Scion: Encroaching Destiny

Forum for the ongoing Scion: Encroaching Destiny Hero-tier Cycle.


    Theo Phrastus, Scion of Hermes

    Share

    Yoachuallathui

    Posts: 18
    Join date: 2011-07-18
    Age: 20

    Theo Phrastus, Scion of Hermes

    Post  Yoachuallathui on Mon Jul 18, 2011 5:43 pm

    HERO(Name, Calling, Nature, Pantheon and Deity all go here.)
    Name: Theo Phrastus
    Calling: Athlete
    Nature: Competitor
    Pantheon: Dodekatheon
    Deity: Hermes

    ATTRIBUTES
    (Key: o represents a dot of mundane attribute; O represents a dot of Epic Attribute; * represents Ultimate Attribute (God Only).)
    Physical (Primary)
    STRENGTH: ooo | X |
    DEXTERITY: ooooo | OO |
    STAMINA: oooo | O |

    Social (Tertiary)
    CHARISMA: ooo | OO |
    MANIPULATION: oo | X |
    APPEARANCE: oo | X |

    Mental (Secondary)
    PERCEPTION: oo | X |
    INTELLIGENCE: ooo | OO |
    WITS: oooo | OO |

    ABILITIES(Please list only those Abilities that you have at least one dot ( o ) in; please list all separate functions of a multi-purpose Ability (Craft, Control, etc.) as separate abilities.)
    Athletics: ooooo
    Awareness: ooo
    Brawl: ooo
    Control (Horse): ooo
    Empathy: o
    Fortitude: ooo
    Integrity: o
    Larceny: ooo
    Marksmanship: ooo
    Occult: ooo
    Presence: o
    Survival: ooo.

    BIRTHRIGHTS(List all birthrights, including name, type, dots, benefits, etc.)
    Talaria [Relic oo] (Sky, Pyschopomp).
    Zephuros [Creature ooo] (Zouwu; horse with Legend OOO, Epic Strength O, Epic Dexterity OO. Knacks: Holy Bound and Lightning Sprinter x2. Can spend 1 Legend to gallop at quadruple speed. Appears as a small, ordinary horse until she spends Legend.)

    WEAPONS(List all attack forms here.)
    Unarmed, Light: (+1 Acc)|(+0 B)|(Speed 4)|(+1 Defense)|
    Unarmed, Heavy: (-1 Acc)|(+3 B )|(Speed 5)|(-2 Defense)|
    Dual Pistols: (+1 Acc)|(+3 L)|(Speed 4)|(20 Rng)|(Clip 15)

    KNACKS SHORTLIST(Please list the names of all Knacks you have selected here.)
    Lightning Sprinter, Untouchable Opponent, Holy Fortitude, Benefit of the Doubt, Never Say Die, Fast Learned, Opening Gambit, Rabbit Reflexes

    BOONS SHORTLIST(Please list the names of all Boons you have selected here.)
    Unerring Orientation (Psychopomp o), Sky's Grace (Sky o), Arete oo (Athletics)

    WILLPOWER(O represents a dot of Permanent Willpower; o represents a dot of Temporary Willpower; Temporary Willpower dots will be used up during the run of a Story.)
    [OOOOOOO]
    [ooooooo]

    VIRTUES(O represents a dot of Virtue; o represents a remaining use of Virtue Channel. Virtue Channel dots will be used up during the course of a Story.)
    Intellect: [OO]|[oo]
    Expression: [O]|[o]
    Valour: [OO]|[oo]
    Vengeance: [OOOO]|[oooo]

    LEGEND(O represents a Dot of Legend Score.)
    Legend Score: [OOO]
    Legend Points: (9/9)

    HEALTH, ARMOUR AND SOAK
    Health Levels:(/ represents Bashing Damage; X represents Lethal Damage; A represents Aggravated Damage.)|
    X |-4 |-2 |-2 |-1 |-1 | 0 |
    | _ | _ | _ | _ | _ | _ | _ |
    Natural Soak:Aggravated 1 | Lethal 5 | Bashing 5

    DEFENSE VALUES(All characters have one Dodge DV, one Unarmed Parry DV (which uses Brawl), and one Parry DV for each melee weapon they own (which usually uses Melee).)
    Dodge DV: (10) Parry DV: (5)


    Last edited by Yoachuallathui on Thu Sep 22, 2011 10:23 am; edited 4 times in total

    Yoachuallathui

    Posts: 18
    Join date: 2011-07-18
    Age: 20

    Re: Theo Phrastus, Scion of Hermes

    Post  Yoachuallathui on Tue Jul 19, 2011 10:41 am

    Knacks
    Lightning Sprinter: Spend a point of legend to double movement speed and dash distance. Also negates movement penalties as long as the dash was started on solid ground, and consecutive dash actions are taken. Costs a legend point per scene
    Untouchable Opponent: Doubles the benefit Epic Dexterity dots give to Dodge DV, and ignores terrain penalties to DV equal to Epic Dex dots. In accordance with my houserules, must be activated reflexively against an attack. Costs a legend point.
    Holy Fortitude: The period for which the Scion can go without food, water and sleep double. The amount of time the Scion can work at a strenuous task without stopping also doubles.
    Benefit of the Doubt: A listener will always give the Scion the benefit of the doubt. Costs a legend point.
    Never Say Die: Can inspire other members of the band by giving them a cheeky thumbs up when taking a beating. They gain one Willpower point for each health level the Scion has marked on his sheet. Can be activated anytime, even if the Scion is incapacitated or killed.
    Fast Learner: Cuts the experience cost for purchasing dots in Academics, Medicine, Occult, Politics and Science in half, rounding down.
    Teaching Prodigy: When the Scion takes an effort to teach someone an ability, the experience costs for the ability are halved. Cannot be used to exceed the teachers own dots in the ability.
    Opening Gambit: Can spend a legend point to automatically go first in combat, used anytime the Scion would make a Join Battle roll.
    Rabbit Reflexes: When attacked unexpectedly, the Scion instinctively defends herself with double the highest applicable DV. Cannot, however, do anything but dodge.


    Last edited by Yoachuallathui on Thu Aug 11, 2011 11:53 am; edited 1 time in total

    Yoachuallathui

    Posts: 18
    Join date: 2011-07-18
    Age: 20

    Re: Theo Phrastus, Scion of Hermes

    Post  Yoachuallathui on Tue Jul 19, 2011 11:01 am

    Boons
    Unerring Orientation: The Scion automatically knows how to get from any point to any other point in a well known place. In an unfamiliar place the Scions sense of direction defaults to a standard compass rose. If someone gives the Scion correct directions, the Scion retains the information. If the Scion studies the map of an unfamiliar place for five minutes, the information remains imprinted on the Scions mind until the Scion is absent from the place for more than a week.
    For the cost of a legend point, this boon can also reveal how far away and in what direction the place the Scion considers home lies. Alternatively, if a Scion should find themselves in a strange place, after being kindnapped, for example, this boon can tell the Scion how far they are and what direction they travelled from the last place they werent lost.
    Sky's Grace: By spending a point of legend the Scion takes no damage from any fall of any height. Alternatively, the Scion can use that point to double their jump distance, either horizontally or vertically. Also, Sky's Grace can mitigate knockback the Scion suffers from sucessful attacks. If an attack knocks the character back, he may spend a point of legend to stop himself in a sudden gust of wind. The attack still knocks the character back at least one yard.
    Arete (Athletics) OO: The Scion gains two extra dice on rolls using Athletics, or a free re-roll, by trading in the two bonus dice.


    Last edited by Yoachuallathui on Sat Aug 13, 2011 9:22 pm; edited 1 time in total

    Yoachuallathui

    Posts: 18
    Join date: 2011-07-18
    Age: 20

    Re: Theo Phrastus, Scion of Hermes

    Post  Yoachuallathui on Tue Jul 19, 2011 1:53 pm

    Backstory
    Theo was born in the small greek town of Marathon to a housewife and an international courier. His father was never home much, and his mother had a lot of trouble trying to support the family. Theo's early school life was good, he passed all his subjects, and the teachers commented on his ability to pick things up quickly, but forget them just as fast, as soon as they weren't needed. He excelled in Phyical Education, though, and spent most of his spare time running or playing pranks on people.
    When he was ten, the stress on the Phrastus household finally reached breaking point, and he was sent to live with his father, who had divorced his mother a few months earlier. To start with, the lifestyle of a courier seemed to agree with Theo, going out and getting to see new places, it was like a constant holiday. Quickly enough, however, it started to chafe. He was restricted to sitting in the front of his fathers van all day, and sleeping there all night. He didn't get to run anymore, barely even had a chance to stretch his legs. And his father didn't want the kid around. The man was a massive womaniser, had been since long before Theo was born. And the kid was quick on the uptake. He knew where his father went at night. So, one night, when his father was out on "business", he packed a bag full of all his belongings and as much food and drink as he could carry, and ran off into the night, never looking back.
    Over the course of the next few months, his athletic prowess served him well. It allowed him to steal food and run away from the people who chased him. It was summertime in Greece, warm enough to sleep outside, so the lack of someplace to go didnt bother him, he just kept walking from town to town. Eventually, though, the weather started to turn foul, and even with a childs mind he knew this was probably it, there was no way for him to survive the coming winter.
    One day, his eleventh birthday, in fact, he was walking by a town near Mount Olympus when he caught sight of an athletics track. He never could resist the chance to run on an actual track, so he clambered over the fence and set his pack down, pretending he was running in a professional competition. He would run like this whenever he found an empty track, but today was different. Today a man was watching from the stands.
    When Theo had tired himself out, the man walked over to him, and introduced himself as the owner of the track. He asked where Theo was from, as he'd never seen him in town before. When he heard that the boy had no home, and had walked on foot across most of Greece, the man was so moved he offered Theo a room.
    Theo quickly settled into his new family life, from the start it was far better than his actual family. He went back to school, got a job running deliveries for the local greengrocers, and was able to practice on the track as much as he liked. He became a well known face around the town, many people citing his charming behaviour and general helpfulness.
    As the years passed, he grew into a strong athlete, and eventually acheived his dream, he made it into the team for the Olympic Games in Athens, for his favourite event too, the 1600 metres. When the day of the race came, he had the entire hopes of the nation on his shoulders.
    He recorded the slowest ever time for the race at any professional sports event.
    The truth though, was that Theo didn't run at all. When he was returning from a training session the night before, he was attacked and kidnapped.
    When he awoke in the dark room, he instantly knew that something was wrong. After his eyes adjusted, he picked out the shape of a newspaper on the floor next to him. Glancing at it, he felt disgusted. The entire front page was about his shocking race at Athens. He was the laughing stock of the athletics world. So he sat, in the darkness, wondering who had done this to him. He didnt know how long he was stuck like that.
    Then, when he woke up, on the fifth day since he woke in the room the first time, by his count, he found a figure sitting next to him. Insantly assuming it was one of his captors, he lept to his feet and tried to attack the man. As quick as Theo was, however, the other man was quicker. Try as he might Theo couldnt land a punch. After a short time, Theo decided it was pointless and sat back down. Then the man told him a story.
    The man said there was a woman, a woman who was very special. But her husband didnt realise it, and treated the woman very badly. So a god decided to give the woman a gift. The god took the guise of the womans husband, and gave her a child, a child which she would end up treasuring more than anything else in the whole world. The man then introduced himself as Hermes.
    Theo hadn't really paid attention in history, it was boring and slow, but he had seen Disney's Hercules as a child, and wasn't Hermes the short blue guy with the winged helmet and sandals? He was also quick to realise what Hermes was telling him. He asked if the god was saying he was the child.
    Hermes replied with another story, this one about an ancient prison that had locked away vast evils larger than the world for as long as anyone could remember. But the evils had broken free, and were at war with the gods. The children of the gods were needed to help protect the world against these evils, and were being given gifts to help them. When the story was being told, Theo closed his eyes to help picture it. When he opened them again, he was sitting outside in a cold dawn, next to a strange hitching post. Looking around the area, he saw a pair of shoes and a horse. Suddenly finding himself barefoot, he picked up the shoes to find them a perfect fit. As soon as he had them on, he had a strange sense of direction. Choosing to trust in this new sense, he turned to the horse, only to find it gone, and a strange animal in its place. It looked much like a horse, but had a horn on it's head, it's coat dappled with blue, yellow, black, white and red, and a tail longer than twice it's body, with a tuft of hair on the end. The creatures mane, fetlocks and tail were all bright blue. Wary at first though he was, Theo eventually approached the creature, and when it showed no signs of any hostility he climbed into the saddle and rode the creature away.
    When the horse-thing galloped it seemed to overtake the wind. It was at this point he decided to christen her Zephuros, due to her calmness and incredible speed.
    "What the hell happened to my old shoes?"

    Theo has coped with the whole Scion thing well, in all respects, although he still remains ignorant of other pantheons. Soon after his visitation he bought a pair of handguns, and has become adept at using them on both foot and horseback. He doesnt usually carry them, however, unless he's expecting trouble.
    He keeps Zephuros in a stable, much as he would any other horse, relying on the creatures natural camouflage against mortals. She's become one of his favourite joys in life, especially since he hasnt been able to return to professional athletics. Hermes obtained her for some forgotten favour from the Celestial Bureacracy, probably for helping with their communications systems. Yes, Theo has all the necessary paperwork.
    His shoes are Talaria, the winged sandals of greek myth, brought up the modern day by Hephaestus. They appear to be regular running shoes, with wing graphics on each side of the foot. When used to channel Sky boons, the wings seem to flap. Also, no matter how much Theo wears them, they never seem to smell sweaty. It's an athletes dream!
    Physically Theo is a relatively tall greek man, athletically built. He tends to be quick to do anything, quick to jump to conclusions, quick to anger, and quick on the draw, but just as quick to rethink his actions. Most people describe him as mercurial.


    Last edited by Yoachuallathui on Thu Aug 25, 2011 8:25 pm; edited 1 time in total

    Yoachuallathui

    Posts: 18
    Join date: 2011-07-18
    Age: 20

    Re: Theo Phrastus, Scion of Hermes

    Post  Yoachuallathui on Thu Aug 11, 2011 11:49 am

    Exp Tracker
    Current Exp:8

    Spent Exp:
    -8, Epic Intelligence OO (With free knack, Teaching Prodigy)

      Current date/time is Mon May 21, 2012 9:14 pm