David
Theme Song: David Feeling Good
David

Picture Of: Christian Bale
Archtype: Live now, there is no later
Profession: Dragon Reborn (Romantic)
Realm of Power: Arcane

The Shadow shall rise across the world, and darken every land, even to the smallest corner, and there shall be neither Light nor safety.
And he who shall be born of the Dawn, born of the Maiden, according to Prophecy,
he shall stretch forth his hands to catch the Shadow,
and the world shall scream in the pain of salvation.
All Glory be to the Creator, and to the Light, and to he who shall be born again.
May the Light save us from him.

— Commentaries on the Karaethon Cycle, Sereine dar Shamelle Motara, Counsel-Sister to Comaelle, High Queen of Jaramide, circa 325 AB, the Third Age.

Race: High Men

  • Identical twin to his brother James
    • Near clones of each other
      • Same Build, Height, Weight, Mannerism, Smell, even their voice are incredibly familiar
    • There is no physical feature that differentiate them
  • The twins spent most of their life hiding David's Channeling ability
    • Always on the run, never staying in one area for very long
    • This tends to be isolating as they are always outsiders
  • While the character is capable of advancing in "The Void and the Flame" he is not trained in Sword Forms.

Background Options

  • SetEssential 14 1: Cannot die via violent means. This is not invulnerability, it just means all wounds, including illness and poison, eventually heals.
    • This regeneration is natural1 and can regenerate body parts - though very slowly.
    • Being natural it is affected by effects that enhance healing - such as a spell that double the healing rate
    • Healing is perfect leaving no deformities or scars
  • +15 to ST modification.
  • +25 to ST modification.
  • +15 to AP modification
  • +15 to RE modification.



Known Weaves

  • Channel Cap: 2
  • Fly (5, Close Essence, Lofty Bridge, F, D:1min/lvl, R: 10'): Target can fly at a rate of 75'/rnd (i.e. 5mph)
  • Fly (7, Close Essence, Lofty Bridge, F, D:1min/lvl, R: 10'): Target can fly at a rate of 150'/rnd (i.e. 10mph)
  • Landing (2, Close Essence, Lofty Bridge, F*, D: until lands, R: 100'): Allows target to land safely in a fall up to 20'/Power Point Development (of caster), and to take that distance off the severity of any longer fall.
  • Leaping (1, Close Essence, Lofty Bridge, F*, D: 1rnd, R: 100'): Allows target to leap 50' Laterally or 20' vertically in the round that the spell was cast.
  • Leaving (3, Close Essence, Lofty Bridge, F, D:-, R: 10'): Caster teleports target to a point up to 100' away, but there can be no intervening "barriers" in a direct line between the target and the point. A "barrier" is anything he could not physically go through; a close door is a barrier, a pit is not.
  • Leaving (9, Close Essence, Lofty Bridge, F, D:-, R: 10'): Caster teleports target to a point up to 300' away, but there can be no intervening "barriers" in a direct line between the target and the point. A "barrier" is anything he could not physically go through; a close door is a barrier, a pit is not.
  • Levitation (4, Close Essence, Lofty Bridge, F, D: 1min/lvl, R: 10'): Allows target to move up and down vertically 10'/round; horizontal movement is possible only through normal means.
  • Longdoor (8, Close Essence, Lofty Bridge, F, D:-, R: 10'): Caster teleports target to a safe point up to 100' away. If the arrival point coincides with solid or liquid material, the target does not move and the caster is stunned 1-10 rounds, and the Exhaustion points for this spell are expended.
  • Portal (6, Close Essence, Lofty Bridge, F, D:1rnd/lvl, R: T): Opens a portal 3'x6'x3' in any solid surface, through which anyone can pass.
  • Teleport (10, Close Essence, Lofty Bridge, F, D:-, R: 10'): Caster teleports target to a safe point up to 10 miles/lvl away. If the arrival point coincides with solid or liquid material, the target does not move and the caster is stunned 1-10 rounds, and the Exhaustion points for this spell are expended. This is very risky. The following chancesfor failing exist:
    • Never seen place (only described) = 50%
    • Been briefly (1 hour) = 25%
    • Studied (24 hours) = 10%
    • Studied Carefully (1 week) = 1%
    • Lived In (1 Year) = .01%
    • In case of failure: first determine direction of error (randomly), then determine amount of error (make an open-ended roll for # of feet) Safe Teleporting and Caster stun still applies on failures.



Other Bonuses

  • Double Life: For as far back as the character can remember situation have forced him to interchange his identity with his twins. This life long practice means their default difficulty to impersonate each other is "Trivial" and not "Medium". This effectively translates into a +50 Bonus to Disguise and Acting as each other.



Stats




Session Notes

  • [Session 01]: I awaken imprisoned while a gallows is being erected. Quickly I escape with my brother whom too was incarcerated only to find myself dullwittedly stumbling upon a trolloc raid. A raid that is intended for the very village we are trying to escape from. In a odd twist of events. The prisoners and guards rally behind my brother to thwart the attack. At least in time for the villagers to flee. Almost all perish after a pale demon is slain. The only thing that stopped me from running away in fear was seeing my brother stand fast. I could not leave him. The surviving prisoner declares himself the dragon. I know my brother pondered his death but I stayed my brother's hand. I know it was a mistake in my part but I feel, as I deserve, he must be given a chance. We decided not to follow the dragon and travel on our own. We hide as a military force passes us by. They were the same standard as the guards we fought with. Better to let them go without seeing us less they decided to finish the gallows.



Notable Associations



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