Damage Done by Gangs is 3 instead of 2)
Gear
Magic Mirror - Allows for magical communication long distance.
Rune Trench Coat - 0 Armor, +1 Forward Occult Checks
HP: 8
Statistics
- Combat +1
- Occult +2
- Tech +0
- Silver Tongue +2 (+1 Forward Occult Checks via Rune Trench Coat)
- Intimidation -1
- Intelligence +1
- Brawn +0
Credits: 5